| Displace | Sap | Partly Sap sends an enemy minion back to its owner’s hand so they have to pay mana for it again. Displace sends an enemy Garden entity to its owner’s Alley on the board, where portaling is free but capped at one entity per turn. |
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| Bloodlust | Bloodlust | No Same name, completely different card: Hearthstone’s Bloodlust is a 5-mana Shaman spell that gives your whole board +3 Attack this turn, whereas Azuki’s Bloodlust is an entity keyword worth +1 attack when targeting a leader. |
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| Sealed | Overload | Mostly Both let you play an undercosted card this turn by locking mana or IKZ through your next turn’s refresh. |
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| Dual-element Leaders | Dual-class Tourist decks | Partly Both let you mix removal from one class or element with weapons or threats from another, though Hearthstone’s Tourist mechanic (from Perils in Paradise, now in Wild) unlocks only one expansion’s cards from a fixed partner class while a dual-element Leader unlocks every Lightning and Water card across all sets. |
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| Effects disabled | Silence | No Silence wipes stat buffs and thaws Freeze on a Hearthstone minion, whereas Killing Mist leaves stat modifiers and negative statuses intact while disabling the entity’s printed and already-granted abilities. |
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| Frozen | Freeze | Partly Both cost the target its next attack. Hearthstone’s Freeze does only that: a Frozen minion still takes damage and keeps its text. An Azuki Frozen entity also can’t be damaged and loses its abilities while frozen. |
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| Shocked | Freeze | Partly Both cost the target its next attack. Freeze works on any minion or hero. Shocked keeps an already tapped card tapped, which in the Azuki TCG also keeps it open to attack and stops Defender. |
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| Rooted | Freeze | Mostly Rooted is closer to Hearthstone’s Freeze than Azuki’s own Frozen is: the card can’t attack on its next turn, keeps its text and still takes damage. |
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| Godmode | Immune | No Immune stops damage and enemy targeting. A Godmode entity is the opposite: it can be targeted and it does take damage, it just never leaves the field. |
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| Carapace | Armor | No Armor is a pool of extra health on your hero that soaks damage until it’s used up. Carapace never runs out; it takes the same amount off every hit. |
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| Carapace | Divine Shield | No Divine Shield blocks the first damage completely, then pops. Carapace takes a fixed amount off every hit and never pops. |
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| Charge | Charge | Mostly Both let a unit attack right away, the enemy hero or leader included. The Azuki version also matters when an entity comes from your Alley through the Gate, and its targets are limited to the leader and tapped entities. |
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| Charge | Rush | Partly Rush lets a minion attack other minions on the turn it’s played, but not the hero. Azuki Charge can attack the leader right away. |
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| Cooldown | Minions can’t attack the turn they’re played | Yes Like Hearthstone minions, Azuki entities can’t attack on the turn they arrive unless they have Charge. The difference is the Alley: an entity portaled from it into the Garden also waits a turn. |
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| Defender | Taunt | Partly Taunt forces the attacker to pick it before attacking. Defender lets the defending player move an attack onto it after it’s declared. The Azuki TCG has a separate Taunt too. |
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| Taunt | Taunt | Mostly Same idea: enemies must attack the Taunt card before your hero or leader. The Azuki catch is that Taunt only works while the entity is tapped. |
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| Response | Secrets | Partly Secrets are cast on your own turn and trigger automatically later. Responses are chosen on the spot, when you see the attack. |
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| On Play | Battlecry | Mostly Like a Battlecry, [On Play] happens when the card is played. Cards that are only moved around don’t trigger it. Unlike a Battlecry, an effect that plays an Azuki card from the deck does trigger it. |
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| When Destroyed | Deathrattle | Mostly Both trigger when the unit dies to damage or a destroy effect, and both are switched off by Silence or Killing Mist’s disable. The difference is sacrifice: Hearthstone has none, while the Azuki TCG keeps it separate and [When Destroyed] doesn’t trigger. |
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| Sacrifice | Destroying your own minion | No Hearthstone has no separate sacrifice; destroying your own minion is just destroying it, and its Deathrattle fires. The Azuki TCG keeps sacrifice separate, with its own [When Sacrificed] trigger. |
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| Weapons | Weapons | Partly Hearthstone weapons go on your hero and last for their Durability, one at a time. Azuki weapons can go on your leader or any Garden entity, stack up, and all leave at the end of the turn. |
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| IKZ | Mana crystals | Mostly IKZ grows like mana crystals: one a turn, up to 10, refilled each turn. The difference is your opponent’s turn: unspent IKZ pays for Responses there. |
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| IKZ token | The Coin | Mostly Both give the player going second one extra mana, once, whenever they like. The Coin is a card in your hand; the IKZ token isn’t a card and doesn’t count as playing one. |
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| The Gate | Hero Power | Partly Both are a once-a-turn ability every deck brings. A Hero Power usually costs 2 mana and needs nothing else; the Gate is free but needs an entity in your Alley to move forward. |
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| Attacking tapped entities | Attacking any minion | No In Hearthstone you can attack any enemy minion or the hero. In the Azuki TCG only the leader and tapped Garden entities are targets, unless a card says otherwise. |
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| Damage resets each turn | Damage stays on minions | No A damaged Hearthstone minion stays damaged until healed. An Azuki entity is back to full health at the end of every turn. |
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| Decking out | Fatigue | No An empty deck in Hearthstone deals growing Fatigue damage to your hero. In the Azuki TCG you lose the moment you have to draw from an empty deck. |
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| Mulligan | Mulligan | No Hearthstone lets you pick which of your starting cards to replace. The Azuki mulligan is all or nothing: keep all seven or redraw all seven. |
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| Can’t take damage from card effects | Elusive | No Elusive means a minion can’t be targeted by spells or Hero Powers. An Azuki entity that can’t take effect damage can be targeted by anything; damage from card effects simply does nothing to it. |
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