Details
Health is divided into two separate stats: the character`s current Health, and their maximum Health. A character is said to be "at" their current Health. The term Health usually refers to a character`s current Health.
Characters at maximum Health have their Health value displayed in white, while those below maximum Health have it displayed in red. Characters below maximum Health are considered "damaged", which can enable certain effects (see below). Each character enters play at maximum Health.
Characters can lose current Health by taking damage Damage in Hearthstone is a particular infliction of harm upon heroes or minions, measured by a number which is deducted from their Health and/or Armor (if they have any). If a character s Health is reduced from various sources, primarily combat This page describes the act of attacking. For the Attack attribute, see Attribute. Attacking or combat is what occurs when a player commands one character to attack another, causing them to simultaneously deal damage to , spells Fireball, a simple mage spell. It costs 4 mana, dealing 6 damage to a chosen target. Spell cards are cards that can be played to trigger a one time effect or ability, described in the and Hero Powers Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and . Unlike in some other games, Health is persistent, and does not automatically regenerate. Characters that are damaged do not heal by themselves. Be that as it may, numerous abilities exist to heal Heal Set: The Grand Tournament Type: Hero Power Class: Priest Cost: 2 Abilities: Restore Health Hero PowerRestore 4 Health.See this card on Hearthpwn data page] For the act of restoring Health to a character, see characters, such as Lesser Heal Lesser Heal Type: Hero Power Class: Priest Cost: 2 Abilities: Restore Health Hero Power Restore 2 Health.See this card on Hearthpwn data page] Lesser Heal is the priest s basic Hero Power. Contents 1 Notes 2 , Voodoo Doctor Voodoo Doctor Set: Basic Type: Minion Cost: 1 Attack: 2 Health: 1 Abilities: Battlecry, Restore Health Battlecry: Restore 2 Health.Voodoo is an oft-misunderstood art. But it is art.See this card on Hearthpwn data page] Voodoo and Lay on Hands Lay on Hands Set: Classic Type: Spell Class: Paladin Rarity: Epic Cost: 8 Abilities: Draw cards, Restore Health Restore 8 Health. Draw 3 cards.A grammatically awkward life saver.See this card on Hearthpwn data page] Lay . Healing effects increase a character`s current Health, but cannot increase it beyond their maximum Health. Additionally, Alexstrasza Alexstrasza Set: Classic Type: Minion Subtype: Dragon Rarity: Legendary Cost: 9 Attack: 8 Health: 8 Abilities: Battlecry Battlecry: Set a hero s remaining Health to 15.Alexstrasza the Life-Binder brings life and hope to everyone. Except Deathwing. changes the current Health of a player to 15, which does not count as healing or damage despite having a similar effect.
Maximum Health is not altered by taking damage, but can be reduced through other means, such as Hunter`s Mark Hunter s Mark Set: Basic Type: Spell Class: Hunter Cost: 1 Change a minion s Health to 1.Never play Hide and Go Seek with a Hunter.See this card on Hearthpwn data page] Hunter s Mark is a hunter and Equality Equality Set: Classic Type: Spell Class: Paladin Rarity: Rare Cost: 2 Tags: Area of effect Change the Health of ALL minions to 1.We are all special unique snowflakes... with 1 Health.See this card on Hearthpwn . Various effects can increase a minion`s maximum Health, which will also increase their current Health by the same amount, without technically healing them. Examples include Divine Spirit Divine Spirit Set: Basic Type: Spell Class: Priest Cost: 2 Double a minion s Health.Double the trouble. Double the fun!See this card on Hearthpwn data page] Divine Spirit is a priest spell card, from the Basic , Blessing of Kings Blessing of Kings Set: Basic Type: Spell Class: Paladin Cost: 4 Give a minion +4/+4. (+4 Attack/+4 Health)Given the number of kings who have been assassinated, are you sure you want their blessing?See this card and Stormwind Champion Stormwind Champion Set: Basic Type: Minion Cost: 7 Attack: 6 Health: 6 Tags: Area of effect, Ongoing effect Your other minions have +1/+1.When Deathwing assaulted the capital, this soldier was the only member of his `s ongoing effect The welling of light indicating an ongoing effect Ongoing effects are minion, weapon, and boss Hero Power abilities which grant special effects on an ongoing basis. Ongoing effects are often referred to as auras, particularly . For