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Gain control of an enemy minion with 3 or less Attack until end of turn.
You can rationalize it all you want, it's still a mean thing to do.
This card is used in
29.9% of all Priest decks
If I Shadow Madness a deathrattle minion and smash it to it's death, whose benefit does the deathrattle effect trigger?
Blizzard CM Zeriyah's answer
Deathrattle triggers for the player controlling the card at the time it triggers.
Although the card doesn't mention it, the target enemy minion gains until end of turn. Unlike
, you CAN attack with the minion you take control of with Shadow Madness. Ben Brode clarified that this is not mentioned on the card text because it is implied. (Source:
Any continuous effects on the target enemy minion will start working for your side immediately (eg, All other minions gain +1/+1) until the end of the turn.
While target minion is under your control, you can return it to your hand via
or other similar effects to gain the minion permanently (for the rest of the game).
effects on the controlled minion will apply to you instead of the enemy if it dies on your turn. (Source:
If you cast this on an enemy
, the newly gained Pyromancer will proceed to deal 1 damage to all minions.
If you the newly gained minion, it will go back to its original owner as there is a temporary buff on it.
The newly gained minion is always positioned on the far right side. When returning to the original owner, it also goes back to the far right side, not its original position.
When using this card, you generally want to use the gained minion to suicide/trade with another enemy minion.
Can be used on a minion with that is sitting in the way of your victory.
At first glance,
looks a bit lackluster. Unlike
, it doesn't last forever, and it is pretty restricted in what it can control. However, being able to remove two cards for 4 mana is extremely mana efficient, just as great as the staple
Shadow Word: Pain
. Morloc aggro decks are quite popular, and being able to remove two from the field allows EXCELLENT board control.
Altenatively, you can grab a minion for it's deathrattle effects. Taking Control of a
for additional draw power, equates to both free removal for you, and denial of enemy draw power.
Keep in mind, if you get in a pinch, you can use
on an opponents minions to bring them into the the controllable levels. Great if you are playing against decks including cards like
. This is most important in lowering (or even raising in some cases!) a minions health to follow up with removal when the minion in question falls in the 'dead zone' of four attack...
is a good example of this, a minion normally only removable by aoe or by trading a minion.
TLDR: Don't overlook this card when thinking about the removal options of your deck!
Use this on
while they have 2+ minions on the board and you can trade 3 of their cards for one of yours - I know I did!
Using this on
and leading it to it's death makes the minion summoned from deathrattle YOURS TO KEEP.
Change of Heart
Stolen minion goes to the right side of your board.
When Shadow madness ends, the minion goes back to the right side of the enemy board (it doesn't matter where it came from).
With this in mind, you can take advantage of
Dire Wolf Alpha
, taking them to the far right side where the aura only affects one minion. You can also reorder the enemy minions to use a stolen
Cone of Cold
on your next turn.
Time is also an important factor:
"At the end of turn" effects from minions that were on the field BEFORE using Shadow Madness, will trigger BEFORE the minion comes back (so it's still on your side).
"At the end of turn" and "At the beggining of turn" effects from minions that entered the field AFTER shadow madness, will trigger once the minion comes back (so it's on opponents side already).
This may be important with random targeted effects. Let me put some examples:
1-Only one enemy minion on the field. You play
----> The priestess was on the field before, so the enemy minion receives the buff before returning.
2-Only one enemy minion on the field. You play
----> The priestess arrived after the enemy minion, so it won't be buffed.
3- You have
Ragnaros the Firelord
and the enemy have some small minions that stand in the way of your main target. You play
Ragnaros the Firelord
is "older", the fireball goes first and the return of the minion last. That means more chances that it will land where you want (one less target to choose from)
What happens if, at the end of the turn when the target should return to its "rightful owner", that player already has a full board (7 minions)?
Ganks both Sen'jin Shieldmasta and Sludge Belcher, the two most ludicrously popular taunters in the game. A whole ton of decks have those as their only taunters. This lets you get an unblocked swing in for a turn more often than not. If you can suicide the Sludge Belcher into something while you're controlling it, you get the little taunt minion it makes, which is just absurd in terms of value, particularly if you kill something else in the process.
If used on
, it does not trigger its effect after you take possession of the wyrm. So, 3 attack
will still be 3 attack after you've taken it.
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