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Enemies must attack minions that have Taunt.
The shield-like Taunt visual effect

Taunt is a minion ability which forces the opposing player to direct any melee attacks toward enemy targets with this ability.

Minions with Taunt (commonly referred to as Taunts) serve to protect their allies by forcing the enemy to deal with them first, preventing them from attacking other friendly minions or the controlling hero until the Taunts are removed. However, Taunts have no effect on spells, Hero Powers or other damaging effects. Minions with Taunt are displayed on the battlefield encased in a shield.

One of the most powerful effects in Hearthstone, confusion over how Taunt works is one of the main reasons new players quit the game.[1]

Functionality[edit | edit source]

A video explaining Taunt in Hearthstone made by the Curse Gamepedia YouTube Channel.
  • The Taunt ability works by limiting which characters the opposing player can target with direct "melee" attacks from their own characters. Only these direct attacks - when a minion or hero physically moves to attack an enemy target - are affected by Taunt. All other types of effects are completely unaffected by Taunt, including spells, Hero Powers, and minion effects such as those of Elven Archer or Knife Juggler.
  • If the opponent has one or more Taunt minions on the battlefield, the player will only be able to direct melee attacks at one of the minions with Taunt. If they try to attack a non-Taunt target while there is an enemy Taunt minion on the battlefield, they will be given the error message "A minion with Taunt is in the way".
  • If the opponent has more than one minion with Taunt, the player will be able to choose which one of them to attack.
  • Players do not have to attack Taunt minions, but cannot attack any other characters while there are enemy Taunt minions on the battlefield. A player may choose not to attack at all rather than attacking an enemy Taunt, which may be strategically advantageous.
  • As with all minion abilities, destroying a Taunt minion or removing it from the board will immediately take it out of play, cancelling the Taunt effect. The Taunt ability can also be removed from a minion through Silence and Transform effects like Keeper of the Grove and Polymorph.

Advanced[edit | edit source]

  • A unique conflict comes into play when a single minion has Stealth or Immune and Taunt active. The Taunt effect is temporarily negated by the Stealth or Immunity, and will not take effect until the minion loses its buff.
  • Taunt only restricts attacks where the player is selecting a target for a character attack action. Abilities like Auto-Attack and the triggered effect of Swamp King Dred may bypass Taunt.

Strategy[edit | edit source]

Taunt is a key strategic ability in Hearthstone. It allows a minion to act as a 'tank', protecting other targets from melee attack while forcing the enemy to attack them first. Critically though, Taunt only affects target selection for melee combat, where the player sends their minion or hero to attack an enemy target. Spells, Hero Powers and ranged attacks, such as that of Elven Archer, are not affected by Taunt, and can be targeted regardless. Non-targeted effects such as area of effect (Flamestrike) and random target effects (Arcane Missiles) are also unaffected.

The value of a Taunt minion lies in its ability to dictate the focus of combat on the board. Generally, this is to divert attacks away from more valuable or vulnerable targets, and toward the Taunt. Taunts can be very useful in the late game to prevent the opponent from directing all attacks at the hero themselves, quickly finishing the game. It can also be important for protecting valuable minions such as those with special effects or abilities. Without a Taunt these minions may be quickly removed, preventing the player from benefiting from their effects. Taunts can sometimes also prevent combat outright (for a turn or two), such as when facing down a vastly inferior minion. While the choice between attacking a hero and attacking their minions is a key strategic point in the game, Taunt minions make this decision for your opponent, preventing them from sneaking in extra attacks on your hero and forcing them to focus on your designated champion.

The best Taunt minions generally have a high Health value, allowing them to engage in combat with several enemies before they are destroyed. Health-increasing and healing effects such as the priest hero power can be very useful for topping-up Taunts.

Like all abilities, Taunt represents a points trade-off with other possible qualities. Building the right proportion of Taunt minions into a deck is therefore a key strategic decision. Too many taunts can leave you short on other abilities, or routinely playing minions with lower stats than necessary. Too few taunts can leave your special minions vulnerable, your hero open to attack, and prevent you from capitalising on their powers. Different classes, strategies and players have different synergies and attitudes to the use of Taunts, with some decks relying on numerous Taunts as a core element of their strategy, and others eschewing them entirely.