details on how enchantments An enchantment, or buff or debuff, is a special effect gained by a minion. Enchantments may be generated by spells, minion texts or abilities such as Battlecries, or other sources, may be temporary or permanent, can affect current and maximum Health, see below. Transform Transform is an ability which irreversibly transforms a minion into something else. This removes all card text, abilities and enchantments, and does not trigger any Deathrattles. Transformation is not an enchantment but rather a permanent effects set all attributes Sen jin Shieldmasta, a simple minion card. It has 3 Attack, 5 Health and a mana cost of 4. Attributes are key values which define a character or weapon s power, cost and survivability. Attributes of some to predetermined values, which could result in current and/or maximum Health increases, decreases, or neither. The hero equivalent to transformation is replacement, which similarly could result in a Health change (usually a decrease). Alexstrasza has a unique effect on maximum Health of heroes as well: In the rare case a hero (currently, only the Ragnaros replacement hero Ragnaros the Firelord Set: Blackrock Mountain Type: Hero Health: 8 See this card on Hearthpwn data page] For other representations of Ragnaros, see Ragnaros (disambiguation) Ragnaros the Firelord is the hero created by Majordomo Executus ) has less than 15 maximum Health, Alexstrasza sets that Hero`s maximum Health to 15 alongside its current Health. None of the maximum Health-related effects in this paragraph count as damage or healing, even if they also add or remove "current" Health.
Health can be reduced to below 0. Usually this has no consequence, since any character with Health at or below 0 will be destroyed, but when multiple effects alter a character`s Health during the same event phase, this can allow other effects to increase the character`s Health back to a positive number, thus preventing the character from being destroyed. For more information, see Advanced rulebook While most rules in Hearthstone are fairly easy to ascertain, when several effects, each with their own behaviours, are brought into conflict, things can get a little more complicated. The advanced rulebook offers a comprehensive .
Some minions have an unusual relationship with their Health value. For instance, Lightspawn Lightspawn Set: Classic Type: Minion Subtype: Elemental Class: Priest Rarity: Common Cost: 4 Attack: 0 Health: 5 Tags: Ongoing effect This minion s Attack is always equal to its Health.Spawn of the Light? Or Pawn of `s Attack is always equal to its Health, allowing abilities such as Divine Spirit to increase its Attack, and any damage taken to decrease its Attack accordingly.
Info
Health, sometimes referred to as life, hit points or HP, is an attribute found on heroes A hero is a character in the Warcraft universe representing the player. In Hearthstone, this concept is expressed in three interrelated but distinct ways: Heroes are gameplay characters representing players or bosses within a match. and minions Bloodfen Raptor, a simple minion card. A Beast-type minion, it has 3 Attack, 2 Health and a mana cost of 2. Minions are persistent creatures on the battlefield that will fight for their hero. Minion , reflecting the remaining survivability of the character. Health can be reduced, almost always by taking damage Damage in Hearthstone is a particular infliction of harm upon heroes or minions, measured by a number which is deducted from their Health and/or Armor (if they have any). If a character s Health is reduced . If a character`s Health is reduced to 0 (or lower) that character will be destroyed Destroying a minion or weapon removes it from play. Only minions currently on the battlefield and weapons that are currently equipped can be destroyed. Discarding a card removes it directly from the player s hand and . All standard heroes start off with 30 Health, a number which can only be exceeded with Amara, Warden of Hope Amara, Warden of Hope Set: Journey to Un Goro Type: Minion Class: Priest Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Taunt Tags: Quest-generated Taunt.Battlecry: Set your hero s Health to 40.See this card on . Be that as it may, Armor A hero with 2 Armor Armor is a form of secondary Health available only to heroes, gained through certain spells, Hero Powers and minions. Damage taken will always be deducted from Armor before Health. Only can be used to protect a hero`s Health from damage, for a total "effective Health" greater than the hero`s maximum.
