Blood Magic
- "How much are you willing to sacrifice for power? All your spells will cost health instead of mana!"
Blood Magic is a Tavern Brawl. It debuted on February 15, 2017. For exact times, see the schedule.
History[edit | edit source]
Tavern Brawl | Start | End | Notes |
---|---|---|---|
88 | February 15, 2017 | February 20, 2017 | Wild format |
116 | August 30, 2017 | September 4, 2017 | Standard format |
160 | July 4, 2018 | July 9, 2018 | |
274 | September 9, 2020 | September 16, 2020 | |
313 | June 9, 2021 | June 16, 2021 | Wild format |
356 | April 6, 2022 | April 13, 2022 | |
388 | November 16, 2022 | November 23, 2022 | |
402 | February 22, 2023 | March 1, 2023 | |
462 | April 17, 2024 | April 24, 2024 |
Blood Magic also appeared on March 16th 2022, but was replaced with a reprisal of Party Portals! on March 17th for unknown reasons.
Overview[edit | edit source]
This Brawl sees players creating their own custom decks using any class. Each spell the player casts reduces their hero's Health by an amount equal to the card's mana cost, instead of expending mana. This effect is similar to that of Cho'gall's effect.
Notes[edit | edit source]
- In this Brawl, spells consume an amount of a Hero's life equal to their resource cost.
- A player cannot play a spell if their Health is equal to or lower than the spell's cost, effectively preventing "suicide" by playing a costly spell that would otherwise bring the player's Health to zero.
- Modifiers are taken into account when calculating the resource cost, such as from the effects of Loatheb and Sorcerer's Apprentice.
- As of the Mean Streets of Gadgetzan release, every spell that spends all mana has a resource cost of zero (e.g. Forbidden Flame), therefore their life cost is zero for this Brawl. After the resource cost is paid, the card text effect is activated, consuming remaining available mana for their effect.
- If multiple spells were cast in the same turn, such as OTK combo decks, the "Blood" visual effect can drop out from cards, and leave blood drips all around the battlefield, but mostly likely where the cards were played from the hand.
- Since Patch 26.0, cards will spend Health regardless of Immune effects, Armor, or Divine Shield.[1]
Tips[edit | edit source]
- General
- Because the player starts with 30 Health and spells don't cost more than 10 mana, multiple spells can be cast on the first turn.
- Freezing and cost modifying cards like Ice Shard or Rebuke may be added to prevent the opponent from casting or attacking.
- Try not to add the cards with long animations like Discover / Shuffle into deck cards, most of Legendary spells, and so on. They reduce the chances of OTK.
- Prince Renathal significantly increases the survivability for both the first and second player despite its animation at the start of game.
- Cards reducing the cost of spells or cards in general (Lifebinder's Gift, Radiant Elemental, Celestial Alignment) prevent taking too much damage from casting.
- Cards increasing the cost of enemy spells, such as Rebuke or Loatheb, will cause the opponent to take more damage from spells, deterring or preventing them from casting.
- Demon Hunter
- Draw and gaining Attack
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- Druid
- Celestial Alignment almost completely neutralizes the effect of health spending; Overflow and Ultimate Infestation are for draw
- Spell Druid
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- Giant Druid
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- Malygos
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- Hunter
- Attacking with beasts
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- Mage
- Low and high cost damaging spells
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- Paladin
- Killing via charged or/and buffed minions or Order in the Court + Holy Wrath
- Oh My Yogg! won't work if the opponent casts 11+ cost spell (possible with Rebuke)
- Stonetusk Boar
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- Charges
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- Murlocs
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- Priest
- Miracle
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- Malygos / Velen
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- Rogue
- Deathrattle
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- Shaman
- Malygos
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- Warlock
- Doomguard
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- Warrior
- Groomash / Charged Devilsaur
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