Blood elf art
This page lists cards with card art depicting blood elves, as well as their estranged kindred the high elves.
Lore[edit | edit source]
- "We must put this misery behind us. We must enter a new chapter! And so I say to you that, as of this day, we are no longer high elves! In honor of the blood that was shed throughout this kingdom, in honor of the sacrifices of our brothers and sisters, our parents, and our children, in honor of Anasterian... as of this day we will take the name of our royal lineage! As of this day, we are sin'dorei! For Quel'Thalas!"
- — Kael'thas Sunstrider proclaims the rise of the blood elves
- The high elves, or quel'dorei ("children of noble birth" in Darnassian and "high elves" in Thalassian), are a race descended from the Highborne night elves who left Kalimdor and settled in the Eastern Kingdoms, founding Quel'Thalas.
- The high elves were once a significant force on the continent, but in recent times their numbers have been dramatically reduced: almost 90% of their population was slaughtered during the Third War. Following this, 90% of the surviving high elves changed their name to "blood elves" or sin'dorei (children of the blood in Thalassian) in remembrance of their fallen brethren, and no longer consider themselves high elven.
Infamous for their magical abilities and longstanding magic addiction, the blood elves are often considered cruel and superior. Like their capital of Silvermoon City, blood elves often sport the characteristic colours of red and gold. Their eyes burn a neon green, a reminder of the demonic nature of their former power source. After the vast majority of their people were slain during the war with the Scourge, the nascent blood elves formed a bond with the Forsaken undead, lead by their own former ranger-general of Silvermoon City, Sylvanas Windrunner, and were later inducted into the Horde.
While most of the elves of Quel'Thalas took up the banner of the sin'dorei, a small portion did not. These few quel'dorei are the last of their kind, and many have since joined with the Alliance.
Cards[edit | edit source]
Blood elves[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Shattered Sun Cleric||Free||Minion||General||Any||3||3||2|
Battlecry: Give a friendly minion +1/+1. They always have a spare flask of Sunwell Energy Drink™!
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
|Fallen Sun Cleric||Common||Minion||General||Any||2||2||1|
Battlecry: Give a friendly minion +1/+1. It's hard to keep a Shattered Sun Cleric down.
Battlecry: Summon a 2/2 Gryphon for each player. Your gryphon will be summoned following a brief safety demonstration.
Battlecry: Add a random Potion to your hand. Sure you could have that Polymorph potion, but wouldn't you rather have this mystery potion? It could be anything. Even a Polymorph potion!
Battlecry: Shuffle 3 copies of a friendly minion into your deck. Join the chemistry lab! We've got all the solutions.
Battlecry: If you're holding a Dragon, summon two 1/1 Whelps. Originally joined to be Arcanagos’ Templar, but has to admit that ordering pizza has become waaaay easier.
Divine Shield Original name was Tubular Protector, but this seems more bodacious.
Battlecry: Destroy a friendly minion and gain +2/+2. Have some! This drink is to die for!
|Silver Hand Regent||Common||Minion||General||Any||3||3||3|
Inspire: Summon a 1/1 Silver Hand Recruit. The Silver Hand is the best paladin organization. The Argent Crusaders are super jealous.
Divine Shield The first time they tried to guard Silvermoon against the scourge, it didn’t go so well…
Battlecry: Silence a minion. Spellbreakers can rip enchantments from magic-wielders. The process is painless and can be performed on an outpatient basis.
Battlecry: Add a random spell to each player's hand. Does he sling spells, or do his spells linger about. Who can say?
Battlecry: If you control a Secret, gain +1/+1. She's watching. Always watching.
Spell Damage +1 The love she shares seems to go nowhere. Now she's lost her Light, tosses and turns, she can't sleep at night...
Your Silver Hand Recruits have +1 Attack. He doesn't even get Sundays off. Every day he's hostling.
Battlecry: If you're holding a Dragon, gain +1 Attack and Charge. "Put more spikes on her. No, more spikes. What part of 'more spikes' do you not understand? MORE SPIKES!" - Alexstrasza
Deathrattle: If it's your opponent's turn, summon a 2/2 Ghoul. To be honest, he was kind of a jerk even BEFORE he was bitten by that ghoul.
