Arcane Missiles

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Arcane Missiles
Arcane Missiles(589).png
Scroll rightSwipe left to see other versions
Arcane Missiles(589) Gold.png
Set: Legacy
Type: Spell
Spell school: Arcane
Class: Mage
Rarity: Free
Cost: 1 Mana icon.png
Abilities: Deal damage
Tags: Random
Artist: Warren Mahy

Deal 3 damage randomly split among all enemies.

You'd think you'd be able to control your missiles a little better since you're a powerful mage and all.

See this card on PlayHearthstone

See this card on Hearthpwn

Arcane Missiles is a mage spell card, inducted into the Legacy set, formerly from the Basic set.

Other versions[edit | edit source]

How to get[edit | edit source]

Two copies of regular and golden Arcane Missiles are automatically given after the player completes the Ranked's New player experience system, unlocking Wild and Classic format.

They are uncraftable and cannot be crafted or disenchanted.

Generated by[edit | edit source]

As well as being collected in decks, this card can also be created by the following cards.

Violet Spellwing(151421).png

Previous availability[edit | edit source]

Prior Year of the Gryphon's rotation on March 30, 2021:

  • Two copies of Arcane Missiles were automatically included in all players' collections upon unlocking the mage class.
  • Two Golden copies of Arcane Missiles were a reward for raising a mage to levels 32 and 34.

Notes[edit | edit source]

This spell shoots 3 missiles, each one dealing 1 damage to a randomly selected enemy character:

  • Each missile is resolved (queuing and resolving triggered effects, such as that of Acolyte of Pain) before the next one is shot.
  • As with all random effects, the missiles can hit any enemy, including Immune targets (which will however suffer no damage), Stealthed minions and the enemy hero.
  • Characters which have been mortally wounded by earlier missiles or destroyed by triggered effects like Acidmaw will not be selected as targets for subsequent missiles (thus preventing missiles from dealing 'overkill' damage to targets that have already been destroyed by earlier missiles).
  • Bonuses from Spell Damage and Prophet Velen will increase the total damage of this spell, not the damage dealt by each missile: for example, with Spell Damage +2 this spell will shoot 2 extra missiles, each one still dealing just 1 damage.

Strategy[edit | edit source]

As with any random effect, this spell's usefulness is significantly determined by chance. Under the right conditions this spell is capable of destroying 3 separate characters (more with spell damage).

As a non-targeted effect, this spell is capable of hitting Stealthed targets. This makes this a very useful card against targets like Blood Imp.

Inexperienced mage players often use this spell on the first turn against enemy hero. This is a very bad choice and a waste of the card. The main strength of this spell lies in its randomness and ability to hit several minions. It can be used to remove three 1 Health minions for only 1 mana (more with Spell Damage), or be used against a single target with a good chance of striking it at least once.

Together with the Hero Power Fireblast, this card allows the mage to split damage between several enemies in the most efficient way, and set the stage for further clearing with their minions. It may also be used against a single high Health creature in order to soften it, if no controlled direct damage spells are available.

Note that each point of damage is dealt individually, making it a bad idea to play this with enemy minions such as Gurubashi Berserker or Frothing Berserker on the board.

As an RNG-heavy card, Arcane Missiles often provides either great satisfaction or great frustration. With the right luck, it can send each missile to exactly the right target, becoming a very effective and very cheap card; with the wrong luck, it can send every missile to exactly the wrong target, foiling the mage's plans or even leading to their defeat. This is part of playing the card, and is generally impossible to avoid entirely.

Probability[edit | edit source]

The target of each missile is determined at random from all available enemy targets, including the enemy hero. Note that as a non-targeted effect, this can include Stealthed targets.

  • The chance of each missile hitting a given target is equal to (1 / number of targets)
    • With 2 targets, each missile has a 50% chance of hitting a given target
    • With 3 targets, each missile has a 33% chance of hitting a given target
    • With 5 targets, each missile has a 20% chance of hitting a given target

If a target is destroyed, that target will no longer be a valid target for the next missile, affecting future probabilities.


  • If your opponent controls only 3 minions, all at 1 Health, you have a 25% chance to kill them all.
  • If your opponent controls 2 minions, one with 1 Health and the other with high Health, you have a 70% chance to kill the 1-Health minion.
  • If your opponent controls only a 1-Health minion, you have a 87.5% chance to kill it.
  • If your opponent controls only a 2-Health minion, you have a 50% chance to kill it.
  • If your opponent controls only a 3-Health minion, you have a 12.5% chance to kill it.

Lore[edit | edit source]

"As mage spells go, this one isn't the showiest. Nonetheless, you'll find it quite effective."

In World of Warcraft, Arcane Missiles is a channeled Arcane mage spell that shoots a series of missiles at the target dealing direct arcane damage.

Trivia[edit | edit source]

Gallery[edit | edit source]

Arcane Missiles, full art

Patch changes[edit | edit source]