Health is displayed at the bottom right corner of each character`s card or portrait, set against a red drop of blood.
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Strategy
A common tactical point regarding Health is that Health is simply a resource, to be used to progress the player`s position within the game. While losing Health can generally be regarded a bad thing, in many cases it is possible to sacrifice Health in order to gain advantage, to protect from future damage, or to keep friendly minions in play. If the player is too concerned about taking damage, they may make bad compromises in order to retain their Health, while slowly giving away the game.
The use of weapons and Shapeshift are good examples of where the hero`s Health can be traded for board advantage to great effect, while the warlock hero power Life Tap allows the hero to directly trade Health for card advantage. Weapons can also provide card advantage, by using a single weapon card to clear multiple minions - at the cost of the hero`s Health, of course. While some situations will provide the opportunity for excellent trades, in others it is a simple exchange of Health for the removal of a threatening minion. It is generally preferable to suffer a minion`s Attack in damage once in order to remove the minion, rather than allow it to repeatedly attack the hero thereafter. The hero can sacrifice their Health in exchange for the Health of their minions, making for a stronger position on the board.
Health only becomes more than a resource when it is exhausted completely, losing the player the game. Be that as it may, the point at which Health begins to become a concern is a highly debatable point. Decks such as nuke and aggro decks, using spells like Pyroblast and Unleash the Hounds, can quickly burst the hero`s Health a dozen points or more in a single turn. For this reason, below a certain point it is considered risky to lower the hero`s Health any further. Aggro and nuke decks rely upon lowering the hero`s Health within a relatively short timeframe, and may count on the player trading their Health for board advantage - allowing the hero to be defeated before they have time to capitalise on their apparent board or card advantage.
Over all, consider Health a useful commodity which can often be traded for board advantage, and which only becomes important to conserve once it reaches critical levels. Knowing when to sacrifice it and when to conserve it is a key skill, especially important for weapon classes, druids and warlocks.
Related cards
- For Wild format Wild format or Wild is one of Hearthstone s two game formats, the other being Standard format. Wild format appears in game modes in which players are allowed to play decks without the deck restrictions of listings, see Health/Wild format This page lists all cards specifically related to character Health available in Wild format. For information on Health itself, and card lists for Standard format, see Health. Health-related edit | edit source] While numerous cards
Below are listed cards with a specific relationship to the damaged status. For other effects activated by taking damage, see Enrage An Enraged minion Enrage is a minion ability where the stated effect becomes active only when the minion is damaged. If the minion is healed back to full Health, the Enrage effect will be cancelled. and triggered effect The lightning bolt icon, explicitly indicating a triggered effect Triggered effects are effects that activate in response to specific events. Triggered effects may belong to minions, weapons or spells (in the form of Secrets), as .
Damaged status
If a minion`s Health value is reduced below its current maximum, it is considered `damaged`, and its Health value will be displayed in red. Restoring Healing is the restoration of Health to a damaged character. Healing a character will increase their Health by the stated amount, up to but not beyond their current maximum Health. Healing effects or Restore Health a minion`s current Health to its maximum will cause it to lose damaged status.
The damaged status is used in numerous card mechanics. Most notably, Enrage An Enraged minion Enrage is a minion ability where the stated effect becomes active only when the minion is damaged. If the minion is healed back to full Health, the Enrage effect will be cancelled. effects only take effect when the minion is damaged; healing it back to full health will cancel the effect. Cards such as Execute Execute Set: Basic Type: Spell Class: Warrior Cost: 2 Abilities: Destroy Tags: Damaged-related Destroy a damaged enemy minion.It s okay, he deserved it.See this card on Hearthpwn data page] Execute is a warrior spell card, from and Rampage Rampage Set: Classic Type: Spell Class: Warrior Rarity: Common Cost: 2 Tags: Damaged-related Give a damaged minion +3/+3.Minion get ANGRY. Minion SMASH!See this card on Hearthpwn data page] Rampage is a common warrior spell card, require damaged targets, while Backstab Backstab Set: Basic Type: Spell Class: Rogue Cost: 0 Abilities: Deal damage Tags: Damaged-related Deal 2 damage to an undamaged minion.It s funny how often yelling "Look over there!" gets your opponent to turn around.See this requires an undamaged target. Damaged status may be a liability or a boon, depending on the minion and the player. Warriors have many cards offering synergy with damaged minions.
