Bane of Doom

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Bane of Doom
Regular
Bane of Doom(670).png
Scroll rightSwipe left to see other versions
Gold
Bane of Doom(670) Gold.png
Set: Classic
Type: Spell
Class: Warlock
Rarity: Epic
Cost: 5 Mana icon.png
Abilities: Deal damage, Summon
Tags: Death-related, Demon-generating, Health-related, Random, Targeted
Artist: Raymond Swanland

Deal 2 damage to a character. If that kills it, summon a random Demon.

My advice to you is to avoid Doom, if possible.

See this card on Hearthpwn

Bane of Doom is an epic warlock spell card, from the Classic set.

How to get[edit | edit source]

Bane of Doom can be obtained through Classic card packs, through crafting, or as an Arena reward. Regular Bane of Doom can also be obtained through the Highest Rank Bonus chest at the end of a Ranked season, or as a first-time reward for first time reaching Platinum 10 or Diamond 10 in Ranked mode.

Card Crafting cost Disenchanting
Bane of Doom 400 100
Golden Bane of Doom 1600 400

Notes[edit | edit source]

  • This spell has two steps:
    • First it deals damage, queuing and resolving all on-damage triggers;
    • Then, if its condition is satisfied, it summons a random demon, queuing and resolving triggers.[1] Notice that as of Patch 5.0.0.12574 (WotOG patch), minions that have been set pending destroy, such as by Acidmaw, are considered to be dying, and the condition will thus be satisfied.[2]
  • Unlike Sense Demons, the Demon is not drawn from your deck, and the contents of your deck will not affect this spell.
  • Battlecry effects are only activated when a minion is played from the hand, and will not be activated through Bane of Doom. This is usually good since demons tend to have battlecries with negative effects, for example Flame Imp, Doomguard or Pit Lord.
  • If a hero is killed by Bane of Doom, a Demon will be summoned just as when a minion is killed. This is, of course, irrelevant to the outcome of the match.
  • As with all golden card effects, if either the Bane of Doom or the minion killed is golden, the demon summoned will also be golden.
  • If Bane of Doom reduces its target to 0 Health, the target is also destroyed. This means that if the target is a friendly Demon and Mal'Ganis is summoned, Mal'Ganis' +2 Health aura will not save the target and it will die anyway.[4][5] A hypothesis for this interaction existing is because in the game's alpha, Blood Imp gave +1 Health to friendly minions, which would cause the spell's target to 'un-die', and testers considered this a bug and hardcoded a fix specifically for Bane of Doom. This used to be why Bane of Doom instantly ended multi-hero adventures, but that bug has since been fixed.[6]

Strategy[edit | edit source]

Bane of Doom should only be played when it kills the target. The alternative, dealing only two damage without summoning a Demon, is a very weak play given the five mana cost.

The spell can be very strong or quite weak depending on the Demon it summons, as demons have a huge variance in strength. A weak demon like Blood Imp or Shadowhoof Slayer or a harmful one like Unlicensed Apothecary or Howlfiend can incur a huge tempo loss or put you at a disadvantage, or a temporary one if it summons a Dormant demon like Imprisoned Observer, while a powerful demon like Doomguard, Voidlord, Hulking Overfiend, and Priestess of Fury can give you a strong lead. Of course, if the player is about to lose the game, using Bane of Doom may be the only option, since it has the potential to summon a Demon that can disrupt the opponent's attack, such as Felguard or Wrathspike Brute.

Bane of Doom can be used with Spell Damage minions (like Bloodmage Thalnos) to increase the amount of targets it can kill, thereby increasing the potential to activate its demon-summoning effect.

