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Unleash the Hounds
For each enemy minion, summon a 1/1 Hound with
You must read the name of this card out loud each time you play it.
This card is used in
73.06% of all Hunter decks
I always thought it was "
The card used to be 1 mana to give +1 damage to all beasts and charge. It was changed in late November to give a 1/1 with charge based on the number of minions your opponent has. The card can be used for interesting combos, for example, to draw cards with the Buzzard.
Edit, the original comments:
This card will change in an upcoming patch. For now, the ability to give Charge to all Beasts and +1 attack is too powerful for one mana. People can use this card for lots of damage on Turn 7 and win the game.
Uncoming patch change been annouced, they change way the card work:
"(4) For each enemy minion, summon a 1/1
edit 2: looks like this card is due for yet another
, with the cost increasing to 3. This change is now
edit: with the cost reduced to 2, this card is a solid addition to most hunter decks and combos well with the following cards:
- solid draw potential
- trade your hounds and boost the Hyena
- 2/1 hounds
- ping your opponent a bunch of times
- harder to pull off this combo, but potential for a big creature
- 2/2 hounds!
Just a quick comment for those who didn't know the card before Patch 22.214.171.12417 and are wondering why some of the comments don't make any sense.
The card has been completely changed. It used to read "
Give your Beasts +1 Attack and Charge.
" and cost 1 mana.
The reasoning behind the change was given by
in the Hearthstone Forums:
The old version of Unleash the Hounds was allowing for Hunters to win in a single turn, starting with no minions on the board. The new version adds some fun, new card combos to Hunters and helps with their ability to AoE.
This card no longer gives the extended arcane dust from disenchanting a "nerfed card" as of "The Day Season Two Was Scheduled To Begin."
Who let the dogs out?
People complaining that this card was nerved to "unplayable" are overreacting a bit.
Considering that the original version could smite your opponent with the force of a thousand exploding suns, it's obviously gone down in power;
But the interaction with
is still rediculous. I've used it in Arena to draw a fistful of cards while buffing Hyena to 10 attack... oh, and the hounds can deal damage too.
Ermagherd, whenever i see this card i hear the houndmaster guy from that one scarlet dungeon saying it in his german (is it german?) accent :p
Hearthstone Patch Notes - 126.96.36.19914
Unleash the Hounds (Hunter) now costs 3 (up from 2).
•After much consideration, we have decided to increase the mana cost of Unleash the Hounds to 3. Unleash the Hounds has been dominating all levels of play for quite some time. This change should make the card more fun to play against while still allowing for some big plays when combined with other Hunter cards.
Hearthstone Update: Upcoming Balance Change
this card will be changed again:
The following balance change will be made in an upcoming patch:
•Unleash the Hounds (Hunter) now costs 3 (up from 2)
Over the last few months, we have seen hundreds of different decks do well in game depending on many different factors. Our community is incredibly creative, and we’ve seen players constantly trying out new things and coming up with new strategies to counter whatever decks they have trouble with.
At the very highest levels of play there are a lot of different decks performing well, and the decks at the top change from week to week. Since we’ve seen many cards and deck types in the current state of the game rise and fall as players adapt, we did not want to change Unleash the Hounds immediately. However, Hunter decks have become increasingly more dominant and are doing better than we are comfortable across many levels of play.
We do like the idea of decks that have a really big turn and pull off a sweet combo, but when playing against Hunter decks, you may feel punished too much for playing minions. Playing minions is one of the key, fun pieces of the overall Hearthstone puzzle, and feeling like your options are limited by the opponent creates a play experience that may not be particularly enjoyable.
We take any balance changes very seriously, and we will continue to hold true to our stance that we plan on only making changes to cards if we feel it is completely necessary. After much consideration we have decided to increase the mana cost of Unleash the Hounds to 3. This change should make the card more fun to play against while still allowing for some big plays.
Hearthstone Update: Upcoming Changes for 1/13
Unleash the Hounds’ mana cost is now 2 (down from 4)
Unleash the Hounds was intended to give Hunters their own form of AoE and to have synergy with other beast cards, but its old cost was too prohibitive.