Since they only affect melee combat, Taunts are generally most effective against decks which rely on minion attacks to defeat the opponent. Decks which focus on spells or Hero Powers to deal lethal damage will be minimally affected by Taunts.

Taunts generally represent a slowing down of the game, with the Taunt ability usually present on a card in place of additional stats or other useful effects. This makes Taunts effective in control decks which seek to delay the game until they can afford to play their expensive cards or powerful combos. In contrast, Taunts are far less valuable in aggro decks, which seek to defeat the opponent in the first few rounds, since these decks are less concerned about incoming damage, preferring to focus on dealing damage as quickly as possible.

One key thing to remember in the use of Taunts is that they are always vulnerable to Silences and destroy effects. An indomitable Taunt can be neutralised with a single Ironbeak Owl or Assassinate, wrecking plans to defend minions or the hero itself. Taunts can also be specifically removed by The Black Knight, or may be purposefully countered with direct damage spells or Charge minions in order to clear the way for attacks. Transformations can also remove the Taunt ability, although Hex will not, since the resulting Frog itself has Taunt. Taunts can be a target of Mind control effects, leaving their previous owner vulnerable. Players may also use return effects such as Sap or Freezing Trap to cunningly remove Taunts for a turn or two.

Decks seeking to burst the player down will often use cheap forms of removal such as these before using plays such as Unleash the Hounds to finish the opponent off. Using multiple Taunts can strongly reduce the likelihood of this happening, but cannot prevent it entirely.

Granting Taunt[edit | edit source]

While the Taunt ability is usually granted by the minion's card text, it can also be gained from various enchantments and spells. See the table below for a full list. Granting Taunt to a minion is a highly strategic decision, with consequences which can be hard to predict. It may force the opponent to attack the target first, prompt them to use removal upon the target, or serve to give them a larger selection of targets to attack.

Players often choose to grant Taunt to a powerful minion which can withstand several attacks, or is capable of destroying any minion which attacks it. Giving Taunt to a high-Attack minion may force the opponent to sacrifice a tough minion or suffer substantial damage themselves using a weapon. However, high-Health Taunts are generally considered preferable, due to their increased longevity in the line of fire.

Taunt can be used to force an opponent to trigger the minion's Deathrattle, such as with Abomination and Tirion Fordring. Players can grant Taunt for a similar purpose, choosing targets such as Savannah Highmane and Cairne Bloodhoof to manipulate the opponent's actions and trigger useful synergies. However, Deathrattle Taunts are easily countered with effects such as silences.

It is almost always preferable to keep valuable targets protected by at least one Taunt, which is arguably the key purpose of Taunts. For this reason, it is generally a bad idea to grant vulnerable targets Taunt, since this strongly enables and encourages the enemy to attack that minion. In the case of Taunt-granting positional effects such as Defender of Argus this can mean sacrificing a value buff, but may still be the better choice. In some cases positional effects can make it impossible to avoid granting Taunt to a minion, making the playing of that card problematic.

Soft taunt[edit | edit source]

Minions described as 'soft taunts' are cards which, although lacking the Taunt ability, possess a quality which is beneficial or desirable enough for the controlling player that the removal of the minion quickly becomes a priority for the other player. While the opponent is not forced to attack these minions, they may swiftly become the primary focus of the player's attacks, in the hopes of removing them as quickly as possible. Examples include Emperor Thaurissan, Fandral Staghelm, Grimestreet Enforcer, Frothing Berserker, Questing Adventurer, Auchenai Soulpriest, Gadgetzan Auctioneer, Knife Juggler, Vicious Fledgling, Murloc Warleader, Doomsayer, Archmage Antonidas, Prophet Velen and Malygos.

