Free card list
This page lists all free cards available. Unlike most other card categories, every free card is expected to remain in Standard format indefinitely. As such, no separate Wild format lists are necessary to complement this page.
Collectible[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Restore a minion to full Health and give it Taunt. I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Deal 2 damage to an undamaged minion. It's funny how often yelling "Look over there!" gets your opponent to turn around.
Gain 1 Mana Crystal this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
Destroy a Demon. Restore 5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Deal 3 damage randomly split among all enemies. You'd think you'd be able to control your missiles a little better since you're a powerful mage and all.
Deal 2 damage. Magi conjured arcane arrows to sell to hunters, until hunters learned just enough magic to do it themselves. The resulting loss of jobs sent Stormwind into a minor recession.
|Blessing of Might||Free||Spell||Paladin||1|
Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Choose an enemy minion. At the start of your turn, destroy it. It starts with stealing a pen from work, and before you know it, BOOM! Corrupted!
Give your weapon +2 Attack. Rogues guard the secrets to poison-making carefully, lest magi start incorporating poison into their spells. Poisonbolt? Rain of Poison? Poison Elemental? Nobody wants that.
Battlecry: Deal 1 damage. Don't bother asking her out on a date. She'll shoot you down.
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Taunt If 1/2 minions are all that is defending Goldshire, you would think it would have been overrun years ago.
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
|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.
Deal 2 damage. 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.
Put a copy of a random card in your opponent's hand into your hand. I see what you did there.
Summon two 0/2 minions with Taunt. Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
Deal 1 damage to a minion. If that kills it, draw a card. If your spells look like horrifying skulls, let's be honest, you should get to draw some cards.
Mrrraggglhlhghghlgh, mrgaaag blarrghlgaahahl mrgggg glhalhah a bghhll graggmgmg Garrosh mglhlhlh mrghlhlhl!!
Whenever a minion is healed, draw a card. They help the downtrodden and distressed. Also they sell cookies.
|Power Word: Shield||Free||Spell||Priest||1|
Give a minion +2 Health.
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
Restore 5 Health to your hero. Because you're worth it!
Deal 3 damage to the enemy hero. There's something about this strike that just feels off. Sinister, even.
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.
Charge This card is boaring.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Look at the top three cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck!
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Battlecry: Restore 2 Health. Voodoo is an oft-misunderstood art. But it is art.
Deal 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.
|Acidic Swamp Ooze||Free||Minion||General||Any||2||3||2|
Battlecry: Destroy your opponent's weapon. Oozes love Flamenco. Don't ask.
Deal 1 damage to all enemy minions. This spell is much better than Arcane Implosion.
"Kill 30 raptors." - Hemet Nesingwary
Charge He just wants a hug. A sloppy... slimy... hug.
Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second…
Double a minion's Health. Double the trouble. Double the fun!
Destroy a damaged enemy minion. It's okay, he deserved it.
Battlecry: Discard a random card. This puppy chews up cards instead of shoes.
Deal 3 damage to a character and Freeze it. It is customary to yell "Chill out!" or "Freeze!" or "Ice ice, baby!" when you play this card.
Taunt Grunting is what his father did and his father before that. It's more than just a job.
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
Restore 6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen.
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Spell Damage +1 In the old days, Kobolds were the finest candle merchants in the land. Then they got pushed too far...
|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.
Battlecry: Summon a 1/1 Murloc Scout. "Death will rise, from the tides!"
Battlecry: Draw a card. "Half of this class will not graduate… since they'll have been turned to chickens." - Tinkmaster Overspark, teaching Gizmos 101.
Edward "Lefty" Smith tried to make luggage out of a river crocolisk once.
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Return an enemy minion to your opponent's hand. Rogues love sappy movies.
|Shadow Word: Pain||Free||Spell||Priest||2|
Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".
Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry.
Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter.
Spell Damage +1 You don't see a lot of Dalaran warriors.
