Hero Power/Wild format
Related cards[edit | edit source]
The following cards replace, modify, respond to or otherwise relate to Hero Powers and their use. Included here are cards with Inspire, a keyword that grants a special effect whenever the controlling hero uses their Hero Power.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Your Hero Power becomes 'Deal 8 damage to a random enemy.'
For the rest of the game, your Hero Power can target minions.
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
Battlecry: Your next Hero Power this turn deals 2 more damage. A few hours later he DESTROYED the arena bathrooms.
Inspire: Gain +1 Attack. But not the lowliest!
Inspire: Gain +1 Health. Underneath all that impressive armor, he's just skin and bones. Okay, maybe just bones.
Secret: After an opposing Hero Power is used, deal 5 damage to a random enemy. Five years of tap-dancing lessons are FINALLY going to pay off!
Battlecry: Refresh your Hero Power. "Oh hi bark."
Inspire: Gain Windfury this turn. Check it out. You can do barrel rolls on this thing.
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
|Silver Hand Regent||Common||Minion||General||Any||3||3||3|
Inspire: Summon a 1/1 Silver Hand Recruit. The Silver Hand is the best paladin organization. The Argent Crusaders are super jealous.
Inspire: Gain Spell Damage +1. Is he aspiring or inspiring? Make up your mind!
|Maiden of the Lake||Common||Minion||General||Any||4||2||6|
Your Hero Power costs (1). Not a good basis for a system of government.
Inspire: Summon a random Murloc. Hee hee! Look at his cute little feet.
Inspire: Restore 2 Health to your hero. The medic tournament is less entertaining than the Grand Tournament.
Double the damage and healing of your Hero Power. Most mechs are pretty chill, but this one is all wound up.
Inspire: Gain +2/+2. Coming soon... to a tuskarr village near you!
Inspire: Give your other minions +1/+1. An elegant gorilla, for a more civilized age.
Can't attack. Inspire: Can attack as normal this turn. Who argent watches the Argent Watchman?
Your Hero Power deals 1 extra damage. And he can't get up.
Your Hero Power also Freezes the target. Ice Walker you say? He doesn't have feet!
|Spirit of the Dragonhawk||Rare||Minion||General||Mage||2||0||3|
Stealth for 1 turn.
Your Hero Power also targets adjacent minions. Dragonhawks aren’t known for their accuracy.
Battlecry: Your next Hero Power this turn costs (0). 100% organic troll sweat.
Inspire: Return this minion to your hand. Meets monthly with the gladiators to discuss career goals.
Battlecry: The next time you use your Hero Power, it costs (2) less. Good fencers make good neighbors, right?
Hero Powers are disabled. He's a mind breaker, dream taker, ghoul trainer, don't you mess around with him.
Whenever your Hero Power kills a minion, draw a card. She prefers “Flammably Inclined.”
Battlecry: Your opponent's Hero Power costs (5) more next turn. Listen all y'all it's a saboteur!
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Inspire: Give your hero +2 Attack this turn. Maybe if you whistle a tune it will soothe him. Yeah... Try that.
|Spawn of Shadows||Rare||Minion||General||Priest||4||5||4|
Inspire: Deal 4 damage to each hero. What did you expect to happen? He's a Spawn. Of Shadows.
|Thunder Bluff Valiant||Rare||Minion||General||Shaman||5||3||6|
Inspire: Give your Totems +2 Attack. Allowing totems to attack is not cheating. I mean, there isn't anything in the rule books about it.
Inspire: Destroy a random minion for each player. We like to call him "Wesley".
Battlecry: Your Hero Power becomes 'Summon a 1/1 Murloc.' Nobody expects the Vilefin Inquisition!
Battlecry: This turn, your healing effects deal damage instead. “Okay kids did everyone remember to heal before we left?”
Your Hero Power becomes 'Give a Beast +2/+2' Anyone can dinomance. Just put your lips together and RAAWWWAARGGGH.
|Embrace the Shadow||Epic||Spell||Priest||2|
This turn, your healing effects deal damage instead. For when your Auchenai Soulpriests call in sick.
You can use your Hero Power twice a turn. He'll never admit it, but he pushes you hard because he really cares about you.
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
Your Hero Power can target minions. Goblins seldom have the patience for sniping. Most prefer lobbing explosives.
Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage. If a bright light shines on a priest in Shadowform… do they cast a shadow?
Deathrattle: Your Hero Power becomes 'Deal 2 damage.' You can only pick it up if you are worthy.
Your Hero Power gives this weapon +1 Attack instead of replacing it. How much more poisoned can a blade get? The answer is a lot. A lot more poisoned.
Inspire: Add a 2/2 Squire to your hand. Join the Argent Crusade! We have attractive tabards and you get to carry really nice swords!
You can use your Hero Power any number of times. The Grand Tournament has a "No dragons allowed" policy, but it's rarely enforced.
Inspire: Summon a 3/5 War Kodo. Someone called her a Rhinorider, and she's NOT HAPPY.
Battlecry: Copy your opponent's Hero Power. Hey! Let me try that...