This attack priority is usually created due to special card text, including triggered effects, Spell Damage, Windfury, Enrage and Poison effects. Minions such as Magma Rager with high Attack but low Health may also act as soft taunts if the player wishes to avoid suffering their attack. Essentially, any minion which is a priority to remove can be considered a 'soft taunt'. The term is not fixed but is granted subjectively according to a player's sense of priorities.

Because soft taunts generally represent a minion of special value, it is usually to the advantage of the controlling player to do their best to protect these targets. This can help keep the minion alive a little longer, and also force their opponent's hand by requiring them to go to costly lengths in order to remove the minion, before its effects turn the tide of the game against them. However, these strategic decisions hinge upon the perceived value of the minion. Players can use this to lead their opponent to attack apparently valuable minions which are in fact not critical to their strategy. For example, a mage playing a Spell Damage minion can expect their opponent to quickly remove the minion if possible, due to its potential to increase the mage's damage output. However, a mage without any spells in their hand may choose to play a Spell Damage minion simply in order to distract their opponent from another target of greater value. This can cause the opponent to sacrifice a minion or waste a valuable removal spell of their own in order to destroy this apparently important minion, inadvertently clearing the way for the mage to play a different strategy the next round. This can also be used much like a literal taunt minion to buy the mage time or to dictate which of the possible minions the opponent must attack.

Players need to be aware of the attractiveness or 'soft taunt' status of their minions; for example, minions with Spell Damage are often best played in the same round as a damaging spell, ensuring that the minion is not destroyed before the player can get at least some use from its effect.

Cards with Taunt[edit | edit source]