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
|Fan of Knives||Free||Spell||Rogue||3|
Deal 1 damage to all enemy minions. Draw a card. I wouldn't say I LOVE knives, but I'm definitely a fan.
|Fiery War Axe||Free||Weapon||Warrior||3||3||2|
During times of tranquility and harmony, this weapon was called by its less popular name, Chilly Peace Axe.
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.
Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
Restore 8 Health. 8 Health, no waiting.
Battlecry: Deal 1 damage. "Ready! Aim! Drink!"
Taunt "Bear Carcass 1/10"
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
He likes to think he is powerful, but pretty much anyone can solo Molten Core now.
Your other minions have +1 Attack. "That's a 50 DKP minus!"
Battlecry: Summon a 1/1 Boar. Someone did mess with Tuskerr once. ONCE.
Give your characters +2 Attack this turn. What do they roar? Nobody can quite tell, but it sounds like "Elephant Macho Breeze". It's probably not that, though.
Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
|Shadow Word: Death||Free||Spell||Priest||3|
Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target.
|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™!
Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
Taunt He likes to act like he's in charge, but the silverback matriarch actually runs things.
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Charge Orcish raiders ride wolves because they are well adapted to harsh environments, and because they are soft and cuddly.
|Blessing of Kings||Free||Spell||Paladin||4|
Give a minion +4/+4. (+4 Attack/+4 Health) Given the number of kings who have been assassinated, are you sure you want their blessing?
He always dreamed of coming down from the mountains and opening a noodle shop, but he never got the nerve.
Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too.
Battlecry: Summon a 2/1 Mechanical Dragonling. She is still working on installing the rocket launcher add-on for Mr. Bitey.
Deal 6 damage. This spell is useful for burning things. If you're looking for spells that toast things, or just warm them a little, you're in the wrong place.
Battlecry: Draw a card. She's never quite sure what she's making, she just knows it's AWESOME!
|Hammer of Wrath||Free||Spell||Paladin||4|
Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.
Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.
Transform a minion into a 0/1 Frog with Taunt. If you Hex a Murloc... it really isn't much of a change, is it?
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Charge The Kor'kron are the elite forces of Garrosh Hellscream. Let's just say you don't want to run into these guys while wearing a blue tabard.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
His dreams of flying and breathing fire like his idol will never be realized.
Spell Damage +1 Training Ogres in the art of spellcasting is a questionable decision.
Battlecry: Give a friendly minion Poisonous. One sip and you've got the grippe.
Transform a minion into a 1/1 Sheep. There was going to be a pun in this flavor text, but it just came out baa-d.
Taunt Sen'jin Villiage is nice, if you like trolls and dust.
Charge They're still embarrassed about "The Deathwing Incident".
Deal 4 damage to an enemy and 1 damage to all other enemies. When a bear rears back and extends his arms, he's about to Swipe! ... or hug.
Whenever your hero attacks, restore 2 Health to it. It Slices, it Dices. You can cut a tin can with it. (But you wouldn't want to.)
Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
No… actually you should fear the Reaper.
Guaranteed to have been owned by a real assassin. Certificate of authenticity included.
Destroy an enemy minion. If you don't want to be assassinated, move to the Barrens and change your name. Good luck!
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
|Booty Bay Bodyguard||Free||Minion||General||Any||5||5||4|
Taunt You can hire him... until someone offers him enough gold to turn on you.
Battlecry: Restore 2 Health to all friendly characters. Healing is just something she does in her free time. It's more of a hobby really.
Battlecry: Gain +1/+1 for each other friendly minion on the battlefield. The Frostwolves are locked in combat with the Stormpike Expedition over control of Alterac Valley. Every attempt at peace-talks has ended with Captain Galvangar killing the mediator.
Whenever this minion takes damage, gain +3 Attack. No Pain, No Gain.
Deal 2 damage to all enemies. Restore 2 Health to all friendly characters. If the Holy Light forsakes you, good luck casting this spell. Also, you're probably a jerk.
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.
Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.
Battlecry: Deal 2 damage. The Stormpike Commandos are demolition experts. They also bake a mean cupcake.