Expert cards that are being changed can be disenchanted for their full cost for a limited time when the patch goes live. We hope these changes will increase the variety of cards you will see at all levels of play, and make playing Hearthstone a more fun and interactive game for everyone.
update: card now only costs 2 mana
normally a card with an affix + damage costs atleast 1+ mana however this card lets you summon 1-7 beast's
try combining this with
or perhaps even
, and you will gain an army with insane damage that both grants you card's, buff's and can be deployed any time instantly for almost no cost, just 1 of each would cost you 5 mana just within 1 turn, add more for more card's or damage, note they dont fade upon death either like the druid version does... i kinda wonder when blizz starts random firing rather than random buff/nerf XD
are played alongside
Unleash the Hounds
, the results are either a full hand of cards or a strong minion on the board!
for a wave of 2/1 charging hounds
This card is ridiculously good versus my pal :(
I love this card. Deadly combo with
This card needs a big big huge nerf!
This card is completely broken at a cost of 2. It's insane when a player can play this, and buzzard (so they gain a card for every dog brought out) and minions that make them all +2 attack for 6. That's not a game changer like Flamestrike or Consecration... that is a game ender.
This is a very powerful card or rather a winning card that make turn the table.
No, this card doesn't need a nerf. A combo that needs two other cards in your hand AND your opponent to mindlessly spam minions in order to be effective is not OP. As a matter of fact, the fear of UtH is more effective than UtH itself. It's a win conditions, all decks in all trading card games have it. l2tcg.
Like someone said in a bnet thread, until a class is dominating tournaments, that class is not OP -- you are just not good enough to prevent/counter it.
This card needs a serious no bull^&*! nerf. Massive cost increase, loss of charge, or no longer classed as beasts, that's what we're talking. The synergy with every other hunter card is way too strong.
As an aside, hounds created using this card do not count for the "Meek shall inherit" quest which requires you to summon minions with 2 or less cost.
Unleash the Hounds
, assuming that the opponent has 3 minions to play around
Unleash the Hounds
for 1 turn 18 damage, so balanced.
Shaman Totems? Unleash the Hounds.
A Molten Giant? Leeroy Jenkins and Unleash the Hounds.
Hunter's Mark and Unleash the Hounds.
Blizzard today has announced that in the next patch (release date unknown; likely at end of season), UTH will have its mana cost raised to 3 mana.
Now costs 3 mana instead of two.
Who let the dogs out?
So, one of my first experiences with this card...
I'm a Rogue with 16 health left, a good hand, and some strong minions on the board. My opponent is a Hunter with 3 health, a five card hand, and no minions on the board. Next turn, I'll easily have him beaten. Board control is completely mine. Has been since the start of the match, mostly.
...And then he summons Leeroy Jenkins. And pops out two Unleash the Hounds. And a Timber Wolf.
Leeroy hits me for six, then five Hounds hit me for two each.
I had complete board control, over five times his health, and a pretty good hand. There is no way that should be a thing.
If I could give a suggestion, either a) remove the charge, or b) make it a board wipe card instead by making them unable to attack the enemy hero.
Put down a 2/1 birdie, or drop a timerwolf and this spell will just be STUPIDLY strong to turn the wave, Especially versus warriors who usually got high damge low health units. I DEMAND A NERF.
I feel like Mr. Burns when playing this card :D
After one complete rework and a nerf to this card *and* multiple cards that are used to combo with this, this card is still one of the most hated in all of Hearthstone. It is a stupid, stupid card that allows a Hunter to play like crap for an entire match and seize incredible, undeserved victories out of nowhere. This is why it is derisively known as "Unleash The Skill."
Why is this card so busted? Let us count the ways:
- The stronger your opponent's board is, the better this card is.
- The hounds this summons all have Charge, so you don't have to wait a turn to make them useful.
- The hounds this summons are all Beasts, so they draw you a ridiculous number of cards with the Buzzard, multiply their damage for each Timber Wolf on your board, and every one of them that dies makes your stupid Hyena bigger.
- This card costs very little mana and is a common, so every Hunter deck has two copies.
- Hunters have the best deck thinning in the entire game bar none, so by the time it would be relevant they will almost certainly have this card in hand.
It cannot be overemphasized how (rightfully) hated this dumb card is. It would be like if the Priest's Mind Control costed 6 mana and the Priest could attack with the creature he stole on the same turn he Mind Controlled it. This card could be so easily fixed, too; if the hounds didn't count as beasts -or- didn't have charge, it would fix almost every stupid problem this stupid card has. If this costed 6 mana it wouldn't be combo-able with Leeroy or the Buzzard, which would give the opponent at least a chance to stop the madness.
As it stands, this card is the most broken thing in the entire game. Hunter players tend to dismiss anyone who explains this, because they like to win completely out of nowhere when they don't deserve to. Well, Priests really liked being able to Mind Control things for 8 mana, too, but it was dumb and wrong, so it got fixed. This desperately needs another look.
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