For Wild format listings, see Taunt/Wild format
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Ancestral Healing Free Spell Shaman 0
Restore a minion to full Health and give it TauntI personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Booty Bay Bodyguard Free Minion General Any 5 5 4
Taunt You can hire him... until someone offers him enough gold to turn on you.
Frostwolf Grunt Free Minion General Any 2 2 2
Taunt Grunting is what his father did and his father before that. It's more than just a job.
Goldshire Footman Free Minion General Any 1 1 2
Taunt If 1/2 minions are all that is defending Goldshire, you would think it would have been overrun years ago.
Ironbark Protector Free Minion General Druid 8 8 8
Taunt I dare you to attack Darnassus.
Ironfur Grizzly Free Minion Beast Any 3 3 3
Taunt "Bear Carcass 1/10"
Lord of the Arena Free Minion General Any 6 6 5
Taunt He used to be a 2100+ rated arena player, but that was years ago and nobody can get him to shut up about it.
Mark of the Wild Free Spell Druid 2
Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild.
Mirror Image Free Spell Mage 1
Summon two 0/2 minions with TauntOh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
Sen'jin Shieldmasta Free Minion General Any 4 3 5
Taunt Sen'jin Villiage is nice, if you like trolls and dust.
Silverback Patriarch Free Minion Beast Any 3 1 4
Taunt He likes to act like he's in charge, but the silverback matriarch actually runs things.
Voidwalker Free Minion Demon Warlock 1 1 3
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Crypt Lord Common Minion General Druid 3 1 6
After you summon a minion, gain +1 Health. The original fifth beetle!
Drakkari Defender Common Minion General Shaman 3 2 8
Overload: (3) Sometimes, the best defense is an offensive troll.
Dread Corsair Common Minion Pirate Any 4 3 3
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Druid of the Claw Common Minion General Druid 5 4 4
Choose One - Transform into a 4/4 with Charge; or a 4/6 with Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
Druid of the Scythe Common Minion General Druid 3 2 2
Choose One - Transform into a 4/2 with Rush; or a 2/4 with TauntShe's a scythe for sore eyes.
Felsoul Inquisitor Common Minion Demon Any 4 1 6
Taunt Everyone expects an inquisition reference.
Fen Creeper Common Minion General Any 5 3 6
Taunt He used to be called Bog Beast, but it confused people because he wasn't an actual beast. Boom, New Name!
Furious Ettin Common Minion General Any 7 5 9
Taunt One head is a morning person. The other head hates morning people.
Gemstudded Golem Common Minion General Warrior 6 5 9
Taunt. Can only attack if you have 5 or more Armor. Perfectly accessorized to attract adventurers.
Giant Mastodon Common Minion Beast Any 9 6 10
Taunt Still salty about it not being the "Year of the Mastodon."
Hot Spring Guardian Common Minion Elemental Shaman 3 2 4
Battlecry: Restore
3 Health. NONE SHALL PASS until at least an hour after eating.
Ironwood Golem Common Minion General Druid 4 3 6
Can only attack if you have 3 or more Armor. Marketed as a "rust-proof iron golem."
Lakkari Felhound Common Minion Demon Warlock 4 3 8
Battlecry: Discard two random cards. Guaranteed to track tar all over your carpet.
Mark of Nature Common Spell Druid 3
Choose One - Give a minion +4 Attack; or +4 Health and TauntDruids call it the "Mark of Nature." Everyone else calls it "needing a bath."
Mogu'shan Warden Common Minion General Any 4 1 7
Taunt All these guys ever do is talk about the Thunder King. BOOOORRRINNG!
Nesting Roc Common Minion Beast Any 5 4 7
Battlecry: If you control at least 2 other minions, gain TauntRoc eggs are great in omelettes, sandwiches, and as bait to turn poachers into bird food.
Ornery Direhorn Common Minion Beast Warrior 6 5 5
Battlecry: Adapt. "It's an herbivore. How dangerous can it be?" - Famous last words
Righteous Protector Common Minion General Paladin 1 1 1
Divine Shield 
Rotten Applebaum Common Minion General Any 5 4 5
Deathrattle: Restore 4 Health to your hero. Key ingredient in Gilnean applesauce.
Shieldbearer Common Minion General Any 1 0 4
Taunt Have you seen the size of the shields in this game?? This is no easy job.
Sleepy Dragon Common Minion Dragon Any 9 4 12
Taunt Local villagers call her "Naps Under the Mountain."
Stegodon Common Minion Beast Any 4 2 6