Possible minions[edit | edit source]

For Wild format listings, see Demon#Collectible

This table lists all collectible Demons in Standard format, representing the full range of possible summons from Bane of Doom.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Desk Imp Common Minion Demon Any 0 1 1
Blood Imp Common Minion Demon Warlock 1 0 1 Stealth. At the end of your turn, give another random friendly minion +1 Health.
Flame Imp Common Minion Demon Warlock 1 3 2 Battlecry: Deal 3 damage to your hero.
Imprisoned Gan'arg Common Minion Demon Warrior 1 2 2 Dormant for 2 turns. When this awakens, equip a 3/2 Axe.
Imprisoned Homunculus Common Minion Demon Priest 1 2 5 Dormant for 2 turns.
Taunt
Shadowhoof Slayer Free Minion Demon Demon Hunter 1 2 1 Battlecry: Give your hero +1 Attack this turn.
Spirit Jailer Common Minion Demon 1 1 3 Battlecry: Shuffle 2 Soul Fragments into your deck.
Voidwalker Free Minion Demon Warlock 1 1 3 Taunt
Darkglare Epic Minion Demon Warlock 2 2 3 After your hero takes damage, refresh a Mana Crystal.
Felstalker Free Minion Demon Warlock 2 4 3 Battlecry: Discard a random card.
Imprisoned Felmaw Common Minion Demon Hunter 2 5 4 Dormant for 2 turns. When this awakens, attack a random enemy.
Imprisoned Scrap Imp Rare Minion Demon Warlock 2 3 3 Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1.
Imprisoned Vilefiend Common Minion Demon Any 2 3 5 Dormant for 2 turns.
Rush
Midway Maniac Common Minion Demon Warlock 2 1 5 Taunt
Mo'arg Artificer Epic Minion Demon Any 2 2 4 All minions take double damage from spells.
Sightless Watcher Free Minion Demon Demon Hunter 2 3 2 Battlecry: Look at 3 cards in your deck. Choose one to put on top.
Felguard Rare Minion Demon Warlock 3 3 5 Taunt
Battlecry: Destroy one of your Mana Crystals.
Gan'arg Glaivesmith Common Minion Demon Demon Hunter 3 3 2 Outcast: Give your hero +3 Attack this turn.
Imprisoned Observer Rare Minion Demon Mage 3 4 5 Dormant for 2 turns. When this awakens, deal 2 damage to all enemy minions.
Imprisoned Satyr Common Minion Demon Druid 3 3 3 Dormant for 2 turns. When this awakens, reduce the Cost of a random minion in your hand by (5).
Insatiable Felhound Common Minion Demon Demon Hunter 3 2 5 Taunt
Corrupt: Gain +1/+1 and Lifesteal.
Man'ari Mosher Common Minion Demon Warlock 3 3 4 Battlecry: Give a friendly Demon +3 Attack and Lifesteal this turn.
Satyr Overseer Free Minion Demon Demon Hunter 3 4 2 After your hero attacks, summon a 2/2 Satyr.
Terrorguard Escapee Common Minion Demon Any 3 3 7 Battlecry: Summon three 1/1 Huntresses for your opponent.
Void Terror Rare Minion Demon Warlock 3 3 3 Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health.
Circus Amalgam Common Minion All Any 4 4 5 Taunt
This has all minion types.
Disguised Wanderer Common Minion Demon Any 4 3 3 Deathrattle: Summon a 9/1 Inquisitor.
Felsaber Common Minion Demon Demon Hunter 4 5 6 Can only attack if your hero attacked this turn.
Fire Breather Rare Minion Demon Warlock 4 4 3 Battlecry: Deal 2 damage to all minions except Demons.
Magtheridon Legendary Minion Demon Any 4 12 12 Dormant. Battlecry: Summon three 1/3 enemy Warders. When they die, destroy all minions and awaken.
Nightshade Matron Common Minion Demon Warlock 4 5 5 Rush
Battlecry: Discard your highest Cost card.
Pit Lord Epic Minion Demon Warlock 4 5 6 Battlecry: Deal 5 damage to your hero.
Envoy Rustwix Legendary Minion Demon Warlock 5 5 4 Deathrattle: Shuffle 3 random Prime Legendary minions into your deck.
Lothraxion the Redeemed Legendary Minion Demon Paladin 5 5 5 Battlecry: For the rest of the game, after you summon a Silver Hand Recruit, give it Divine Shield.
Void Drinker Epic Minion Demon Warlock 5 4 5 Taunt. Battlecry: Destroy a Soul Fragment in your deck to gain +3/+3.
Bladed Lady Rare Minion Demon Demon Hunter 6 6 6 Rush
Costs (1) if your hero has 6 or more Attack.
Dread Infernal Free Minion Demon Warlock 6 6 6 Battlecry: Deal 1 damage to ALL other characters.
Imprisoned Antaen Rare Minion Demon Demon Hunter 6 10 6 Dormant for 2 turns. When this awakens, deal 10 damage randomly split among all enemies.
Ring Matron Common Minion Demon Warlock 6 6 4 Taunt
Deathrattle: Summon two 3/2 Imps.
Scavenging Shivarra Common Minion Demon Any 6 6 3 Battlecry: Deal 6 damage randomly split among all other minions.
Tickatus Legendary Minion Demon Warlock 6 8 8 Battlecry: Remove the top 5 cards from your deck. Corrupt: Your opponent's deck instead.
Xavius Legendary Minion Demon Any 6 7 5 After you play a card, summon a 2/1 Satyr.
Priestess of Fury Rare Minion Demon Demon Hunter 7 6 5 At the end of your turn, deal 6 damage randomly split among all enemies.
Siegebreaker Rare Minion Demon Warlock 7 5 8 Taunt
Your other Demons have +1 Attack.
Enhanced Dreadlord Rare Minion Demon Warlock 8 5 7 Taunt
Deathrattle: Summon a 5/5 Dreadlord with Lifesteal.
Supreme Abyssal Common Minion Demon Any 8 12 12 Can't attack heroes.
Ancient Void Hound Epic Minion Demon Demon Hunter 9 10 10 At the end of your turn, steal 1 Attack and Health from all enemy minions.
Pit Commander Epic Minion Demon Demon Hunter 9 7 9 Taunt
At the end of your turn, summon a Demon from your deck.
Showing all 48 cards


