(Redirected from Category:Elementals)
This page lists cards with card art depicting elementals.
Lore[edit | edit source]
- Elementals are manifestations of volatile energy - elemental spirits that have attained raw physical form with the spirit remaining as the core.
- The exact origin of these innately chaotic entities is unknown, though some have been accidentally created when bits of magic seeped into coals, over the course of a few decades manifesting in a small elemental being of immense fortitude. Other elementals have been created by mogu sorcerers who prefer more solid companions over beastly familiars. Other elementals (albeit fel-corrupted ones) have been born solely from demonic magic. Elemental cores seem to retain some semi-sentient properties after being defeated.
- Elementals are an incredibly varied group; Some are bound to distant realms known as the Elemental Planes and are usually servants of the powerful Elemental Lords that rule over each plane. Others are native to the world of Azeroth, bound to the state of their surroundings as representations of the elemental spirits. Still others appear independent from any greater master, acting as individual beings. The elemental forces are ageless and unchanging.
- Elementals are chaotic by nature and once raged freely on primordial Azeroth until the Old Gods arrived and enslaved them. As servants of the Old Gods, the elementals were later defeated by titanic forces and banished to a specially crafted prison known as the Elemental Plane. Although most elementals remain in the Elemental Plane, they can be summoned to Azeroth by those who seek to use their power.
- Over the millennia, some intelligent creatures of Azeroth have found ways to summon elementals and bind them to their service. Human mages are fond of summoning or creating Water Elementals for their brute force and imposing size. Ragnaros was summoned into the material plane by the Dark Iron dwarves three centuries ago, residing in the Molten Core until he was killed and banished to his home realm. Some shamans have demonstrated the ability to summon and control elementals. The Twilight's Hammer has used magical cages to create and control bound elementals
- Of the four lords, only two remained under the control of the Old Gods: Ragnaros of fire and Al'Akir of air. Following the Cataclysm, these two sent their armies to attack Azeroth. Ragnaros laid siege to Mount Hyjal, seeking to destroy Nordrassil, but his armies were driven back by the Guardians of Hyjal, and he himself was killed. Al'akir attacked Uldum, joining with the Neferset tribe to destroy the other Tol'vir, and was also killed. While Therazane of earth and Neptulon of water were no longer in service of the Old Gods, their realms became battlefields following the Cataclysm, as servants of Deathwing invaded Deepholm and the naga invaded the Abyssal Maw. While the Earthen Ring was successful in fighting off the former, Ozumat captured Neptulon, who is now presumably under naga control.
Cards[edit | edit source]
Elementals[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
This is an Elemental, Mech, Demon, Murloc, Dragon, Beast, Pirate and Totem.
When you draw this, add a random spell to your hand (from your class).
He likes to think he is powerful, but pretty much anyone can solo Molten Core now.
Battlecry: Freeze a minion until this leaves the battlefield.
Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
You don’t tame a Core Hound. You just train it to eat someone else before it eats you.
Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Whenever you cast a spell, give this minion +1 Health. He used to get work as a Spatial Anomaly, but he got tired of having his polarity reversed.
Whenever you cast a spell, gain Armor equal to its Cost. Ethereal armor dissipates in 6 hours which can cause extreme awkwardness for first time buyers.
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Battlecry: Add a 1/2 Elemental to your hand. Arch nemeses: small children with glass jars.
|Flame of Azzinoth||Common||Minion||Elemental||Any||1||2||1|
Battlecry: Freeze an enemy. Ice, ice, baby!
Divine Shield Takes double damage from wick-based weapons
"Would sir like me to punch something?"
Spell Damage +1 If it soaks too long, it becomes a reservoir hog.
Whenever you cast a spell, gain +1 Attack. These wyrms feed on arcane energies, and while they are generally considered a nuisance rather than a real threat, you really shouldn't leave them alone with a bucket of mana.
Battlecry: Add a random Elemental to your hand. Electra stores her elementals in the cloud.
Your spells cost (1) less. It's a literal lava lamp!
Deathrattle: Add a random Mage spell to your hand. HATES being summoned for Kirin Tor party lighting.
Deathrattle: Deal 3 damage to a random enemy minion. Currently in an anger management class with Raging Worgen, Grommash Hellscream, and The Angry Chicken. It isn't helping.
At the end of your turn, restore 3 Health to your hero. Wish #1: funnel cakes. Wish #2: funnel cakes. Wish #3: FUNNEL CAKES.
|Druid of the Flame||Common||Minion||Beast||Druid||3||5||5|
|Druid of the Flame||Common||Minion||Beast||Druid||3||2||5|
|Druid of the Flame||Common||Minion||Beast||Druid||3||5||2|
He's a lot cooler than Magma Rager.
Deathrattle: Add two 1/2 Elementals to your hand. We wanted to name him "Ingenious Elemental", but he just wasn't that bright.
