Night elf art
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This page lists cards with card art depicting night elves.
For the half-night elf, half-stag dryads and keepers of the grove, see Cenarius' children.
Lore[edit | edit source]
- The night elves, or kaldorei ("Children of the Stars" in their native tongue of Darnassian), are a powerful and mystical race whose origin extends back to ancient times. The founders of a magical and advanced civilization which at its peak spanned the breadth of Ancient Kalimdor, the night elves came into a horrific conflict with the Burning Legion and achieved a pyrrhic victory that sundered Kalimdor's landmass into the continents of the present age. The devastation wrought by their conceit caused the kaldorei to abandon the ways of arcane magic entirely, and craft a radically different society centered around the worship of Elune, harmony with the natural world and its denizens and Druidism.
- The far-reaching and ancient legacy of the kaldorei has shaped them into a race of very self-sufficient and self-conscious individuals, who often display strong streaks of isolationism. The night elves ended a long period of seclusion in the aftermath of the Third War, standing with refugees from the Eastern Kingdoms during the Battle of Mount Hyjal, and began to associate themselves with the Alliance from the Eastern Kingdoms in response to the Horde's presence in Ashenvale.
Cards[edit | edit source]
Night elves[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Deal 1 damage. Don't bother asking her out on a date. She'll shoot you down.
Battlecry: Deal 3 damage to the enemy hero. Your face is the place you'd probably least like a dagger, and where rogues are most likely to deliver them.
If you hit an Eredar Lord with enough Wisps, it will explode. But why?
Battlecry: Give a friendly minion +1 Attack. This is my Runeblade. There are many like it but this one is mine.
|Druid of the Saber||Common||Minion||General||Druid||2||2||1|
Choose One - Transform into a 2/1 with Charge; or a 3/2 with Stealth. That's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
Taunt Alas poor Annoy-o-Tron! A fellow of infinite jest, of most excellent fancy!
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
|Druid of the Flame||Common||Minion||General||Druid||3||2||2|
Choose One - Transform into a 5/2 minion; or a 2/5 minion. Druids who fought too long in Northrend were easily seduced by Ragnaros; a mug of hot chocolate was generally all it took.
|Druid of the Scythe||Common||Minion||General||Druid||3||2||2|
Choose One - Transform into a 4/2 with Rush; or a 2/4 with Taunt. She's a scythe for sore eyes.
Battlecry: If you're holding a Dragon, deal 2 damage. Do Re Me Fa So La Spear Throw!
Whenever your opponent draws a card, gain +1/+1. She's working on a story! While skydiving!
Battlecry: Give a friendly Beast +3 Health. She was born to be something. She is just not quite sure what yet...
|Druid of the Claw||Common||Minion||General||Druid||5||4||4|
Choose One - Transform into a 4/4 with Charge; or a 4/6 with Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
|Druid of the Fang||Common||Minion||General||Druid||5||4||4|
Battlecry: If you have a Beast, transform this minion into a 7/7. The Druids of the Fang live in the Wailing Caverns. They wear cool snake shirts and tell snake jokes and say "bro" a lot.
Battlecry: Enemy minions lose Stealth. "Hmmmm… Call it a hunch, but I'm starting to think that there may be some kind of criminal activity going on in Gadgetzan."
Battlecry: Choose a friendly Beast. Summon a copy of it. Please? Can I keep him? I promise to clean his cage every day.
|Priestess of Elune||Common||Minion||General||Any||6||5||4|
Battlecry: Restore 4 Health to your hero. If she threatens to "moon" you, it's not what you think.
Battlecry: Summon a copy of each adjacent minion. "Are you sure that's enough gloop?"
Costs (1) less for each enemy minion. "Shirt? Shoes!? No service!"
Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal. She loves mana crystals, she hates mana crystals. So fickle!
|Druid of the Swarm||Rare||Minion||General||Druid||2||1||2|
Choose One - Transform into a 1/2 with Poisonous; or a 1/5 with Taunt. The Druid awoke from troubling dreams to find herself transformed into a giant spider.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
Battlecry: If you control a minion with 5 or more Attack, gain +2/+2. If you think her job is easy, YOU try falling asleep on cue.
Whenever you restore Health, add a random Druid spell to your hand. Lifeweaving is all well and good until it's time to cut the thread.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
After this minion attacks a hero, transform it into a random 6-Cost minion. If you think her Illidan and Sylvanas cosplay is great, wait till you see her Reno Jackson!
Combo: Draw a card for each card you've played this turn. Carving out new territory in the realm of shadow puppetry.
At the start of your turn, put a 10-Cost minion from your deck into your hand. "honey, can u run down to the store and pick up some 10 cost minions? thx"
Battlecry: Shuffle the 'Map to the Golden Monkey' into your deck. A large part of her job entails not mixing up the Map to the Golden Monkey with the Map to Monkey Island.
Your Choose One cards and powers have both effects combined. Always manages to mention "Back when I was creating the World Tree…" in EVERY conversation. Sheesh! Enough already.
|Elise the Enlightened||Legendary||Minion||General||Druid||5||5||5|
Battlecry: If your deck has no duplicates, duplicate your hand. From cartographer to combatant, Elise has taken the road less traveled—because no one else could find it on a map.
|Elise the Trailblazer||Legendary||Minion||General||Any||5||5||5|
Battlecry: Shuffle a sealed Un'Goro pack into your deck. Reno taught her that blazing her own trail is a lot more fun than following someone else's map.