Taunt Level 40 Tortollan Paladins quest to tame a Stegodon. There are no level 41 Tortollan Paladins.
Stubborn Gastropod Common Minion Beast Any 2 1 2
Poisonous Stubbornly pursuing its dream to become Azeroth's fastest animal!
Tar Creeper Common Minion Elemental Any 3 1 5
Has +2 Attack during your opponent's turn. If you won't come to the tar pits, we'll bring them to you!
Tar Lord Common Minion Elemental Warrior 7 1 11
Has +4 Attack during your opponent's turn. Tar Lord, man... legendary monster? Aw, forget it.
Tar Lurker Common Minion Elemental Warlock 5 1 7
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
Tauren Warrior Common Minion General Any 3 2 3
Has +3 Attack while damaged. Tauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.
Tortollan Shellraiser Common Minion General Priest 4 2 6
Deathrattle: Give a random friendly minion +1/+1. A hero... In a half-shell.
Unpowered Steambot Common Minion Mech Any 4 0 9
Taunt Overpowered Steambot got nerfed.
Vulgar Homunculus Common Minion Demon Warlock 2 2 4
Battlecry: Deal 2 damage to your hero. Fortunately he has an even number of fingers.
Wax Elemental Common Minion Elemental Any 1 0 2
Divine Shield Takes double damage from wick-based weapons
Witch's Apprentice Common Minion Beast Shaman 1 0 1
Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog?
Abomination Rare Minion General Any 5 4 4
Taunt. Deathrattle: Deal 2 damage to ALL characters. Abominations enjoy Fresh Meat and long walks on the beach.
Bewitched Guardian Rare Minion General Druid 5 4 1
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Cornered Sentry Rare Minion General Warrior 2 2 6
Taunt. Battlecry: Summon three 1/1 Raptors for your opponent. The Draenei are seriously considering cancelling "Bring Your Murderous Pet to Work Day."
Direhorn Hatchling Rare Minion Beast Warrior 5 3 6
Deathrattle: Shuffle a 6/9 Direhorn with Taunt into your deck. His mom could beat up your mom.
Druid of the Swarm Rare Minion General Druid 2 1 2
Choose One - Transform into a 1/2 with Poisonous; or a 1/5 with TauntThe Druid awoke from troubling dreams to find herself transformed into a giant spider.
Felguard Rare Minion Demon Warlock 3 3 5
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Feral Spirit Rare Spell Shaman 3
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Grizzled Guardian Rare Minion Beast Druid 8 3 5
Deathrattle: Recruit 2 minions that cost (4) or less. Favorite sandwich? Grizzled cheese.
Hooked Reaver Rare Minion Demon Warlock 4 4 4
Battlecry: If you have 15 or less Health, gain +3/+3 and Taunt. The hook is just an accessory. He can reave just fine without it.
Hungry Ettin Rare Minion General Any 6 4 10
Battlecry: Summon a random 2-Cost minion for your opponent. How can he be hungry… if he's Ettin!?
Lone Champion Rare Minion General Any 3 2 4
Battlecry: If you control no other minions, gain Taunt and Divine ShieldHe is a champion, with no friends. He'll keep on fighting, til the end!
Paragon of Light Rare Minion General Paladin 3 2 5
Has Taunt and Lifesteal while it has 3 or more Attack. She’s all fun and games until someone rings that stupid bell.
Phantom Militia Rare Minion General Any 3 2 4
Taunt Recruited from the Gilnean opera house.
Saronite Chain Gang Rare Minion General Any 4 2 3
Battlecry: Summon a copy of this minion. Desperately needs some alone time.
Shellshifter Rare Minion General Druid 4 3 3
Choose One - Transform into a 5/3 with Stealth;
or a 3/5 with TauntMaster of the Three Shell Monte.
Stonehill Defender Rare Minion General Any 3 1 4
Battlecry: Discover a Taunt minion. Briefly tried stand-up comedy under the name "Stonehill Offender", but turtles are just too thin-skinned.
Sunwalker Rare Minion General Any 6 4 5
Taunt. Divine Shield She doesn’t ACTUALLY walk on the Sun. It's just a name. Don’t worry!
Tol'vir Stoneshaper Rare Minion General Any 4 3 5
Battlecry: If you played an Elemental last turn, gain Taunt and Divine ShieldHe spends a lot of time keeping himself in stoneshape.
Voodoo Hexxer Rare Minion General Shaman 5 2 7
Freeze any character damaged by this minion. The Silver Hand recruits shuddered in terror when they saw the dreaded totem of the Hexxer: A tiny little snowman, impaled with pins.
Witchwood Grizzly Rare Minion Beast Any 5 3 12
Battlecry: Lose 1 Health for each card in your opponent's hand. You know what they say about people with big hands? Small bears.
Ancient of War Epic Minion General Druid 7 5 5