When a minion`s maximum Health is increased by effects, it is possible for a minion to be considered damaged despite having far more Health than its original maximum. By lowering the minion`s maximum Health, losing a Health-increasing enchantment (or gaining a Health-reducing enchantment) can also act to restore a damaged minion to undamaged status.
Enchantments
The basic process of dealing and receiving damage is simple: the appropriate number of points are deducted from the character`s current Health value. Be that as it may, the interactions between health, enchantments and damage are a little more complex.
The key underlying design is that any time a minion`s maximum Health is increased, its current Health is increased by the same amount. A 1/1 minion gaining +1 Health becomes a 1/2. There is no distinction between a minion`s `natural` Health and Health granted through enchantments.
Be that as it may, when a minion`s maximum Health is reduced, its current Health is only reduced if it exceeds the new maximum. If a minion`s current Health does not exceed the new maximum, it will not be reduced. Losing current Health due to a reduced maximum Health does not count as damage.
One consequence of this design is that +Health enchantments can at times act like heals. Example: A 2/2 minion takes a point of damage, making it a damaged 2/1. It then gains a +1 Health enchantment, making it a damaged 2/2 with a maximum Health of 3. The enchantment is then removed, leaving it as an undamaged 2/2. The enchantment, although temporary, effectively gave the minion a permanent +1 Health effect, and also served to remove the minion`s damaged status.
This design makes the order of damage and enchantment removal strategically significant. Specifically, when a minion`s current Health exceeds its natural maximum, it makes it far more effective to remove a minion`s Health enchantments before attacking it. Example: A 2/1 minion is granted a permanent +1/+1 enchantment, making it a 3/2. Option A: The player deals 1 point of damage to the 3/2, making it a damaged 3/1, then silences it, leaving an undamaged 2/1. Option B: The player silences the minion, making it a 2/1, then deals 1 point of damage to the minion, destroying it. Note that buffs granted by other minions` on-going auras cannot be removed by silencing the buffed minion; only neutralising the aura minion itself will remove the buffs from the affected minions.
Note that while most increases to a minion`s Health occur through gaining enchantments An enchantment, or buff or debuff, is a special effect gained by a minion. Enchantments may be generated by spells, minion texts or abilities such as Battlecries, or other sources, may be temporary or permanent, , they can also come from removing enchantments such as Equality Equality Set: Classic Type: Spell Class: Paladin Rarity: Rare Cost: 2 Tags: Area of effect Change the Health of ALL minions to 1.We are all special unique snowflakes... with 1 Health.See this card on Hearthpwn and Hunter`s Mark Hunter s Mark Set: Basic Type: Spell Class: Hunter Cost: 1 Change a minion s Health to 1.Never play Hide and Go Seek with a Hunter.See this card on Hearthpwn data page] Hunter s Mark is a hunter which lower Health. For instance, if a 5/5 Stranglethorn Tiger is reduced to 1 Health, affected by Equality, then silenced, the result will be a full Health 5/5 Stranglethorn Tiger. Regardless of the cause, any adjustment to a minion`s maximum Health follows the same rules.
For more information on Health and enchantments, see Advanced rulebook While most rules in Hearthstone are fairly easy to ascertain, when several effects, each with their own behaviours, are brought into conflict, things can get a little more complicated. The advanced rulebook offers a comprehensive .
A
- All
- Every possible target on the board for the spell or Ability.
- Attack
- To be on the offensive either by attacking an opponents card or your opponent himself/herself
- Ability
- There are a group of common keywords that are used on multiple cards that are collectively called abilities. They can for example specify when the action will happen, or how. These keywords are written in bold on the cards.