Has +2 Attack during your opponent's turn. If you won't come to the tar pits, we'll bring them to you!
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Spell Damage +2 INGREDIENTS: STAR-STUFF, BLUE #1, NATURAL AND ARTIFICIAL FLAVORS.
|Fire Plume Phoenix||Common||Minion||Elemental||Any||4||3||3|
Battlecry: Deal 2 damage. This is what happens when you use a volcano as a bird bath.
Battlecry: Gain 1-4 Attack. Overload: (1) Ragnaros interviews hundreds of Fire Elementals for the position of "Destroyer" but very few have what it takes.
Whenever your weapon is destroyed, gain +1/+1. I think one of the necromancers got a little carried away.
Battlecry: Summon a Jade Golem. "He's so cute! I just want to squeeze him, then use him for Jade Golem parts!" - Aya Blackpaw
This minion's Attack is always equal to its Health. Spawn of the Light? Or Pawn of the Lights?
After you play a Battlecry minion, deal 2 damage to a random enemy. He's a very hungry elemental.
|Soldier of Fortune||Common||Minion||Elemental||Any||4||5||6|
Whenever this minion attacks, give your opponent a Coin. His allies call him invaluable.
Can't attack while damaged. These elementals, along with feldspar and mica, are often taken for granite.
|Red Mana Wyrm||Common||Minion||General||Any||5||2||6|
Whenever you cast a spell, gain +2 Attack. It has double the Attack. "Go on." And double the Health. "Yes??" And its trigger has twice the effect. "WHAT???" And it costs… Five times more.
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
Battlecry: If you played an Elemental last turn, deal 3 damage to all other minions. Arcane energy… finds a way.
Battlecry: Freeze a character. When a Water elemental and an Ice elemental love each other VERY much...
Windfury Aspiring meteorologist!
Has +4 Attack during your opponent's turn. Tar Lord, man... legendary monster? Aw, forget it.
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
Lifesteal, Rush, Windfury The weirdest part is that it doesn't have legs.
Deathrattle: Copy a card from your opponent's deck and add it to your hand. Being made of light has its disadvantages, but at least it's always looking on the bright side.
Battlecry: Your next spell this turn has Spell Damage +2. Casting with the stars.
|Fire Plume Harbinger||Rare||Minion||Elemental||Shaman||2||1||1|
Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Your Hero Power also Freezes the target. Ice Walker you say? He doesn't have feet!
ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
Battlecry: Your next Battlecry this turn triggers twice. Déjà Dude.
Battlecry: Give your opponent a Mana Crystal. Having Arcane golems at home really classes up the place, and as a bonus they are great conversation pieces.
Battlecry: Return a friendly minion to your hand and give it +2/+2. It's the bane of freshly mopped floors everywhere.
Battlecry: If your hand is empty, gain +3/+3. It takes a special kind of hunter to venture deep into a firey lava pit and convince a monster who lives there to come home and be a cuddly housepet.
Battlecry: If you're holding any cards that didn't start in your deck, reduce their Cost by (2). The shortest distance between two points is a leyline.
Battlecry: If you played an Elemental last turn,
add a 'Flame Geyser'
to your hand. Explorers nicknamed him the Teapot Elemental.
Battlecry: Draw a spell from your deck that costs (5) or more. Best drank after a stiff gale.
Battlecry: If you played an Elemental last turn, draw a card. Next step: Marshmallow elementals.
Battlecry: Gain +1/+1 for each damaged minion. How's everyone doing? Hurt? Bleeding? Wounded? ... Excellent.
|Servant of Kalimos||Rare||Minion||Elemental||Any||5||4||5|
Battlecry: If you played an Elemental last turn, Discover an Elemental. He's doing his best, but his mom thinks that if he had just applied himself in school Kalimos would be working for HIM.
After this minion attacks,
Freeze it. Goes by the online handle "KoolKrusher99."
Battlecry: For each spell you've cast this turn, add a random Mage spell to your hand. It'll put a good spin on your spells.
Whenever this minion is healed, summon a 2/2 Crystal. Gadgetzan, where even the pet rocks have pet rocks.
This is an Elemental, Mech, Demon, Murloc, Dragon, Beast, Pirate and Totem. Be all that you can be.
After you play a card with Overload, summon two 1/1 Sparks with Rush. Most of his friends are still Metalheads.
Costs (0) if you've cast a spell that costs (5) or more this turn. Tyrant is such a strong word.
At the start of your turn, gain Spell Damage +2. This is some bad blood.
|Djinni of Zephyrs||Epic||Minion||Elemental||Any||5||4||6|
After you cast a spell on another friendly minion, cast a copy of it on this one. If you want your wish granted, don't rub him the wrong way.
Overload: (3) Nothing beats rock.