History[edit | edit source]

Prior to Patch 2.4.0.8311, Bane of Doom could summon only Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus or Felguard.[7] No other Demons would be summoned.

This set the card apart from a number of other "random minion" cards such as Webspinner and Piloted Shredder, which (as Bane of Doom does now) pick from among all collectible cards of the stated type. This discrepancy was noted by the developers, especially in response to player requests following the release of Goblins vs Gnomes,[8] but the card was only changed with the patch accompanying the release of Blackrock Mountain.

One reason for the original design may have been the power of Demons such as Lord Jaraxxus and Mal'Ganis, which could have resulted in Bane of Doom being too powerful. The restricted range of minions also limited the amount of RNG involved, decreasing the potential to swing matches based on which minion was summoned. It also gave developers more "design space" by allowing them to add more Demons to the game without worrying about their potentially unbalancing effect if summoned by Bane of Doom.

Following 4 months of requests from players, with Patch 2.4.0.8311 the spell was changed to be able to summon any collectible Demon. The change was highly unusual, given the developers' stance on not buffing cards, since it was considered to make the spell far more powerful, and led to a significant rise in its popularity. The developers categorised the change as a 'bug fix' rather than a card change, later explaining their motivation for the change as "when it didn't do what it said it did, you couldn't trust any other cards with the same text to do what they say. That's it."[9]

Lore[edit | edit source]

This spell's first incarnation was as 'Doom' in Warcraft III, where it was the ultimate ability of the pit lord neutral hero. It would curse a target to take damage and when it died it would summon a doomguard. It was later reinvented in World of Warcraft as the infamous warlock spell 'Curse of Doom', later renamed 'Bane of Doom'. It applied a damage over time effect to a character, and each time it dealt damage had a chance to summon a Demon Guardian. While Cataclysm saw the spell deal damage every fifteen seconds, with a chance to summon an Ebon Imp who would automatically assist the warlock, the original spell had a duration of 60 seconds and dealt damage only once, at the completion of the effect, with a chance to summon a Doomguard. Unlike the Ebon Imp, the summoned Doomguard was not under the warlock's control, and would immediately attack the warlock upon spawning. The Doomguard was quite capable of killing the warlock and his allies, and had to be enslaved via the warlock's Enslave Demon spell in order to control him, although he could resist enslavement, or break free later on and begin attacking the warlock again. Prior to Patch 2.4.0.8311, this was somewhat ironic, since Doomguard was not one of the demons that could be summoned by the Hearthstone incarnation of Bane of Doom.

Trivia[edit | edit source]

Gallery[edit | edit source]

Bane of Doom, full art

Patch changes[edit | edit source]

References[edit | edit source]