- Aggro Deck
- AoE
- See Area of Effect
- Arcane Dust
- The ingredient used to craft new Hearthstone cards. Can only be obtained in two ways: as a reward for doing Arena or through Disenchanting an existing card in your possession. Crafting costs depend on the rarity of a card and whether it is Golden or not.
- Common - 40 Dust
- Golden Common - 400 Dust
- Rare - 100 Dust
- Golden Rare - 800 Dust
- Epic - 400 Dust
- Golden Epic - 1600 Dust
- Legendary - 1600 Dust
- Golden Legendary - 3200 Dust
- Arena
- A Hearthstone game mode. In this mode, players can choose to either pay 150 Gold or real money ($1.99/⅁1.49/⃢₂ⅹ1.79) to enter. In Arena, you are given a random draft of three classes to pick then must pick cards individually out of a choice of three cards until you have completed your deck. Unlike Constructed, there is no limit to how many copies of the same card you may possess in your deck.
- In an Arena run, you compete against other players to win as many games as possible. An Arena run will end when you either win twelve times, retire, or lose three times. Winning Arena games will upgrade the key in your possession, which will improve the spoils (You will receive five boxes of rewards, each having a chance to contain Gold, Arcane Dust or a Pack). You are always guaranteed to get a pack of cards, but if you do well enough it is possible to get two. Generally speaking, a Diamond Key (7 wins or above) is usually required to earn back the Arena entry fee in Gold while a Lightforge Key (12 wins) will earn you the greatest possible reward.
- Area of Effect
- Spells or attacks that affect more than a single target and either specifies a certain general area or an area emanating from a source point.
- Armor
- A resource similar to Health, that can be gained through the hero powers Armor Up! and Shapeshift, or spells like Shield Block, Ice Barrier and Bite. Armor gets removed before Health when taking damage, but you lose the game if your Health drops to 0 even if you manage to gain some Armor after taking the damage.
- Attack Power
- The attack power of a minion is the amount of damage it can do on each attack.
B
- Battlecry
- An ability that is triggered immediately, when a minion is summoned.
- Burn
- Powers and cards played with the purpose of lowering the health of the enemy hero, disregarding board control.
C
- Character
- A character is either your hero₠or any minion on the battlefield.
- Charge
- This Ability lets a minion attack during the turn it is summoned.
- Choose One
- This Ability gives you the option to choose between two spell effects when playing a spell, or between two minion Battlecry effects when playing a minion. This ability is associated with the Druid class.
- Combo
- A card with the ability Combo gets the ability triggered it if is not the first card that is played that turn, i.e. it is played in a combo with another card. Playing The Coin does trigger the Combo ability. Hero Power does not enable Combo. This ability is associated with the Rogue class.
- Constructed
- Refers to any Hearthstone game mode in which the player is allowed to use decks they have built from their own card collection. In any constructed deck, the player is allowed a maximum of two of each common/rare/epic card and a maximum of one of each legendary card.
- Control Deck
- A deck that aims to win through board control. Usually these type of decks have high emphasis on removal spells and lack burn damage. Most notable archetypes are Handlock Control Warrior and Control Priest.
- Coin
- A card that is given to the player who is going second at the start of the match. It grants the player 1 extra Mana Crystal for one turn only when they use it.
- Crafting
D
- Deathrattle
- Ability that is triggered when the minion dies.
- Deck
- The set of 30 cards that player uses in a game of Hearthstone. Player draws one card from the deck each turn until there are no cards left, after which the player will be Fatigued
- Destroy
- Remove a minion from the board. There is no damage dealt so Divine Shield is ignored.
- Discover
- When a Discover ability is activated player is presented with three random cards to choose from and to take into one`s hand.
- Disenchant
- Disenchanting cards will give you Arcane Dust. It`s good to use when you have many duplicates. Rarer cards provide more Arcane Dust. Basic cards cannot be disenchanted.
