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Blood Imp
Minion
Warlock
Demon
1
0
1
Stealth
. At the end of your turn, give another random friendly minion +1 Health.
Blood Pact
Imps are content to hide and viciously taunt everyone nearby.
Play
Attack
Death
Stats
This card is used in
28.26% of all Warlock decks
.
Related
Comments
Comment by
Sabiah
Makes sense with the imp buff that provides extra health to party members!
Comment by
felhunter
the best part of this card is not so much that it gives everyone +1 hp.
but more the fact it has stealth making it untargetable by minions or direct damage spells.
aoe effects ofcourse can still hit it..
Edit: with the new patch this card has been changed.
rather then giving everyone a passive +1hp as long as it is alive, it will give at the end of the turn another random friendly minion +1 hp.
making it similiar too
Young Priestess
both have 1 hp base health. but the priestess has 2 attack and the imp stealth (and no attack anymore).
in a lock deck i would go for the imp still, while being less good for rush decks. the fact it remains stealth and how the effect now works.
means it might buff up a certain minion several times while it can't die unless an aoe is thrown down.
also should be noted that when the blood imp dies in this new version of himself, the +health it has given thus far won't be removed anymore.
Comment by
Xinhuan
Blood Imp was
patched on 17 January 2014
. It previously has the text "
Stealth
. Your other minions have +1 Health." and was a 1/1 minion.
The HP buffs granted to other random minions stay on those minions even if the Blood Imp dies. To remove the HP buffs granted to other minions, you have to
Silence
those minions.
This card is often compared to the
Young Priestess
because they have the same end of turn effect. In effect, the difference is trading 2 less attack points for Stealth.
====================================
Note: The following information is for historical purposes only.
Prior to the
patch on 17 January 2014
, Blood Imp's card text read "Stealth. Your other minions have +1 Health" and was a 1/1 minion. This meant that it constantly gave a 1 HP aura much like the
Stormwind Champion
. While the information might be outdated, it still applies to the Stormwind Champion.
---
This card is extremely annoying to deal with in the arena because it has
Stealth
, and sometimes, you simply just do not have any cards that deal AoE damage or non-targeted damage. For a mere 1 mana, this card is simply amazing for what it does, even if just 1 minion lives an extra turn to deal damage again because of that extra 1 health, it has gained you Card Advantage.
Essentially, the way the Imp's +1 health works is that
granting
+1 health
also heals
the other minions 1 health. But the
removal
of the Imp's bonus
does not damage
the other minions - specifically, it only lowers the other minions' maximum health by 1. The only case the this "causes damage" is when the -1 max health causes the minion's current health to be higher than its new maximum health.
What this means is very important. Imagine you have this Scenario. The enemy player has
1/1 Minion A (max health 1)
1/2 Minion B (max health 2)
all of which are at full health. He plays a Blood Imp. The board now becomes
1/1 Blood Imp (max health 1)
1/2 Minion A (max health 2)
1/3 Minion B (max health 3)
On your turn, you cast
Arcane Explosion
. This is what happens, 1 damage is dealt to all the enemy minions simultaneously:
1/0 Blood Imp (max health 1)
1/1 Minion A (max health 2)
1/2 Minion B (max health 3)
The Blood Imp dies, and the remainder of the board becomes:
1/1 Minion A (max health 1)
1/2 Minion B (max health 2)
Essentially, the Imp just blocked 1 damage for every other minion on his side. Unlike what some players might be confused about, Minion A doesn't die, his health does not go from 1/1 to 1/2 (Imp buff), then 1/1 (Arcane Explosion), then 1/0 (death of Blood Imp).
Here is an explanation from Ben Brode, Game Designer of Hearthstone (
http://us.battle.net/hearthstone/en/forum/topic/9793229858?page=2#21
) where he explains one scenario as minions "having damage tokens" where the 1/1 would die, and he explains the other scenario as minions "having remaining health" where the 1/1 would not die.
This also affects all the other effects that increase maximum health like the Priest's
Power Word: Shield
or the
Stormwind Champion
where granting health also heals them the same amount granted.
Comment by
taohinton
Edit: The flavor text for this card used to use the word 'viscously' instead of 'viciously', which was somewhat comical given the difference in the two words' meanings. This was fixed in patch 1.0.0.4217.
Vicious:
1) Pertaining to vice; characterised by immorality or depravity.
2) Evil, immoral or depraved.
3) Violent, destructive and cruel.
4) Savage and aggressive.
Viscous:
1) Having a thick, sticky consistency between solid and liquid
2) Of or pertaining to viscosity
Yeah, I've heard those Imps can be really viscous. Impossible to get off your shoe if you step on one.
Comment by
dacoqrs
Okay, his voice on summoning is priceless.
"DO I HAVE TO?"
I lol every time!
Comment by
EXPERIMENTONGOD
This guy counters Warrior "Agrro" decks pretty hard because they lack any form of AoE. It gives +1 to your opponent minions making it impossible to trade effectively, so you have to pray for a lucky dart from a Knife Juggler or you pretty much can't win the game.
Comment by
Cr0wl0ck
the blood imp is a decent minion which is mostly used as a passive pet so the 1+ damage is not as important as the 1+ health and stealth, however i hope that it changes someday so that it grant's 2+ health or such since at the current time health is overestimated and 1+ wont change much not to mention it takes up a spot on the field, until it receives a few changes it wont be worth a card in comparison to other's.
note: if you have a damaged minion and you increase the health it will still increase the health max cap but it the buff should disapear it wont loose the health gained unless it is above the cap
Comment by
SoCalWoWGal
Hearthstone Update: Upcoming Changes for 1/13
Blood Imp is now a 0/1 and now reads: Stealth. At the end of your turn, give another random friendly minion +1 Health.
The Warlock has three very strong 1-cost minions and that made the Warlock rush deck slightly stronger than we were comfortable with.
Also note:
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.
Comment by
Poripem
This card update will help balancing Warlock decks
a lot
!
Comment by
yanglifu90
What's that Blood Pact thing on the card above?
Comment by
socalldimaginary
This is one of my absolute favorite warlock cards, he can really save the day sometimes. 10/10, do recommend for your deck.
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