Shadow Madness

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Shadow Madness
Shadow Madness(442).png
Shadow Madness(442) Gold.png
Set: Classic
Type: Spell
Class: Priest
Rarity: Rare
Cost: 4
Abilities: Charge, Take control
Tags: Attack-related, Targeted, Triggered effect

Gain control of an enemy minion with 3 or less Attack until end of turn.

You can rationalize it all you want, it's still a mean thing to do.

See this card on Hearthpwn

Shadow Madness is a rare priest spell card, from the Classic set. It allows the priest to take control of an enemy minion with 3 or less Attack.

How to get[edit | edit source]

Shadow Madness can be obtained through Classic card packs, through crafting, or as an Arena reward. Golden Shadow Madness can also be obtained through the Highest Rank Bonus chest at the end of each Ranked season.

Card Crafting cost Disenchanting
Shadow Madness 100 20
Golden Shadow Madness 800 100

Notes[edit | edit source]

  • The temporary enchantment from this card allows stolen minions to attack immediately, by granting them Charge.
Example: You cast Shadow Madness on an enemy Warsong Commander. Its ongoing effect grants itself +1 Attack for the rest of the turn.[1]
  • All effects will treat the caster as the minion's controller during that turn. In particular:
Example: A stolen Raid Leader buffs the stealing player's minions for the rest of the turn.
  • Deathrattle effects of the controlled minion will trigger in the same way as a minion played by its new controller if it dies on that side of the battlefield.
  • Return to hand effects used on the minion cause it to return to its new controller's hand, not the original's. This makes the change of possession permanent - when re-cast, the minion will not return to its original controller's side.
  • Any end of turn triggered effects possessed by the controlled minion will trigger prior to it returning to its owner.[2]
Example: The stealing player benefits from the effects of a mind controlled Young Priestess or gets an Imp from a stolen Imp Master.
  • Silencing the stolen minion removes the temporary enchantment granting control of it, thereby immediately returning it to its original owner.[3]
  • Transforming the controlled minion will result in a new minion permanently under the priest's control.
  • When the minion returns to its previous owner's side of the battlefield, it will return to the far right of the board.
Example: This spell steals a Flametongue Totem whose positional effect was buffing 2 leftward enemy minions. At the end of the turn, it returns to the right side for the opponent and only buffs their rightmost minion.
  • Like other mind control spells, this cannot be cast by a player with a full board.
  • If the originally controlling player's board is full when the effect expires, the stolen creature will destroy itself instead of returning to its original side of the battlefield.
Example: One of 7 enemy minions is stolen by this spell, then an enemy Haunted Creeper is killed, resulting in 7 minions again on the enemy side. The stolen minion is destroyed at the end of the turn since it cannot return to its side.
  • This type of spell will affect Djinni of Zephyrs if the caster controls one, since the minion will have become friendly by the time Djinni's triggered effect is checked. The Djinni will gain Charge until the end of turn as a side effect of the spell being copied and cast on it.[4]
  • When Power Overwhelming is cast upon a minion currently stolen by Shadow Madness, it may not destroy the minion at the end of that turn, but instead might wait until the end of the originally controlling player's turn. The minion's original owner would therefore get the chance to make use of it for one more turn, including the +4/+4 effect. Whether or not this happens is determined by the hidden Player ID determined randomly at the start of the match: Only Player_ID 2 will fall victim to this effect; Player_ID 1 will return the minion and then see it immediately destroyed as expected. This discrepancy is due to the Dominant Player Bug.[5]
  • A similar card is the Potion of Madness, which costs just 1 mana but can only steal minions with 2 or less attack.

Strategy[edit | edit source]

Shadow Madness is a very tactical card, capable of being used to great effect. Unlike permanent mind control effects like Mind Control, minions that are affected by this card are not exhausted, but can be used by the priest that same turn.

One common tactic is to use the controlled minion to attack another, hopefully destroying both minions. This effectively grants removal for two minions with only one card.

This card is can be used to steal valuable minions from the opponent which will generate more powerful minions, like Direhorn Hatchling.

When using return cards such as Ancient Brewmaster to permanently seize control of a Shadow Madness'd minion, the target can ideally be used to attack before being returned to the hand, since any damage taken by it will be cancelled when it leaves the battlefield.

Can also be very useful for removing a powerful taunt minion in order to allow your minions to directly attack the enemy hero or an important minion.

As with all mind control effects, any abilities or events that occur while the minion is controlled will treat the controlling player as the minion's owner. This includes deathrattles and other card text effects.

Trivia[edit | edit source]

Artist[edit | edit source]

Mark Gibbons

Gallery[edit | edit source]

Shadow Madness, full art

Patch changes[edit | edit source]

  • Patch 1.0.0.3388 (2013-06-22): Name changed from "Dark Command" to "Shadow Madness".

References[edit | edit source]

  1. https://www.youtube.com/watch?v=0B3URe5Pjes Tested in Patch 4.1.0.10956 (2015-12-04)
  2. Hearthstone Mythbusters Episode 2
  3. Ben Brode on Twitter. (2014-09-11). 
  4. Disguised Toast (2017-01-24). [Hearthstone The FUNNEST Deck Ever: Djinni Priest]. 
  5. Hearthstone Science, NightKev, & Patashu (2015-07-18). The Dominant Player Bug (Shadow Madness+Power Overwhelming and more)
  6. Hearthstone: Heroes of Warcraft - Building the Fire (UK). (2013-03-19). 
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