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Please identify which of these data pages are for the card this page is supposed to cover. Data:Cards/Vanish(465098), Data:Cards/Vanish(658) Once it is identified, please edit this page and use the |datapage parameter on {{Card infobox}} to ensure data is pulled from the correct page.

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Vanish
Regular
latest?cb=20210327082551
Gold
latest?cb=20210327091152
Set:ClassicClassic
Type:Spell
Class:RogueRogue
Rarity:CommonCommon
Cost:6 Mana icon
Abilities:Return to hand
Wiki tags:Area of effect
Artist:Sean O'Daniels
Return all minions to their owner's hand.
External links

Data pagePlayHearthstoneHearthpwn

Vanish is a common rogue spell card, inducted into the Hall of Fame set in 2019, formerly from the Basic set.

How to get

Vanish can be obtained through crafting only.

Card Crafting cost Disenchanting
Vanish 40 5
Golden Vanish 400 50

Notes

Vanish will return minions to their owner's hand in the order they were played. This mean the first minion ever played will be the first to bounce back to player's hand, while the last minion played will be the last to bounce back.

Strategy

Offensive: 6 mana cost means this is a "top-deck" card, and should be used to clear taunts off the board and land a kill on the enemy with direct damage cards.

Defense: Clear out an overwhelming army to prevent trading, death, and waste enemy mana.

This card is generally far more useful when the opponent has far more minions on the board. Since a player may take several turns to get their minions onto the battlefield, Vanish can set players back greatly, buying time for the rogue or simply making the situation a little more even.

If the opponent has more minions on the board than they can fit back into their hand, the left over minions will be destroyed, potentially making Vanish a devastating removal option. Note that the Deathrattles of any destroyed minions will be activated. The minions should be returned in the order in which they were put into play.

Vanish can also be used to clog your opponent's hand when they have a lot of minions on the field. Drawing cards with 10 cards already in hand will cause the new cards to be destroyed, which is a powerful way to "mill" your opponent, essentially making their deck "smaller" and limiting the number of options they will have over the course of the game. Burning a powerful card such as LegacyArchmage Antonidas can almost guarantee victory against decks based around such cards. Playing a LegacyColdlight Oracle can burn even more of their cards, while also drawing you two cards. In addition, Vanish synergizes well with cards that get a bonus for the number of cards in your hand, namely LegacyTwilight Drake and LegacyMountain Giant, and also for a cheap Goblins vs GnomesClockwork Giant after flooding your enemy's hand with cards. One effective mill combo is to play LegacyKing Mukla to add two LegacyBananas to their hand, then Vanish. The Bananas will take up extra space and cause more of their cards to be destroyed.

Lore

"Now you see him…"

Vanish is a rogue ability from World of Warcraft. It causes the rogue to enter an improved stealth mode for 3 seconds, which cannot be broken by damaging effects. It can be used to allow the rogue to escape combat, or to slip back into stealth mid-fight in order to launch a fresh stealth-dependent attack from the shadows.

Vanish is also seen in the Through the Dark Portal deck of the World of Warcraft Trading Card Game.

Trivia

  • Vanish is the only collectible card without flavor text. This is likely due to the text... "vanishing".
  • The artwork for this card comes from the World of Warcraft Trading Card Game "Blood of Gladiators" series, for the card Poof!.
  • Vanish and LegacyMind Blast were the first cards to be rotated from the Basic set to the Hall of Fame. They were also the first Hall of Fame cards to be rotated during an ongoing Standard year rather than at the start.

Gallery

Vanish (art)

Vanish, full art

Patch changes

Commentary: "While we like Rogues’ knack for getting out of sticky situations with targeted removal, Vanish allows them to effectively clear an entire board. This negates one of their intended weaknesses, reduces our ability to design towards their strengths, and makes it much harder for players to strategize against a Rogue."
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