Choose One - +5 Attack; or +5 Health and TauntYoung Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Cathedral Gargoyle Epic Minion General Paladin 2 2 2
Battlecry: If you're holding a Dragon, gain Taunt and Divine ShieldFly like an eagle, drop like a rock.
Corpsetaker Epic Minion General Any 4 3 3
Battlecry: Gain Taunt if your deck has a Taunt minion. Repeat for Divine Shield, Lifesteal, WindfuryHer extensive collection of corpses includes one of nearly every type. She'd love for you to join it.
Earth Elemental Epic Minion Elemental Shaman 5 7 8
Overload: (3) Nothing beats rock.
Gloom Stag Epic Minion Beast Druid 5 2 6
Battlecry: If your deck has only odd-Cost cards, gain +2/+2. Majestic. Ethereal. Still pretty down in the dumps, though.
Level Up! Epic Spell Paladin 5
Give your Silver Hand Recruits +2/+2 and Taunt. Ding!
Obsidian Statue Epic Minion General Priest 9 4 8
Taunt. Lifesteal.
Deathrattle: Destroy a random enemy minion. The original artist spent many hours with a fine chisel perfecting the facial expression for maximum tauntiness.
Primordial Drake Epic Minion Dragon Any 8 4 8
Battlecry: Deal 2 damage to all other minions. Before he became a rap artist.
Totem Cruncher Epic Minion Beast Shaman 4 2 3
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Voidlord Epic Minion Demon Warlock 9 3 9
Deathrattle: Summon three 1/3 Demons with TauntNever let it hold your checkbook.
Al'Akir the Windlord Legendary Minion Elemental Shaman 8 3 5
Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Ozruk Legendary Minion Elemental Any 9 5 5
Battlecry: Gain +5 Health for each Elemental you played last turn. Between you and me, Ozruk is a bit obsessed with his body.
Prince Valanar Legendary Minion General Any 4 4 4
Battlecry: If your deck has no 4-Cost cards, gain Lifesteal and TauntThree Princes stand before you. This one devours one after another.
Rin, the First Disciple Legendary Minion General Warlock 6 3 6
Deathrattle: Add 'The First Seal' to your hand. Signed and sealed, she delivers oblivion.
Sunkeeper Tarim Legendary Minion General Paladin 6 3 7
Battlecry: Set all other minions' Attack and Health to 3. Ironically, his favorite number is 4.
The Lich King Legendary Minion General Any 8 8 8
At the end of your turn, add a random Death Knight card to your hand. "All that I am: anger, cruelty, vengeance, 8 attack - I bestow upon you, my chosen knight."
Tirion Fordring Legendary Minion General Paladin 8 6 6
Divine Shield. Taunt. Deathrattle: Equip a 5/3 Ashbringer. If you haven't heard the Tirion Fordring theme song, it's because it doesn't exist.
Showing all 81 cards
Ancestral Healing(216).png
Booty Bay Bodyguard(27).png
Frostwolf Grunt(663).png
Goldshire Footman(564).png
Ironbark Protector(238).png
Ironfur Grizzly(519).png
Lord of the Arena(414).png
Mark of the Wild(480).png
Mirror Image(30).png
Silverback Patriarch(611).png
Crypt Lord(62860).png
Drakkari Defender(62887).png
Dread Corsair(261).png
Druid of the Claw(587).png
Druid of the Scythe(89428).png
Felsoul Inquisitor(89470).png
Fen Creeper(476).png
Furious Ettin(89467).png
Gemstudded Golem(77004).png
Giant Mastodon(55593).png
Hot Spring Guardian(55564).png
Ironwood Golem(76965).png
Lakkari Felhound(55449).png
Mark of Nature(149).png
Nesting Roc(55573).png
Ornery Direhorn(55530).png
Righteous Protector(62864).png
Rotten Applebaum(89347).png
Sleepy Dragon(76980).png
Stubborn Gastropod(55532).png
Tar Creeper(55456).png
Tar Lord(55535).png
Tar Lurker(55578).png
Tauren Warrior(477).png
Tortollan Shellraiser(55446).png
Unpowered Steambot(89459).png
Vulgar Homunculus(76925).png
Wax Elemental(77009).png
Bewitched Guardian(89431).png
Cornered Sentry(55517).png
Direhorn Hatchling(55524).png
Druid of the Swarm(62905).png
Feral Spirit(214).png
Grizzled Guardian(76894).png
Hooked Reaver(77010).png
Hungry Ettin(76917).png
Lone Champion(76883).png
Paragon of Light(89433).png
Phantom Militia(89337).png
Saronite Chain Gang(62901).png
Stonehill Defender(55529).png
Voodoo Hexxer(61826).png
Witchwood Grizzly(89381).png
Ancient of War(242).png
Cathedral Gargoyle(89382).png
Earth Elemental(124).png
Gloom Stag(89341).png
Level Up!(76867).png
Obsidian Statue(62870).png
Primordial Drake(55533).png
Totem Cruncher(89414).png
Prince Valanar(62844).png
Rin, the First Disciple(73326).png
Sunkeeper Tarim(55462).png
The Lich King(62922).png
Tirion Fordring(391).png