- Common - 5 Dust
- Golden Common - 50 Dust
- Rare - 20 Dust
- Golden Rare - 100 Dust
- Epic - 100 Dust
- Golden Epic - 400 Dust
- Legendary - 400 Dust
- Golden Legendary - 1600 Dust
- Divine Shield
- Absorbs one attack or spell/effect that deals damage before the minion itself takes any damage.
- Dream Cards
- Cards that a player draws at the end of each turn while having Ysera on the board.
- Durability
- Number of times a hero can attack with a weapon before it is destroyed.
E
- Enrage
- This Ability is triggered when a minion takes damage.
F
- Fast decks
- Typically all-out decks that play many small aggressive minions, trying to close out the game as early as possible, leading to fast victories or defeats.
- Fatigue
- When you are out of remaining cards in your deck and the start of your turn or a card effect makes you draw a card, you take fatigue damage. The first time you`re out of cards, it`s 1 damage, the second time, it`s 2 damage, and so on until you or your opponent is dead.
- Freeze
- Cannot attack for one turn, Hero abilities can still be used (although Rogues and Druids would be unable to attack with said Hero abilities.
G
- Gold
- Gold is the in-game currency. It cannot be directly purchased, but is instead won through arena matches and/or playing in matchmade constructed games.
H
- Health
- The amount of life a card or hero has left before it is discarded or, in the case of a hero, loses the game.
- Hit Points (HP)
- See Health
I
- Immune
- Everything is ineffective and damage cannot be inflicted to you.
- Inspire
- An effect that activates when the owner of the minion uses a Hero Power.
M
- Mana
- Mana is used to play cards. Your current mana is displayed in the bottom right of the screen. Each card requires a certain amount of mana to be summoned. You start with one Mana; at the start of each player`s turn mana is fully restored and the mana pool gets increased by one until both players have 10 Mana. Certain cards can increase a player`s mana pool.
- Medal
- Medals were an early ranking system in Hearthstone. Players started at Apprentice and based on their ladder performance in ranked games could work their way up to a higher medal. You did not lose Medals for losing games. This system was replaced with the current ladder system before launch.
- Mill Deck
- Milling is the act of flooding your opponent`s hand, making him discard cards due to drawing over the 10 card limit.
- Minion
- Minion is a character with health and attack values that players summon to the board by playing minion cards or certain spells such as Feral Spirit
- Mulligan
- To mulligan a card is to discard it from your initial hand and draw a replacement from the remaining deck. You are allowed to mulligan as many cards as you want from your initial draw, but this can only be done before turn 1.
- Murloc Deck
- Deck that focuses on Murlocs. One of the most aggressive decks in the game. Most commonly used by warlocks, since they can use Life Tap to draw a lot of cards to keep the aggression going. Very susceptible to Area of Effect.
O
- One Turn Kill
- A combination of cards that leads to killing an opponent in one turn.
- OTK
- See One Turn Kill
- Overload
- Reduces the amount of mana a player can use the next turn.
P
- Pack
- Hearthstone cards are purchased in packs. Each pack has five cards in them, at least one of them being Rare or of higher rarity. Packs may also contain Golden cards or multiples of same card. Packs are earned as rewards or can be bought from the in-game store.
- Plain Card
- A plain card is a minion which has no text on it, ie. it only has Mana Cost, Attack Power, and Hit Points.
- Power
- See Attack Power
R
- Ramp
- The act of playing cards that add mana crystals to your mana pool in order to play high mana creatures faster than your opponent. This includes cards that increase your mana pool temporarily (The Coin and Innervate) or permanently (Wild Growth, Nourish).
- Rarity
- In order from least rare to most rare: Common(White), Rare(Blue), Epic(Purple), Legendary(Orange). Although it mainly determines how uncommon certain cards would appear in a Pack, it also determines the crafting cost (in Arcane Dust) of a card. Rarity does not necessarily correlate to power.
- Removal
- A term applied to cards that deal damage or Destroy one or more minions on the turn they are played.
S
- Secret
- A Spell that is triggered when a certain action occurs (ex. attacking an enemy minion). The identity of a secret is hidden from the opponent until it is triggered, portrayed only as question mark graphic above the casting hero`s portrait.