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Spell Damage +1 You earn the title of Archmage when you can destroy anyone who calls you on it.
"ME HAVE GOOD STATS FOR THE COST"
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
|Lord of the Arena||Free||Minion||General||Any||6||6||5|
Taunt He used to be a 2100+ rated arena player, but that was years ago and nobody can get him to shut up about it.
Charge One Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.
Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
You don’t tame a Core Hound. You just train it to eat someone else before it eats you.
Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll.
|Guardian of Kings||Free||Minion||General||Paladin||7||5||6|
Battlecry: Restore 6 Health to your hero. Holy beings from the beyond are so cliché!
Draw 4 cards. Rogues are not good joggers.
Your other minions have +1/+1. When Deathwing assaulted the capital, this soldier was the only member of his squad to survive. Now he's all bitter and stuff.
Golems are not afraid, but for some reason they still run when you cast Fear on them. Instinct, maybe? A desire to blend in?
Taunt I dare you to attack Darnassus.
Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
|Showing all 133 cards|
Uncollectible[edit | edit source]
The following cards are uncollectible.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
This awakens with Rush after two turns.
|Whizbang the Wonderful||Free||Hero||Any||30|
Replace your hand with random Demons.
Deal 12 damage to all minions.
|Blessing of Aeons||Free||Spell||Paladin||1|
Give a minion "At the end of your turn, gain +1/+1."
Discover a copy of a spell you played this game.
|Hand of Salvation||Free||Spell||Paladin||1|
Secret: When your second minion dies in a turn, return it to life.
At the end of your turn, restore 1 Health to all friendly minions.
Battlecry: Shuffle an Infinite Murloc into your deck.
Your future Infinite Murlocs get +1/+1.
|Ripple in Time||Free||Spell||Priest||1|
Discover a minion. If you play it this turn, it has Echo.
|Silver Hand Recruit||Free||Minion||General||Paladin||1||1||1|
Give a minion Stealth until your next turn. Draw a card.
|Wrath of Air Totem||Free||Minion||Totem||Shaman||1||0||2|
Spell Damage +1
At the end of your turn, add a random spell that costs (2) or less to your hand.
For the rest of the game, your Hero Power can target minions.
Choose a friendly minion. Give it to your opponent and draw 3 cards.
Add two random cards your opponent played this game to your hand.
When you draw this, add a random spell to your hand (from your class).
Also damages minions next to whomever your hero attacks.
Return an enemy minion to your opponent's hand. It costs (2) more.
Each player gains two Mana Crystals and draws two cards.
Return a friendly minion to your hand and give it +5/+5.
Instead of drawing your normal card each turn, Discover a card from your deck.
|Consider the Past||Free||Spell||Mage||4|
Add 3 random spells from the past to your hand.
After this kills a minion, destroy all copies of it (wherever they are).
|Grasp the Future||Free||Spell||Warlock||4|
Draw 2 cards.
They cost (2) less.
Rush. After this attacks, shuffle it into your deck and give future Infinite Wolves +2/+2.
Battlecry: Shuffle your hand into your deck. Draw that many cards.
Battlecry: Freeze a minion until this leaves the battlefield.
|Thief of Futures||Free||Minion||General||Rogue||4||4||3|
Battlecry: Add a copy of the top card of your opponent's deck to your hand.
When you draw this, summon a 1/1 Wee Whelp.
Choose a minion. Discover a new minion to transform it into.
Battlecry: Discover a spell.
Reduce its cost by (5) then put it on top of your deck.
Battlecry: Add a random card from the Hall of Fame to your hand.
Battlecry: Discover a minion.
Give it +3/+3 then put it on top of your deck.
|Harbinger of Catastrophe||Free||Minion||Dragon||Druid||6||6||7|
At the start of your turn, summon the highest-cost minion from each player's deck.
|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.
This awakens with Rush after two turns.
Battlecry: Discard a random minion. Deathrattle: Summon it.
Costs (1) less for each card you've drawn.
|Showing all 53 cards|
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