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Tavern Brawl - promo.png The subject of this article is part of the
Tavern Brawl game mode.

Blood Magic banner.jpg

"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.


Tavern Brawl Start End Notes
88 February 15, 2017 February 20, 2017
116 August 30, 2017 September 4, 2017 Used only Standard format cards.
160 July 4, 2018 July 9, 2018 Used only Standard format cards.
274 September 9, 2020 September 16, 2020 Used only Standard format cards.
313 June 9, 2021 June 16, 2021


This Brawl sees players creating their own custom decks using any class. Each spell the player casts reduces their hero's Health and/or Armor 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.


  • 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.
  • The second reprise of this brawl (August 30) is using the Standard format.


Because a player starts with 30 health and no spell costs more than 10 mana, multiple costly spells can be cast on the first turn. Given a favorable enough draw, a Mage may be able to inflict massive burst damage with multiple Pyroblasts, or a Hunter might play multiple Calls of the Wild, in a single early-game turn.

Cards that grant immunity, such as Violet Illusionist, are especially valuable, as their effect prevents spells from reducing the health of the hero and renders the spells effectively free.

Cards that reduce the cost of spells, such as Sorcerer's Apprentice, or cards that reduce the cost of cards in general, such as Emperor Thaurissan, will help prevent taking too much damage from spell casting.

Cards that increase the cost of enemy spells, such as Loatheb, will cause an opponent to take more damage from spells, deterring or possibly preventing them from casting. Note however that this advantage can be easily rendered null and void if the opponent plays or already has an immunity-granting minion as mentioned above.

Due to the burst-heavy nature of this Brawl, the ability to draw cards - ideally using a minion such as Coldlight Oracle - can help you draw into more Spells to finish off an opponent with. Also consider the usage of minions that provide Spell Damage.

The above characteristics strongly favor Mage decks in this Brawl, due to the inclusion of the aforementioned cards, as well as other class-specific minions and Spells, such as Animated Armor and Flamewaker.

Alternatively, a Paladin can play a deck comprising various draw, damage and buff spells, such as Hammer of Wrath, Lay on Hands and Blessed Champion. Buff spells can then be played on a minion with Charge (e.g. Stonetusk Boar) for devastating burst damage, even to the extent of a one-turn kill. Even if the opponent survives, their resulting low health will then prevent them from mounting a counterattack with spells.

With the addition of Frozen Throne and Ultimate Infestation - druid can generate turn 1 one turn kill with a combination of card draw and charge minions.