Combo: Draw 2 minions from your deck. "After that gig in Hamlin went south, I swore off rats."
Battlecry: The next time you use your Hero Power, it costs (2) less. Good fencers make good neighbors, right?
Whenever you cast a spell, gain +2 Attack this turn. She’s trying to kick the habit, but still takes some mana whenever she has a stressful day.
|Master of Disguise||Rare||Minion||General||Rogue||4||4||4|
Battlecry: Give a friendly minion Stealth until your next turn. She's actually a male tauren. People don't call him "Master of Disguise" for nothing.
Battlecry: If you have 6 other minions, gain +4/+4. The Reliquary considers itself the equal of the League of Explorers. The League of Explorers doesn't.
Battlecry: Your opponent's Hero Power costs (5) more next turn. Listen all y'all it's a saboteur!
Whenever a Secret is played, gain +1/+1. She promises not to tell anyone about that thing you did last night with that one person.
Battlecry: Give adjacent minions Taunt. She carries a shield, but only so she can give it to someone she can stand behind.
Battlecry: If you're holding a spell that costs (5) or more, deal 4 damage. What, did you expect the Sunreavers to be coldages?
Battlecry: If your C'Thun has at least 10 Attack, restore 10 Health to your hero. First she separates them from the lights, washes them in cold water, and hang-dries.
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
Battlecry: All minions lose Divine Shield. Gain +3/+3 for each Shield lost. The Blood Knights get their holy powers from the Sunwell, which you should NOT bathe in.
Battlecry: Gain Taunt if your deck has a Taunt minion. Repeat for Divine Shield, Lifesteal, Windfury. Her extensive collection of corpses includes one of nearly every type. She'd love for you to join it.
Whenever you play a card with Battlecry, gain +1/+1. The crowd ALWAYS yells lethal.
Battlecry: Deal 5 damage to your hero. Gain 5 Armor. This elf's winning the arms race.
At the start of your turn, destroy ALL minions. He's almost been right so many times. He was sure it was coming during the Cataclysm.
Battlecry: Add a random Paladin card to your hand. A veteran of a number of crusades, she is a force for light and goodness. Her latest crusade is against goblin telemarketers.
Battlecry: Choose a friendly minion. Shuffle a copy into your deck. When casting a tournament, you really have to put your soul into it!
|Master of Ceremonies||Epic||Minion||General||Any||3||4||2|
Battlecry: If you have a minion with Spell Damage, gain +2/+2. Goes by "MC ElfyElf".
Battlecry: Draw an Elemental from your deck. The secret is glue.
Battlecry: Choose a friendly minion. Add a 1/1 copy to your hand that costs (1). I mean, it's not creepy if you ASK before you steal their shadow to make a small replica of them to keep on your shelf.
Combo: Deal damage equal to the number of other cards you've played this turn. It turns out you CAN take it with you.
At the start of your turn, set this minion's Attack to 7. Really feels good about himself and is in a much better place now. But… he sure does miss piloting those shredders.
Has +1 Attack for each card you've discarded this game. As a young blood-princess she learned the proper way for a lady to curtsy, how to address fellow members of royalty, and how to bite them.
Whenever you draw a minion, summon a 1/1 copy of it. The children were puzzled by the scratches covering the insides of their toy-boxes.
Battlecry: Summon a 5/5 Dragon for each spell you cast this game that costs (5) or more. Her secret is using a gentle voice and carrying a baggie of hotdogs.
Battlecry: If your deck has no duplicates, the next spell you cast this turn costs (0). Solia marks the Kabal with intricate tattoos that grant immense power. Also it makes it harder for other gangs to recruit from their numbers. BACK OFF, GOONS.
Battlecry: Cast each spell you cast on your minions this game on this one. A diet of pure magic is great for the complexion but wreaks havoc on one's mood.
Battlecry: If your deck has no 2-cost cards, give all minions in your deck +1/+1. Three Princes stand before you. This one wants to buff his brothers.