- Silence
- This Ability removes any effects (ex. +1/+1, taunt) from the chosen target(s). This does not remove spells like Hex or Polymorph that turn the creature into something else, although it would remove the taunt from the Hexed creature. Casting silence on a creature that is silenced already does not remove the first silence. You can use silence on your own creatures however to remove enemy spells such as Humility that negatively affect your minions.
- Slow decks
- Decks that try to stall out the game until high mana turns where they can bring out impactful minions like Ancient of War, Ysera and Ragnaros.
- Soulbound
- Cards that belong to the Basic set. They cannot be disenchanted and are available for all players. Also Reward cards belong to this category.
- Spell Damage
- Each point of Spell Damage makes spells deal one additional damage. It also applies to some spells like Shadowflame and healing spells with Auchenai Soulpriest.
- Standard Format
- A type of game mode where only the recent 2 years of Hearthstone cards can be used. Classic and Basic cards are always usable in Standard.
After coming out of Standard rotation, cards are classed as Wild
- Stealth
- This Ability makes a minion untargetable by attacks or targeted spells/effects. They still take damage from Area of Effect spells/effects, and can still be hit from spells that hit a random target. They can also be hit by spells that target adjacent minions. An Explosive Shot that targets a minion will still do 2 damage to the stealthed minion next to it. Stealth is removed after the minion attacks.
- Subtype
- A Minion category that generally has synergies within its type and with some spells (example Timber Wolf and Kill Command). Currently, there are seven subtypes: Beast, Dragon, Demon, Mech, Murloc, Pirate and Totem.
T
- Taunt
- This Ability forces enemy characters to attack this minion before any other minion without taunt or your hero. If there are multiple minions with taunt you can choose which of them to attack.
- TBD
- To be determined - Something yet to be determined such as tournament participants, or release date. In terms of release dates, TBA (To be announced) can also be used.
- Tempo
- A general concept used not only in TCGs but also in other strategy games such as Chess and Starcraft that refers to who has the initiative in a game. If, for example, both players play some minions but yours can attack first, you are said to have tempo.
- Tempo Deck
- A deck designed to gain the initiative in a game, often through a lower Mana Curve, cards holding significant Value relative to their Mana cost, and a healthy dose of Control options. Not to be confused with a Rush Deck which will often aim to win the game outright in a short number of turns with a tiny Mana Curve.
- Token
- A card that is summoned by another card, such as Violet Apprentice, Gnoll, Silver Hand Recruit and Wicked Knife.
- Token Deck
- A deck that floods the board with small, weak minions using cards like Violet Teacher, Haunted Creeper or Muster for Battle to get high value from buffs such as Power of the Wild, Bloodlust, Hobgoblin and Savage Roar.
- Top-Decking
- Drawing a powerful card that turns the game around in your favor while faced with a major card disadvantage (i.e. either having no or very few cards on your hand or in play) compared to your opponent. A term often used in other card games (particularly YuGiOh where some deck archetypes were notorious for top-decking.)
- Tribe
- See Subtype
V
- Value
- Value can be defined in two different ways:
- 1. By the effects and stats of a card relative to its Mana and Card cost (if applicable.) For example, Novice Engineer is deemed to be a valuable card due to its "Draw a card" Battlecry, Knife Juggler can potentially provide great value each time you play a minion and the Dark Iron Dwarf is deemed very valuable for a 4 Mana 4/4 due to its Battlecry which grants an additional 2 Attack to a minion.
- 2. A metric used to describe the efficiency of a certain play. For example, the act of eliminating a Bluegill Warrior with an Elven Archer`s Battlecry can be deemed valuable both in terms of card advantage and Mana cost due to a 1 Mana 1/1 minion eliminating a 2 Mana 2/1 Charge minion with only its Battlecry (meaning the attacker who played the Archer did not lose the minion in the process.)
W
- Windfury
- This Ability allows a minion to attack twice in one turn.
- Wild Format (game type)
- A game type that allows any card in Hearthstone to be used in a deck. Standard decks are allowed, but not the other way round. See Standard Format above for information.