Read cards, keywords, and Hero Powers
Read what each card does before you play it. Card types and keywords tell you which moves are allowed.
The main card types
- Minions have Attack and Health. Most cannot attack on the turn you play them.
- Spells do what their text says when you cast them.
- Weapons give your hero Attack. Each normal attack uses one Durability. A hero that attacks a minion also takes that minion's Attack damage.
- Locations take up board space. You use their effects a limited number of times. They have a wait between uses.
- Hero cards replace your hero and may change your Hero Power. Read the new power. It is not always best for your current plan.
Words that change a play
Rush lets a minion attack enemy minions right away. Charge can let it attack the enemy hero too. Other rules may still stop an attack.
Taunt usually makes attackers deal with that minion first. It does not, by itself, force you to aim spells at it.
Battlecry works when you play a card. Just summoning it does not count as playing it. Deathrattle works when the minion dies. Words such as “after,” “whenever,” and “at the end” tell you when effects happen.
Divine Shield blocks the next damage the minion takes. Lifesteal heals your hero for the damage dealt. Reborn brings a minion back with 1 Health the first time it dies. Board space and other effects can affect the result. Do not assume every buff comes back with it.
Read the whole card
Check the cost, legal targets, and space you need. Use the card's current text for exact rules. Small words can change the whole play.