Battlecry: If you played an Elemental last turn, deal 5 damage. For when a flamecaller just won't do.
Whenever you cast a spell, draw a minion from your deck. The tricky part is getting them to HOLD their shape.
Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with Taunt. He and his friends just want to rock out.
Your minions with Windfury have Mega-Windfury. And your minions with mega-windfury get... dizzy.
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Costs (1) less for each damage your hero has taken. He gets terrible heartburn. BECAUSE HE IS FULL OF LAVA.
Deathrattle: Return this to your hand as a 6/6 that cost (6). If you strike her down, she shall become more powerful than you can possibly… well, she'll become a 6/6 anyways.
Battlecry: Your next spell this turn casts twice. "The coin? You used me for THE COIN!?"
Battlecry: Add a random Legendary minion to your hand. “I'll trade you a Malfurion for an Anduin.”
|Hallazeal the Ascended||Legendary||Minion||Elemental||Shaman||5||4||6|
Whenever your spells deal damage, restore that much Health to your hero. Hallazeals all your dallazamage.
|Lyra the Sunshard||Legendary||Minion||Elemental||Priest||5||3||5|
Whenever you cast a spell, add a random Priest spell to your hand. Arise, fair sun, and kill my envious foes. They don't have a legendary as beautiful as you.
Battlecry: Return your other minions to your hand. They cost (1). The grumbling grew to a mighty rumbling, and out of the caverns the kobolds came tumbling.
Deathrattle:Return this to your hand as a 10/10 that costs (10).
Deathrattle: Summon a 3/3 Finkle Einhorn for your opponent. He lives in Blackrock Mountain. He eats Gnomes. That's pretty much it.
At the end of your turn, deal 2 damage to ALL other characters. Baron Geddon was Ragnaros's foremost lieutenant, until he got FIRED.
Battlecry: Add 4 random Murlocs to your hand. Overload: (3) Neptulon is "The Tidehunter". He’s one of the four elemental lords. And he and Ragnaros get together and make really amazing saunas.
|Al'Akir the Windlord||Legendary||Minion||Elemental||Shaman||8||3||5|
Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Deathrattle: Deal 8 damage to all minions. That's short for "Anomnomnomnomalus".
|Kalimos, Primal Lord||Legendary||Minion||Elemental||Shaman||8||7||7|
Battlecry: If you played an Elemental last turn, cast an Elemental Invocation. All that's missing is a little heart.
|Ragnaros the Firelord||Legendary||Minion||Elemental||Any||8||8||8|
Can't attack. At the end of your turn, deal 8 damage to a random enemy. Ragnaros was summoned by the Dark Iron dwarves, who were eventually enslaved by the Firelord. Summoning Ragnaros often doesn’t work out the way you want it to.
|Ragnaros the Firelord||Legendary||Minion||Elemental||Any||8||8||8|
Can't attack. At the end of your turn, deal 8 damage to a random enemy.
At the end of your turn, restore 8 health to a damaged friendly character. What happens when you try and corrupt a corrupted firelord? DOUBLE NEGATIVE, INSECT!
Battlecry: Gain +5 Health for each Elemental you played last turn. Between you and me, Ozruk is a bit obsessed with his body.
|Showing all 105 cards|
Elemental art[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Invocation of Earth||None||Spell||Shaman||0|
Fill your board with 1/1 Elementals.
Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
|Master of Realities||Free||Minion||General||Shaman||6||5||7|
After you summon a minion, transform it into a random minion that costs (2) more.
|Fire Hawk Form||Common||Spell||Druid|
Transform into a 2/5 minion.
Transform into a 5/2 minion.
The next Elemental you play this turn costs (2) less. It's just lighter fluid.
Restore 5 Health to a minion and your hero. By accepting this healing, you agree to the following terms…
Draw a card. Copy it if you played an Elemental last turn. It's just a Tempest Tantrum.
Deal 2 damage. Add a 1/2 Elemental to your hand. Oh, a wise geyser eh?
Rush Rage alongside the machine.
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Summon two 1/1 Sparks with Rush.
Overload: (1) Batteries have three components: Cathode, Anode, and Overload.
Battlecry: Add a 1/1 Spark with Rush to your hand. He goes by Bzzzzt Aldrin.
Secret: When your opponent cast a spell, add a copy to your hand that costs (0). Nice spell. YOINK!
Summon a copy of a random minion in your hand. Genius is 1% inspiration, and 99% drawing your Deathwing.
Deathrattle: Add two 1/1 Sparks with Rush to your hand. Preferred weapon of Dr. Boom's orthodontist.
Spend all your Armor. Deal that much damage to all minions. Look. Cautious Flurries will only get you so far in life.
Battlecry: Summon two 1/1 Amalgams with all minion types. The Hench Clan is an equal opportunity employer, no matter which parts of you came from where.
|Showing all 18 cards|