Dwarves are stout, down to earth humanoids found in the Eastern Kingdoms. Hearty folk, the dwarves can be relied upon for both their humour and their grim determination in the face of formidable challenges. Staunch allies of the humans, and core members of the Alliance, dwarves are also known for their ready laughter and almost incomparable fondness for ale, as well as their aptitude for blacksmithing and guns. In Hearthstone, dwarves are known for bringing damage-dealing and destroy effects, taking the fight to the enemy one way or another.
For Dark Iron dwarves, see Dark Iron dwarf art.
- Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms. They are shorter than humans but taller than gnomes, taking advantage of their size when possible and relying on their robustness and strength when not. The average dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns.
- In past ages, the dwarves rarely left the safety of their mountain fortresses, spending their time on refining metal and stone into powerful weapons and beautiful jewelry. However, when the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor.
The dwarves make their home in Ironforge in the Eastern Kingdoms. Carved into the snowy mountainside of Khaz Modan, the great city is a wonder of engineering, centred around the Great Forge itself, within which the Ashbringer was forged. A bustling, intricate and awe-inspiring city, the dwarves share Ironforge with the gnomes, whom they took in following their exodus from the trogg invasion of Gnomeregan many years ago.
Dwarves are natural innkeepers, fans of cozy nooks and roaring fires, and always ready to encourage a friend to another (and another) pint. It is therefore little wonder that the Innkeeper himself is a dwarf.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Deal 1 damage. "Ready! Aim! Drink!"
Battlecry: Deal 2 damage. The Stormpike Commandos are demolition experts. They also bake a mean cupcake.
Whenever you equip a weapon, give it +1 Attack. The best part of buccaneering is the pants.
Your Hero Power can target minions. Scissors, knives, needles, you name it! He'll shoot it.
"Late to bed, early to rise, makes a student unable to open her eyes."
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Battlecry: Discover a Deathrattle card. He is forever cursing the kids who climb on the rails and the evil archeologists who animate the exhibits.
Battlecry: Deal 6 damage to a Dragon. A pair of stout dwarves nearly averted the Cataclysm.
Stealth Divine Shield He used to be a librarian. Old habits die hard.
|Priest of the Feast||Common||Minion||General||Priest||4||3||6|
Whenever you cast a spell, restore 3 Health to your hero. Now that's a world champion cheesecake!
Battlecry: Choose a friendly Dragon. Add a copy of it to your hand. Deathwing would have been more well-adjusted if he'd been raised by this guy.
Taunt. Deathrattle: Your opponent puts a minion from their deck into the battlefield. "Rise from your grave!" - Kel'Thuzad
Spellburst: Gain Divine Shield. These are my shields. There are at least two like them, and both are mine.
Battlecry: Draw a Divine Shield minion from your deck. Enlistment in her battalion comes with several pairs of earplugs.
Battlecry: Summon 2 copies of this minion. "Every me, get in here!"
At the end of your turn, give all minions in your hand +1/+1. "Sir, you don't have a permit to park your mount here."
Battlecry: If you have a Beast, summon a random Beast. Not getting trampled is really the trick here.
Battlecry: Invoke Galakrond twice. Her element is "Horns."
After you Discover a card, reduce its cost by (1). She's making great progress on paying off that advanced degree.
Battlecry: Give a friendly Beast Immune this turn. Takes way better care of her pets than her brother, Unstablemaster.
Whenever you draw a Beast, give it +2/+2. All it takes is a tummy rub.
Battlecry: Draw a card. Change its Cost to (5). Also inordinately excited for cupcakes.
|Big Game Hunter||Epic||Minion||General||Any||5||4||2|
Battlecry: Destroy a minion with 7 or more Attack. Mere devilsaurs no longer excite him. Soon he'll be trying to catch Onyxia with only a dull Krol Blade.
Taunt. Whenever this minion takes damage, give your C'Thun +1/+1 (wherever it is). Every month they share a pancake breakfast with the Perfectly Rational Worshippers.
Your Battlecries trigger twice. Contains 75% more fiber than his brother Magni!
Divine Shield, Taunt, Lifesteal Wickerflame spent years as a recruit for the Goons, never making the big-time because he always fired his chest-cannon too slowly. "Hey," he thought, "maybe if I keep my beard lit on fire, I can do this faster." BOOM, promoted.
