The hand is where each player keeps the cards currently available to them. The player can see their hand face-up at the bottom of the screen, while the opponent's hand is shown face-down at the top of the screen.
Notes[edit | edit source]
- To see the number of cards currently held in your hand, hover your cursor over your deck.
- To see the number of cards in the opponent's hand, hover your cursor over the opponent's deck.
Mechanics[edit | edit source]
The player can only play cards that are currently in their hand. Players place cards into their hand through drawing cards from their deck. A few other methods such as return effects and generate effects can also add cards to the player's hand.
Players can have a maximum of 10 cards in their hand at any time. Attempting to add a card to the hand when it is already full will cause that card to be destroyed, sometimes referred to as overdraw. Cards destroyed in this way are revealed to both players.
Playing a card removes it from the player's hand, and puts it into play. This is the main way for players to empty their hand. The only other way is through discard effects, which force the player to discard cards from their hand without playing them. Like overdraw, discard effects reveal the discarded cards to both players.
Hand size has some synergy with specific cards, such as Mountain Giant, Midnight Drake and Twilight Drake. It can also have strategic impact on the use of discard effects, and card draw mechanics such as Northshire Cleric.
Strategy[edit | edit source]
Hand tracking is a strategy used to track and predict what cards are in the opponent's hand. This can also be done during the mulligan phase to see how many cards the opponent kept in their opening hand.
For tips related to drawing cards and the size of your hand, see Card draw.
Related cards[edit | edit source]
Certain cards have effects specifically related to the size or contents of the player's hand; these are listed below.
For cards with effect that activate while in the player's hand, see In-hand effect.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Gain +1 Health for each spell in your hand. Her hair was always like that.
Each player transforms a random minion in their hand into a Demon. Another group project where Jaraxxus doesn't do any work.
Battlecry: If you're holding a minion with 5 or more Attack, Adapt. And so the bartender says, “Why the long neck?”
Battlecry: If you're holding a spell that costs (5) or more, gain +1/+1. Carefully assembled from two Electrowrongs.
Draw a card.
Gain +1 Armor for each card in your hand. Have you ever heard the wolf cry to the blue corn moon?
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. They think they're trusted guardians. Dragons think they're convenient snacks.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Draw cards until you have as many in hand as your opponent. This is not just a favor, but a divine one, like helping someone move a couch with a fold out bed!
Battlecry: If you're holding a Dragon, deal 3 damage to all other minions. Waking up at the break of dusk is just not as impressive.
Battlecry: If you're holding a Dragon, gain 5 Armor. The third little dragon made his armor out of adamantite.
Battlecry: If you're holding a Dragon, Discover a spell. If your tree is on fire - stop, drop, and troll.
Battlecry: For each card in your hand, deal 1 damage to a random enemy. Some say the world will end in fire. Some say in ice. Why not BOTH?
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Battlecry: Lose 1 Health for each card in your opponent's hand. You know what they say about people with big hands? Small bears.
Battlecry: Summon a random minion with a cost equal to the number of cards in your hand. All signs point to Antonidas.
Battlecry: If you're holding a Dragon, gain Taunt and Divine Shield. Fly like an eagle, drop like a rock.
Battlecry: If you're holding a Dragon, deal 7 damage to an enemy minion. Every major show has an opening act to warm up the crowd.
|Dead Man's Hand||Epic||Spell||Warrior||2|
Shuffle a copy of your hand into your deck. I got two pair, Rags and Armorsmiths. What you got?
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Battlecry: If you're holding a Dragon, destroy a damaged enemy minion. Here comes “The Smolder.”
Battlecry: If you're holding a Dragon, swap this minion's Attack with another minion's. The dragons mostly keep him around as a snack.
Summon a 1/1 Wisp for each card in your hand. We didn't actually fire the guy who named Dark Wispers.
Each turn this is in your hand, transform it into a card your opponent is holding. He's everyone you want to be.
Battlecry: Double the Attack and Health of all minions in your hand. Taste your world's corruption! It tastes like chicken.
While in your hand, this is a 3/4 copy of the last minion you played. Of all the scientists, he has the most knowledge (when measured in volume).
Minions in your hand have Echo. Summon an unlimited* number of minions!** *Six **Wisps
|Hex Lord Malacrass||Legendary||Minion||General||Mage||8||5||5|
Battlecry: Add a copy of your opening hand to your hand (except this card). Extremely awkward cousin of Hex Lord Malaclass.
Deathrattle: If you have no cards in your deck, hand, and battlefield, destroy the enemy hero. "Your software will fail. Your users will abandon you. You are already obsolete."
After you play the right-most card in your hand, draw a card. She's Dr. Boom's right-hand mage.
|Showing all 31 cards|
- This section contains information exclusive to Wild format.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: If you're holding a Dragon, deal 3 damage. He got his name when he gave Blackwing some comic books and rock & roll records.
Battlecry: If you're holding a Dragon, gain +1/+1. This is who you go to when your Blackwing needs a tune up. Don't go to a cut rate Blackwing tune up shop!
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
Battlecry: If you're holding a Dragon, Discover a Dragon. She can tell you all about the history of people not STANDING IN THE GREEN BEAM!
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.
Deal 3 damage.
If your hand is empty, draw a card. Han shot first.
Battlecry: If your opponent's hand is empty, gain Charge. The Hogchoppers are well-known throughout Kalimdor for being a real, actual group.
Battlecry: If you're holding a Dragon, gain +2 Health. The twilight whelps are basically magic-vampires. Despite this, they are not a reference to any popular series of novels.
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
Battlecry: If you're holding a Dragon, destroy an enemy minion with 3 Attack or less. His favorites are classic tragedies like "The Hobbit" and "Grendel".
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 a Dragon, Discover a card in your opponent's deck. His job is to spy on the Goons and the Jade Lotus, but he's OBVIOUSLY a dragon so it's pretty hard work.
Has +4 Attack while your opponent has 6 or more cards in hand. He’s not such a binge exploder anymore. These days, he only explodes socially.
Battlecry: Gain +1 Attack for each other card in your hand. Still fearsome in the daytime.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. Keeping tabs on the Grand Tournament is priority #1 for the five mighty Dragonflights!
Costs (1) less for each card in your opponent's hand. He and Mountain Giant don't get along.
Battlecry: If your opponent has 6 or more cards in hand, gain Charge. The Hogchoppers, the terrors of Tanaris, can always be found at one tavern or another in Gadgetzan, refueling for totally real and legit adventures that they go on.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. A result of magical experiments carried out by the Black Dragonflight, it's not his fault that he's a vicious killer.
Deathrattle: If you're holding a Dragon, deal 3 damage to all minions. Chillmaw keeps trying to ruin the Grand Tournament, and she would've done it too, if it weren't for those dang kids!
Battlecry: If you're holding a Dragon, destroy a Legendary minion. Rend believes he is the True Warchief of the Horde and he keeps editing the wikipedia page for "Warchief of the Horde" to include his picture.
|Showing all 20 cards|