Uncollectible[edit | edit source]

For Wild format listings, see Taunt/Wild format

The following minions are generated by other cards or effects, and are uncollectible.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Amara, Warden of Hope None Minion General Priest 5 8 8
Battlecry: Set your hero's Health to 40. 
Direhorn Matriarch None Minion Beast Warrior 5 6 9
Golden Kobold None Minion General Any 3 6 6
Battlecry: Replace your hand with Legendary minions. 
Green Ooze None Minion General Any 2 1 2
Guardian Spirit None Minion General Paladin 2 2 2
Guardian Spirit None Minion General Paladin 4 4 4
Guardian Spirit None Minion General Paladin 6 6 6
Rock Elemental None Minion Elemental Shaman 2 2 3
Stoneclaw Totem Free Minion Totem Shaman 1 0 2
Druid of the Claw Common Minion Beast Druid 5 4 6
Druid of the Scythe Common Minion Beast Druid 3 2 4
Frog Common Minion Beast Shaman 0 0 1
Gnoll Common Minion General Any 2 2 2
Mirror Image Common Minion General Mage 0 0 2
Misha Common Minion Beast Hunter 3 4 4
Treant Common Minion General Druid 2 2 2
Druid of the Swarm Rare Minion Beast Druid 2 1 5
Sacred Maul Rare Weapon Paladin 3 2 2
Battlecry: Give your minions Taunt
Shellshifter Rare Minion Beast Druid 4 3 5
Spirit Wolf Rare Minion General Shaman 2 2 3
Showing all 20 cards
Amara, Warden of Hope(52584).png
Direhorn Matriarch(55601).png
Golden Kobold(27212).png
Green Ooze(77085).png
Guardian Spirit(76905).png
Guardian Spirit(76903).png
Guardian Spirit(76904).png
Rock Elemental(55480).png
Stoneclaw Totem(298).png
Druid of the Claw(45).png
Druid of the Scythe(89430).png
Mirror Image(650).png
Druid of the Swarm(63030).png
Sacred Maul(76888).png
Spirit Wolf(451).png

Sources of Taunt[edit | edit source]

For Wild format listings, see Taunt/Wild format

The following cards may not themselves possess Taunt, but are capable of generating minions with Taunt or granting Taunt to other minions.

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Related cards[edit | edit source]

For Wild format listings, see Taunt/Wild format
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Strongshell Scavenger Rare Minion General Druid 4 2 3
Battlecry: Give your Taunt minions +2/+2. It isn't "grave robbing" when there's no grave. It's just scavenging…
Fire Plume's Heart Legendary Spell Warrior 1
Quest: Play 7 Taunt Minions.
Reward: Sulfuras. Why does an active volcano need to be defended? To save its ash.
Hadronox Legendary Minion Beast Druid 9 3 7
Deathrattle: Summon your Taunt minions that died this game. The viziers of Azjol-Nerub released Hadronox as a last-ditch effort to hold back the Lich King. They did so by VERY carefully scooping him up in a LARGE newspaper and releasing him.
The Black Knight Legendary Minion General Any 6 4 5
Battlecry: Destroy an enemy minion with TauntHe was sent by the Lich King to disrupt the Argent Tournament. We can pretty much mark that a failure.
Showing all 4 cards
Strongshell Scavenger(62936).png
The Black Knight(396).png

Trivia[edit | edit source]

  • Cited in 2015 as one of the most common reasons new players left the game, according to Ben Brode a "shocking percentage of players" used to finish the tutorial without understanding Taunt, or even "get stuck" in the King Mukla encounter due to the mechanic.[1] Ambiguous emotes - "I must attack that minion with Taunt" - are cited as the main issue, and have since seen updates.[1]
  • Early in development, attacking a Taunt minion would cause it to lose Taunt. However, when a bug cropped up that caused minions not to lose Taunt when attacked, the developers realised that it was much simpler and more fun for Taunts to retain the ability, and the behaviour was kept.[2]

Patch changes[edit | edit source]

  • Patch (2014-03-11): Minions who have Taunt and Stealth now have an effect that more clearly indicates that Taunt is temporarily disabled during Stealth.

References[edit | edit source]

  1. 1.0 1.1 1.2 Ben Brode on Twitter. (2015-03-06). 
  2. Ben Brode quoted on reddit. (2016-10-03). 

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