Battlecry: Destroy a Beast. It's hard to make a living as a hunter in a world where beasts instantly reappear minutes after you kill them.
Whenever your hero takes damage, this minion takes it instead. Bolf keeps coming in 2nd at the Grand Tournament. It might be his year this year, if Lebron doesn't enter.
|Hemet, Jungle Hunter||Legendary||Minion||General||Any||6||6||6|
Battlecry: Destroy all cards in your deck that cost (3) or less. The goblin travel agency lost his luggage, but he's still having a great vacation!
Battlecry: If your deck has no duplicates, summon King Krush. Brann's new dino-taming hobby is going well—his pet can already make him sit, stand, and roll over!
Battlecry: Recruit a 1, 2, and 3-Attack minion. His adventuring party consists of Goldshire Footman, Frostwolf Grunt and Hadronox.
|Showing all 31 cards|
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
While this is in your hand, take 2 damage at the start of your turn.
|Doom Pact||None||Spell||Death Knight||5|
Destroy all minions. Remove the top card from your deck for each minion destroyed.
Deal 3 damage to a minion. It doesn't matter how pious you are. Everyone needs a good smiting now and again.
Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity."
Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him.
Adjacent minions have +2 Attack. Totemsmiths like to use the rarest woods for their totems. There are even rumors of totems made of Ironbark Protectors.
Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
Golems are not afraid, but for some reason they still run when you cast Fear on them. Instinct, maybe? A desire to blend in?
|Circle of Healing||Common||Spell||Priest||0|
Restore 4 Health to ALL minions. It isn't really a circle.
Secret: When one of your minions is attacked, give it Divine Shield. We call it the bubble machine.
Change a minion's Attack to be equal to its Health. Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.
Secret: When your opponent casts a spell, give your minions +2 Health. But sometimes concede.
Battlecry: Your next Hero Power costs (0). "Here is the original blueprint for the Academy grounds! Don't mind those so-called dark chambers… They'll be at the end of the tour."
Double a minion's Health. Double the trouble. Double the fun!
Add 2 random Taunt minions to your hand. None can doubt the strength of the Scholomance student body.
Deal 2 damage to a minion. If it survives, draw a card. "Dun da dun, dun da dun": if you've heard an ogre sing this, it's too late.
Add a random Hunter Beast, Secret, and weapon to your hand. Oh look! It's a trap!
Add 2 random minions to your hand. Let's see what's behind rift number one!
Battlecry: If your opponent has 2 or more minions, gain +1 Attack. Maybe don't put this one in your garden.
Give your minions "Deathrattle: Add a random Mech to your hand." Goes great with Cyber-Salsa.
Deal 1 damage to all enemies. Restore 1 Health to all friendly characters. I still prefer the taste of banana fudge ripple.
|Power Word: Feast||Rare||Spell||Priest||2|
Give a minion +2/+2. Restore it to full Health at the end of this turn. Some people are here for the stellar, world-renowned academic program. Others are here for the buffet.
|Muster for Battle||Rare||Spell||Paladin||3|
Summon three 1/1 Silver Hand Recruits. Equip a 1/4 Weapon. "I'm bringing the guacamole!" – One of the most successful (yet rare) Silver Hand rallying cries
Double a minion's Attack. This card causes double the trouble AND double the fun.
Deal 5 damage. Restore 5 Health to your hero. Often followed by Holy Smokes!
Deal 5 damage to all minions, then deal 2 damage to all minions. Shake it, sh-sh-sh-shake it like a Kalimdor fissure.
Replace your hand with 4 cards from your deck. Swap back next turn. I use this to sneak out at night and do some villainous baking in the kitchen.
Doesn't lose Durability while you control a Dragon. It brings the storm before the calm.
|Awaken the Makers||Legendary||Spell||Priest||1|
Quest: Summon 7 Deathrattle minions.
Reward: Amara, Warden of Hope. They keep hitting the Snooze button.
|Unseal the Vault||Legendary||Spell||Hunter||1|
Quest: Summon 20 minions.
Reward: Pharaoh's Warmask. "Huh... That's a nice card back."
|Showing all 30 cards|
|Races Native to Azeroth|
|Races Alien to Azeroth|