Costs (1) less for each time you used your Hero Power this game. Don't ask him about the beard. JUST DON'T.
|Sir Finley Mrrgglton||Legendary||Minion||Murloc||Any||1||1||3|
Battlecry: Discover a new basic Hero Power. In addition to fluent Common, he also speaks fourteen dialects of 'mrgl'.
After you cast a spell, refresh your Hero Power. Gadgetzan has always run an under-the-table auction house, and business has been PRETTY good for Beardo since the population explosion. And since the explosion that destroyed the competing auction houses in the city.
Inspire: Add a random spell to your hand. The ethereals have their own jousting tournament, and Saraad is the reigning champion. Also he won the ethereal hot dog eating contest.
|Raza the Chained||Legendary||Minion||General||Priest||5||5||5|
Battlecry: If your deck has no duplicates, your Hero Power costs (1) this game. "Could you do me a favor and get the keys from Kazakus?"
|Thrall, Deathseer||Legendary||Hero card||Shaman||5|
Battlecry: Transform your minions into random ones that cost (2) more. "Do not be afraid. Approach. The dead will sleep… for now."
|Deathstalker Rexxar||Legendary||Hero card||Hunter||6|
Battlecry: Deal 2 damage to all enemy minions. "You were too slow, old friend. The hunt began long ago. And now... it will never end."
Start of Game: If your deck has only even-Cost cards, your starting Hero Power costs (1). Ever since Sylvanas killed his son, he's dreamed of getting… even.
Battlecry: Replace your starting Hero Power with a better one. It's like putting racing stripes and a giant spoiler on your hero power.
Cards you draw from your Hero Power cost (0). He can summon anything, even a FEARSOME DOOMGUARD*.
*He's pretty sure this is going to work out.
Inspire: Summon a random Legendary minion. She sees into your past and makes you face your fears. Most common fear: Getting Majordomo out of Sneed's Old Shredder.
|Dr. Boom, Mad Genius||Legendary||Hero card||Warrior||7|
Battlecry: For the rest of the game, your Mechs have Rush. "Of course I've gone mad with power. Ever try going mad without it?"
|Jan'alai, the Dragonhawk||Legendary||Minion||Beast||Mage||7||4||4|
Battlecry: If your Hero Power dealt 8 damage this game, summon Ragnaros the Firelord. You mess with the Bird, you get the Firelord.
|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."
Double the damage and healing of your spells and Hero Power. He's been exiled from his home, and all his brothers turned evil, but otherwise he doesn't have a lot to complain about.
|Hagatha the Witch||Legendary||Hero card||Shaman||8|
Battlecry: Deal 3 damage to all minions. Curse-bringer, tree-twister, mother of wretched things…Hanzo main.
|Scourgelord Garrosh||Legendary||Hero card||Warrior||8|
Battlecry: Equip a 4/3 Shadowmourne that also damages adjacent minions. "You dare to challenge me? Come! Draw your last breath - and then, you are mine."
|Shadowreaper Anduin||Legendary||Hero card||Priest||8|
Battlecry: Destroy all minions with 5 or more Attack. "I will tell you what Velen never taught me. Whosoever stands before the Light… inevitably casts a shadow."
|Baku the Mooneater||Legendary||Minion||Beast||Any||9||7||8|
Start of Game: If your deck has only odd-Cost cards, upgrade your Hero Power. In her defense, it did look like a cookie.
|Frost Lich Jaina||Legendary||Hero card||Mage||9|
Battlecry: Summon a 3/6 Water Elemental. Your Elementals have Lifesteal for the rest of the game. "Arthas was a spoiled child, playing with toys he could neither control nor understand. Come into the cold. I will show you the true power of the Frozen Throne."
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Deathrattle: Replace your hero with Ragnaros, the Firelord. You thought Executus turned you into Ragnaros, but really Ragnaros was in you the whole time.
|Uther of the Ebon Blade||Legendary||Hero card||Paladin||9|
Battlecry: Equip a 5/3 Lifesteal weapon. "Step forward. Confess! Once I was a mere servant of the Light. Now I alone stand in judgement."
|Valeera the Hollow||Legendary||Hero card||Rogue||9|
Battlecry: Gain Stealth until your next turn. "Run away. Hide in your precious keeps, behind your walls and your bodyguards. Night always falls, and shadows will fill your hallowed halls. One day, one of those shadows will be me."
|Bloodreaver Gul'dan||Legendary||Hero card||Warlock||10|
Battlecry: Summon all friendly Demons that died this game. "Still you refuse to bend your knee? None can escape death, you old fool. And in death… all will serve me…"
Battlecry: Cast all spells you've played this game (targets chosen randomly). If you can dodge an axe, you can dodge a ball.
|Showing all 73 cards|
Cards that replace Hero Powers[edit | edit source]
The following cards have effects that replace a Hero Power with a new, refreshed one.
Cards that modify Hero Powers[edit | edit source]
The following cards have effects that modify the effects of some Hero Powers.
The following cards have effects that modify the mana cost of Hero Powers.
The following cards have effects that refresh Hero Powers.
Cards with Inspire Phase triggers[edit | edit source]
The following cards have effects that trigger when a Hero Power is used.
[edit | edit source]
The following cards have non-triggered effects that are influenced by Hero Powers.