Battlecry: If your deck has no 3-Cost cards, transform into a 3/3 copy of a minion. Three Princes stand before you. This one wants to copy others.
Battlecry: If your deck has no 4-Cost cards, gain Lifesteal and Taunt. Three Princes stand before you. This one devours one after another.
|Valeera the Hollow||Legendary||Hero card||Rogue||9|
Battlecry: Gain Stealth until your next turn. "Run away. Hide in your precious keeps, behind your walls and your bodyguards. Night always falls, and shadows will fill your hallowed halls. One day, one of those shadows will be me."
|Showing all 51 cards|
Blood elf art[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Anti-Magic Shell||None||Spell||Death Knight||4|
Give your minions +2/+2 and "Can't be targeted by spells or Hero Powers."
|Choose Your Path||None||Spell||Warrior||1|
Discover a card.
Give your other minions +2/+2.
|Grasp the Future||Free||Spell||Warlock||4|
Draw 2 cards.
They cost (2) less.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
Return an enemy minion to your opponent's hand. Rogues love sappy movies.
Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry.
Deal 4 damage. Discard a random card. Are you lighting a soul on fire? Or burning someone with your OWN soul? This seems like an important distinction.
|Blessing of Wisdom||Common||Spell||Paladin||1|
Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.
Secret: When a friendly minion dies, put 2 copies of it into your hand. The one time when duping cards won't get your account banned!
|Eye for an Eye||Common||Spell||Paladin||1|
Secret: When your hero takes damage, deal that much damage to the enemy hero. Justice sometimes takes the form of a closed fist into a soft cheek.
Deal 1 damage. Pew! Pew!
Secret: After your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
|Seal of Light||Common||Spell||Paladin||2|
Restore 4 Health to your hero and gain +2 Attack this turn. The walrus of Light restores EIGHT Health.
Copy 2 cards from your opponent's deck and put them into your hand. "What do you get when you cast Thoughtsteal on an Orc? Nothing!" - Tauren joke
|Call to Adventure||Rare||Spell||Paladin||3|
Draw the lowest Cost minion from your deck. Give it +2/+2. Even the smallest minion can change the outcome of the game.
Put a copy of an enemy minion into your hand. "Are you interested in... HEALTH benefits?!"
Secret: When your opponent casts a spell, Counter it. What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face.
Deal 2 damage to the enemy hero. Combo: Return this to your hand next turn. When all else fails, nothing beats a swift whack upside the head.
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
Summon a random friendly minion that died this game. I walked into the dungeon and noticed a slain adventurer. In his final moments, he had scrawled out a message in the dust on the wall beside him. Two words: "rez plz"
Deal 1 damage to all minions. If you have 12 or less Health, deal 3 damage instead. This is better than Arcane Explosion, so I guess warriors are finally getting revenge on mages for Mortal Strike being worse than Fireball.
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.
Destroy your opponent's left and right-most minions. "It could be worse!" "It's worse."
Trigger all Deathrattles on your minions. The hardest part about doing a "Feign Death" convincingly is learning how to make the right smell. It takes a lot of commitment.
|Lay on Hands||Epic||Spell||Paladin||8|
Restore 8 Health. Draw 3 cards. A grammatically awkward life saver.
Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target. While it's fun to intercept enemy lightning bolts, a spellbender much prefers to intercept opposing Marks of the Wild. It just feels meaner. And blood elves... well, they're a little mean.
|Sword of Justice||Epic||Weapon||Paladin||3||1||5|
After you summon a minion, give it +1/+1 and this loses 1 Durability. I dub you Sir Loin of Beef!
|Fire Plume's Heart||Legendary||Spell||Warrior||1|
Quest: Play 7 Taunt Minions.
Reward: Sulfuras. Why does an active volcano need to be defended? To save its ash.
|Gral, the Shark||Legendary||Minion||Beast||Rogue||5||2||2|
Battlecry: Eat a minion in your deck and gain its stats.
Deathrattle: Add it to your hand. “… We’re gonna need a bigger board.”
|Showing all 32 cards|