Whenever you play a card, summon a 2/1 Flame of Azzinoth. Illidan's brother, Malfurion, imprisoned him beneath Hyjal for 10,000 years. Stormrages are not good at letting go of grudges.
|Malfurion the Pestilent||Legendary||Hero card||Druid||7|
Choose One - Summon 2 Poisonous Spiders; or 2 Scarabs with Taunt. "Cenarius once taught me about the precarious balance between life and death. I have come to understand: there IS no balance. Death always wins."
Battlecry and Deathrattle: Recruit a Beast. She’s not one of those treehugger elves – but she does like the occasional cuddle.
|Showing all 37 cards|
Night elf art[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Draw 2 cards.
Return a minion to its owner's hand.
Deal 5 damage to all characters except Ysera.
|Call the Guardians||None||Spell||Druid||6|
+5/+5 and Taunt.
Summon 5 Wisps.
Give your minions +2/+2.
Summon seven 1/1 Wisps.
Gain 1 Mana Crystal this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
|Hand of Protection||Free||Spell||Paladin||1|
Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore.
For the rest of the game, your Hero Power can target minions.
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
|Mark of the Wild||Free||Spell||Druid||2|
Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild.
Each player gains two Mana Crystals and draws two cards.
Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
Draw 4 cards. Rogues are not good joggers.
Choose One: Deal 2 damage to a minion; or Restore 5 Health. Often used as healing crystals, but also good for throwing at people.
Restore 5 Health. Flash! Ahhhhhhh~
Give your weapon Lifesteal this turn. No actual leeches were harmed in the creation of this card.
|Power Word: Glory||Common||Spell||Priest||1|
Choose a minion. Whenever it attacks, restore 4 Health to your hero. The promise of glory is a powerful tool to get minions to do your bidding. Only slightly less powerful than the promise of an ice cream bar!
|Strength in Numbers||Common||Spell||Druid||1|
Sidequest: Spend 10 Mana on minions.
Reward: Summon a minion from your deck. One minion, two minions... tree minions!
Draw a card for each damaged friendly character. "You won't like me when I'm angry."
Deal 2 damage to a minion. 50% off. Every shot must go!
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
Choose a minion. Shuffle 3 copies of it into your deck. If you are thinking about visiting Moonbrook, you better roll deep.
Freeze a minion. If it's already Frozen, destroy it. Lick the ice block. I triple-double-dog-dare-you.
Secret: After your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm.
|Mark of Nature||Common||Spell||Druid||3|
Choose One - Give a minion +4 Attack; or +4 Health and Taunt. Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."
Deal 4 damage to a minion.
Discover a spell. Obviously it's marked for greatness.
Choose One - Give a minion +2 Health and Taunt; or Summon a 2/2 Treant. Treemendous value!
|Curse of Weakness||Rare||Spell||Warlock||2|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Deal 1 damage to all enemies. Restore 1 Health to all friendly characters. I still prefer the taste of banana fudge ripple.
Destroy a minion. Summon 2 minions of the same Cost to replace it.
Destroy a minion. Summon 2 minions of the same Cost to replace it. If only you'd let it go to voicemail...
Copy 3 cards in your opponent's deck and add them to your hand. A mind is a terrible thing to waste. Seconds, anyone?
Deal 3 damage to all minions. Shuffle this card into your opponent's deck. MOM! DAD! DON'T TOUCH IT! IT'S EVIL!!!!!!
Destroy a minion. Invoke Galakrond. "It's time. R.I.P."
Shuffle an enemy minion into your opponent's deck. Druidic recycling involves putting plastics in one bin and enemy minions in another bin.
Summon a 1/5 Scarab with Taunt. If your opponent has more minions, cast this again. In the past, plagues were spread by mice or fleas. These days they're spread by elves.
Summon 3 friendly minions that died this game. One's company, two's a crowd, and three's a "mass" resurrection, apparently.
Gain 10 Mana Crystals. Discard your hand. Hey! Moon! Can I have some mana crystals?
Deal 5 damage to a minion. If it's a friendly Demon, give it +5/+5 instead. Virtually every member of the pro demon lobby is a warlock. Weird.
Choose One - Summon 5 Wisps; or Give a minion +5/+5 and Taunt. Don't worry; we fired the person who named this card.
Choose an enemy minion. At the start of your turn, take control of it. Once you both get comfortable, darkness is actually pretty snuggly.
|Wisps of the Old Gods||Epic||Spell||Druid||7|
Choose One - Summon seven 1/1 Wisps; or Give your minions +2/+2. They're just normal wisps, actually. The "Of the Old Gods" bit is just marketing.
|Open the Waygate||Legendary||Spell||Mage||1|
Quest: Cast 6 spells that didn't start in your deck.
Reward: Time Warp. Although powerful, the incantation is simple. It’s just a jump to the left, and then a step to the right.
|The Last Kaleidosaur||Legendary||Spell||Paladin||1|
Quest: Cast 6 spells on your minions. Reward: Galvadon. “Impossible!” exclaimed the Silver Hand Recruit, his eyes filled with fear. Uther shook his head, turning the crystal until it caught the light: “Life finds a way.”
Quest: End 4 turns with any unspent Mana.
Reward: Ossirian Tear. The official term is "strategic laziness."
Your Secrets trigger twice. Two people can keep a secret as long as neither of them are Commander Rhyssa.
|Showing all 49 cards|
|Races Native to Azeroth|
|Races Alien to Azeroth|