Friday, May 22, 2015

Hearthstone AoE or Mass Removal

Hearthstone AoE or Mass Removal

Since I want to do well in arena, I must memorize the Area of Effect (AoE) or mass removal spells from each class by hard. I also need to factor in the extra cost and the additional damage by Azure Drake or Kobold Geomancer. Here's a look up table.


The Mage arguably has the most powerful board removal spell in the game in the form of Flamestrike. Always assume the Mage has one in hand as you approach turn seven (turn six if they have The Coin).
  • 1 Mana: Arcane Explosion "Deal 1 damage to all enemy minions."
  • 6 Mana: Blizzard "Deal 2 damage to all enemy minions and Freeze them."
  • 7 Mana: Flamestrike "Deal 4 damage to all enemy minions."
Update: 6 Mana "Flamestrike" - Lost a painful game to a Mage. He used a cheaper 6 mana for 4 damage with 3 cards (Kobold Geomancer + 2 x Arcane Explosion). I was saving my Loatheb for his Flamestrike on turn 7. So be careful when he has a lot of cards and no minions on the board. Do not over-extend by having more than 3 minions. Same applies to Mind Control Tech (MCT)


It's always worth playing a more controlling game against the Paladin, and making smart minion trades in anticipation of a common early Consecration. Watch out for devastating late-game use of this spell in conjunction with Equality too.
  • 4 Mana: Consecration "Deal 2 damage to all enemies."
  • 4 Mana: Wild Pyromancer (2) + Equality (2) "Destroy all minions."
  • 6 Mana: Equality (2) + Consecration (4) "Destroy enemy minions. Your own minions reduce to 1 health"


The Rogue depends on combos to fire most of its removal spells off, but pay particular attention to Betrayal. Like the Hunter's Explosive Shot, it's important to position your minions carefully.
  • 2 Mana: Betrayal "Force an enemy minion to deal its damage to the minions next to it."
  • 2 Mana: Blade Flurry "Destroy your weapon and deal its damage to all enemies."
  • 3 Mana: Fan of Knives "Deal 1 damage to all enemy minions. Draw a card."


Lightning Storm comes with an Overload price, limiting the amount of Mana available to the Shaman next turn. Still, this is a very common early response to aggressive decks.
  • 3 Mana - Lightning Storm "Deal 2-3 damage to all enemy minions. Overload: (2)"


Druids don't have the strongest removal spells overall, but Swipe is a particularly nasty card that can be used to make light work of aggressive decks that rely on pushing low power minions onto the board.
  • 4 Mana: Swipe "Deal 4 damage to an enemy and 1 damage to all other enemies."
  • 5 Mana: Starfall "Deal 5 damage to a minion; or 2 damage to all enemy minions."
  • 9 Mana: Poison Seeds + Starfall "Destroy all enemy minions (your minions turn in to seeds)."


  • 5 Mana: Holy Nova "Deal 2 damage to all enemies. Restore 2 Health to all friendly characters."
  • 4 Mana: Auchenai Soulpriest (4) + Circle of Healing (CoH 0) "Deal 4 damage to all enemies."


Explosive Trap is one of the more popular removal spells for the Hunter class, and is yet another reminder of the importance of careful minion positioning. Don't just throw 'em onto the board!
  • 2 Mana: Explosive Trap "When your hero is attacked, deal 2 damage to all enemies."
  • 4 Mana: Multi-Shot "Deal 3 damage to two random enemy minions."
  • 5 Mana: Explosive Shot "Deal 5 damage to a minion and 2 damage to adjacent ones."


As well as the Warrior's mighty weapons, he can also draw on a couple of spells to finish off the weaker elements of an opponent's board.
*Update: I have been playing a lot of Grim Patron Warrior recently, so my thoughts in asterisks. Also included single removal for completeness.
  • 1 Mana: Whirlwind "Deal 1 damage to ALL minions."
  • 2 Mana: Revenge "Deal 1 damage. Health less than or equal to 12, deal 3 damage."
  • 2 Mana: Cleave "Deal 2 damage to two random enemy minions." (*omitted this spell as it multiplies Grim Patron)
  • 5 Mana: Brawl "Destroy all minions except one (chosen randomly)."
  • *Update (Single Removal)
  • 1 Mana: Execute "Destroy a damaged enemy minion."
  • 7 (4) Mana: Crush "Destroy a minion. If you have a damaged minion, this cost 4 less."
*Just the other day, I used a Whirlwind or/and Cruel Taskmaster to increase the attack of a Frothing Berserker to within Big Game Hunter range and "executed" him. Abusive Sergeant is another low cost option.


Like all the best Warlock cards, the class's removal spells come with a price. Hellfire will do three damage to everyone and everything (including you!), while Shadowflame demands the price of a minion for its impact on the board.
  • 4 Mana: Hellfire "Deal 3 damage to ALL characters."
  • 4 Mana: Shadowflame "Destroy a friendly minion and deal its Attack damage to all enemy minions."
  • 8 Mana: Twisting Nether "Destroy all minions."

I am trying to present the minions that affects either the spell damage or spell cost here.

Name Rarity Class Type Subtype Cost Atk HP Effect
Azure Drake Rare Neutral Minion Dragon 5 4 4 Spell Damage +1. Battlecry: Draw a card.
Bloodmage Thalnos Legend Neutral Minion General 2 1 1 Spell Damage +1.Deathrattle: Draw a card.
Dalaran Mage Free Neutral Minion General 3 1 4 Spell Damage +1.
Kobold Geomancer Free Neutral Minion General 2 2 2 Spell Damage +1.
Mana Wyrm Common Mage Minion General 1 1 3 Whenever you cast a spell, gain +1 Attack.
Ogre Magi Free Neutral Minion General 4 4 4 Spell Damage +1.
Sorcerer's Apprentice Common Mage Minion General 2 3 2 Your spells cost (1) less.
Mind Control Tech Rare Neutral Minion General 3 3 3 Battlecry: Randomly take control of 1 opponents minion (>4)

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