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Transform a minion into a 1/1 Sheep.
There was going to be a pun in this flavor text, but it just came out baa-d.
This card is used in
65.89% of all Mage decks
Judging by this picture... apparently God can polymorph... O.o
One of the banes of "huge" cards.
The risk of playing a
or, the old gods forbid,
against a mage deck is just too damn high
An interesting blog post looking at the Monty Hall effect and how it applies to wanting to play a huge card against a mage and wondering if Jaina is holding Polymorph in her hand to counter it:
Hearthstone Probabilities and the Monty Hall Effect
the target minion into a 1/1
effects, if present on the target, do not trigger.
If this sheep is returned to the owner's hand via
, it goes into the hand as a Sheep card.
The transformed minion does not retain any buffs/debuffs from the original minion. It also loses all Card Text. You can get rid of an enemy Taunt minion and attack past the Sheep, remove Deathrattle effects, and more.
Since the target is now just a Sheep with no buffs/debuffs, Polymorph cannot be reversed or dispelled.
Effects granted by the presence of other cards remain in effect (such as that of
Playing against cards like this one in constructed decks, you will want to bait out the 2 Polymorphs with medium sized minions before casting your big minions.
This card is often compared to Shaman's
Most classes have a similar creature removal:
(Warlock) and Paladins have
Polymorph used to cost only 3 mana in Alpha. (Source:
Almost seems underrated. But can be very powerfull mid game \\ end game to take out opponents strong enemies and\\or taunters in combination with the mage hero ability.
This alone can often be a game changer.
Worth noting is the downside to this card. In contrast to cards like
, this doesn't remove the minion outright, but replaces them with a
. While this may not seem particularly threatening, combined with +stats buffs, that Sheep can become a significant hindrance. Even without, a 1/1 Sheep can easily take out any minion with only 1 health remaining, or in the absence of other minions can keep chipping away at the mage's health.
The decision of whether or not to leave the Sheep is often a surprisingly critical one. You may control the board, and not want to waste your
's attack on a measly 1/1, when you could use it to set up lethal next turn. However, by leaving the Sheep in place, you are inviting bad things including
Blessing of Kings
Mark of the Wild
to happen. As a Beast, the Sheep is particularly useful for hunters, who can use cards like
to turn it into a very useful minion.
Mages with mana to spare will probably
the resultant Sheep pretty quickly, but doing so effectively adds another 2 mana onto the cost of playing this card. However, the best solution is generally to remove it, if at all possible. You'd be surprised how often an angry Sheep has been the death of a foolish mage.
Golden version unlocked at Mage level 47 and 48
Most of the times its advised to kill it off even if its just a 1/1 it can be buffed and bite you back. Also the sheep counts as a beast so minions/spells involving them can benefit from it. Silence should be made counter to polyied minions in my opinion.
Most Funny Card Cause Sheep Can Attack lol:)
this card with a Arcane Explosion
combo is a great way to get rid of any card like Gruul
in a hurry
One of the most powerful removal abilities in the game, this card is great for effortlessly removing powerful and protected minions. Or at least, turning them into
. Harmless, right?
This card occupies a similar place in the mage's arsenal to
in terms of its removal potential. However, each has their niches, and when choosing between the two cards to neutralise a threat, it's worth considering the potential uses of each.
Fireball is most obviously a damage spell. It can be used to directly destroy the enemy hero, a utility which should not be underestimated. However, it is limited to 6 damage - heavy hitters like
can practically shrug it off. It's also thwarted by , unless the mage can manage to first remove it. If these factors are attended to, though, Fireball does very effectively remove (or rather incinerate) the target, in full.
In contrast, Polymorph cannot be used for any other purpose besides populating the board with Sheep. However, in this role it is hard to beat. It not only can neutralise minions with unlimited Health (
be damned), it negates all abilities, such as Divine Shield, and even triggered effects like
Acolyte of Pain
. There is no more effective way of countering a
than by turning it into a grass-nibbling critter.
Alas, this arcane wonder is not without its drawbacks. The resulting Sheep, while generally unimpressive, can easily turn against its enchanter, and prove a surprisingly sharp thorn in the mage's side. Following the Polymorph with a
will take care of this, but costs another 2 mana.
When choosing between these two spells, try to anticipate the kind of cards that might lie in wait in your opponent's hand or deck, and which spell you'd rather have left in your hand when they're played. As with all heavy removal spells, take care not to play them too lightly. Polymorphing a
may seem like a good play, until your opponent brings out a
Ragnaros the Firelord
. However, if you've got the right cards lined up to close the match, go ahead and Poly that
There are few finer feelings in the game of Hearthstone than Polymorphing a freshly risen
. Slightly disappointingly, polymorphing a
Reference to the World of Warcraft
One of the best removal spells in the game. Hex is arguably better, but then, mage can more reliably get rid of the minion left behind.
One key note that should be made when using Polymorph is to try and get a read on what the opposing deck's big threats are, and to try and save it for threats that no other cards can really answer, like Ysera or Ragnaros. Of course, there are times when Polymorphing a Chillwind Yeti *might* be the right play - but I can't imagine they come up too often.
On the flip side, generally, whenever you play a mage they'll be running 2 copies, so if you have any wincons that none of their other cards can answer well - again, like Ysera or Rag - then trying to force them to play Polymorph on a different minion can be crucial. Sometimes you'll just have to play your bigun out and hope that they don't have the poly, but if you can bait it out, more power to you.
Personally, it's for this reason that I run Sunwalker in my own mage deck - because I also run Cairne and Ysera, and would much rather have my opponent blow a polymorph/hex/assassinate etc. on the Sunwalker
Comparing this to other removal raises some interesting ideas.
This is very comparable to a Priest's Shadow Word: Pain and Shadow Word: Death. You get the drawbacks of slightly higher cost and leaving a 1/1 on their side of the field, but you also get the upside of not needing to have the right card in your hand, and it also doesn't have a dead spot. I actually find that it's most similar to an ultra-Silence. "Whatever that minion did, it doesn't do it anymore." Of course, it's dramatically more *expensive* than Silence, but...
It's also comparable to the Druid's Naturalize, because both of them are cheap removals that leave the opponent an upside. Naturalize is almost obscenely cheap in terms of its mana cost, but its drawback is ridiculous. The Mage's broad spectrum removal is much more playable for that reason.
Lastly, the most interesting comparison I could think of was to the Rogue's Assassinate. Since the Mage will generally be able to Fireblast whatever it Polymorphs, it can kill (almost) any minion for 6 mana, but it has the option of only spending 4 mana and leaving that opponent with a 1/1. The Rogue spends 5 mana to kill any minion. The Mage pays a bit more for the same effect, but has the option of paying a bit less for a slightly weaker version.
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