These cards apply enchantments that raise or lower the Attack, Health, or Cost of something.
An enchantment, or buff or debuff, is a special effect gained by a minion. Enchantments may be generated by spells, minion texts or abilities such as Battlecries, or other sources, may be temporary or permanent, and can have a range of effects. Each enchantment has its own name, icon and text. Beneficial enchantments are often referred to as buffs, and detrimental ones as debuffs.
Most enchantments belong to minions while on the battlefield. However, some enchantments affect cards of other types, and some are active while in the player's hand. Enchantments may be granted permanently, or temporarily by an aura.
Active enchantments are usually shown on the battlefield by visual effects, such as golden sparkles for buffs or red for debuffs, over the enchanted minion. When moused over, a minion will list any active enchantments just below the body of the minion's own card, along with the names, icons and text of each. Enchantments are usually displayed in the order in which they were granted. Enchantments on cards in the hand are not listed visually, but are usually reflected in highlighted changes to the card's stats.
For a list of all enchantments in the game, see Enchantment list.
Notes[edit | edit source]
- Most enchantments belong to the affected minion and can be removed by silencing it. However, enchantments granted by other minions' ongoing auras can only be removed by neutralizing the minions generating them.
- Returning a minion to the hand will remove all enchantments and other modifications from the card, even if the enchantment was present when the card was originally in the hand. This rule applies whenever any enchanted minion leaves the battlefield zone, such as in the case of Entomb.
- Enchantments are mostly seen on minions. However, the game itself uses enchantments to track many other adjustments, including effects like those of Deadly Poison, Loatheb and Alexstrasza. These enchantments are not usually displayed for players.
- In-hand enchantments
- Most enchantments cannot exist on cards in the player's hand, but a few can.
- In-hand effects are abilities which allow a card to gain enchantments in response to other game events. For example, Volcanic Lumberer reduces its cost for each minion that has died that turn.
- Other cost modification effects such as that of Pint-Sized Summoner or Emperor Thaurissan may reduce the cost of cards currently in the player's hand, through either temporary or permanent enchantments.
- Playing a card from the hand will remove cost modification enchantments, but not other enchantments such as those of Bolvar Fordragon or The Mistcaller. These enchantments will still be removed if the card is returned to the hand, though.
- In-hand enchantments cannot be copied, using cards such as Mind Vision.
Health[edit | edit source]
These rules govern changes to the maximum health of a minion:
- When an effect "increases Health" or gives "+h Health", it usually means an increase to maximum health. "Restore Health" or "heal" is the wording for current health gains that don't affect maximum health.
- When a statistics change to a minion is given in the form of +a/+h (e.g. +2/+4), the +h part is a change to maximum health.
- When maximum health is directly increased by an enchantment, the minion's current health increases by the same amount. For example, if a 2/2 Frostwolf Grunt, damaged to 2/1, gets +2 Health, its maximum health becomes 4 AND its current health becomes 3.
- When maximum health is decreased by an enchantment or the removal of enchantments, the actual health of the minion will only decrease as far as the new maximum. For example, if the Grunt from above is silenced, it will lose its 2 maximum health from its enchantment, but its current health will only drop by 1: from 3 to its new maximum health of 2. If the minion's current health is already no greater than the new maximum, it is unaffected.
Multiple enchantments[edit | edit source]
The interactions of multiple enchantments can be complex and unpredictable. Generally:
- Non-aura enchantments are applied first, in the order they were granted to the minion, followed by any auras.
- When temporary enchantments expire, the effects of remaining enchantments are recalculated.
For further details, see Advanced rulebook#Enchantments, or individual card pages.
Cards[edit | edit source]
The following are examples of cards which add or subtract to something's Attack, Health, or Cost
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Give a minion +5/+5. At the start of your next turn, destroy it.
|Demon Claws||None||Hero Power||Demon Hunter||1|
+1 Attack this turn.
|Demon's Bite||None||Hero Power||Demon Hunter||1|
+2 Attack this turn.
Battlecry: Give a friendly minion +1 Attack and Rush.
|Second Slice||None||Spell||Demon Hunter||1|
Give your hero +2 Attack this turn.
Battlecry: Give a friendly minion +2 Health and Taunt.
|Ascendant Scroll||None||Hero Power||Mage||2|
Add a random Mage spell to your hand. It costs (2) less.
|Dire Shapeshift||None||Hero Power||Druid||2|
Gain 2 Armor and +2 Attack this turn.
|Galakrond's Might||None||Hero Power||Warrior||2|
Give your hero +3 Attack this turn.
|Obelisk's Eye||None||Hero Power||Priest||2|
Restore 3 Health. If you target a minion, also give it +3/+3.
|Pharaoh's Warmask||None||Hero Power||Hunter||2|
Give your minions +2 Attack.
+1 Attack this turn. +1 Armor.
Spell Damage +1
Battlecry: Draw 3 spells. Reduce their Cost by (3).
Battlecry: Summon 4 random Murlocs. Give them Divine Shield.
|Power Word: Shield||Free||Spell||Priest||0|
Give a minion +2 Health. Sure the extra protection is nice, but the shield really reduces visibility.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
|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 your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
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.
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
|Shadowhoof Slayer||Free||Minion||Demon||Demon Hunter||1||2||1|
Battlecry: Give your hero +1 Attack this turn. Was a humble Elven Archer before Sargeras got to him.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
|Chaos Strike||Free||Spell||Demon Hunter||2|
Give your hero +2 Attack this turn. Draw a card. "What do we want?" "CHAOS!" "When do we want it?" "WHEN LEAST EXPECTED!"
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.
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
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.
Your other minions have +1 Attack. "That's a 50 DKP minus!"
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.
|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™!
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
|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?
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
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.
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.
|Inner Demon||Free||Spell||Demon Hunter||8|
Give your hero +8 Attack this turn. Critical component of any tragic backstory.
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Return a friendly minion to your hand. It costs (2) less. Rogue dance troops will sometimes Shadowstep away at the end of a performance. Crowds love it.
Give your Totems +2 Attack. It's not really advanced shamanic magic, you just draw nasty eyebrows on them.
Battlecry: Give a minion +2 Attack this turn. ADD ME TO YOUR DECK, MAGGOT!
Battlecry: Reduce the Cost of your Librams by (1) this game. Will check to make sure you have a valid libramary card.
Give a minion +1/+1.
After your hero attacks, gain +1 Attack. Say what you like about my hatchet-headed hooligan, he’s my battle-friend.
Battlecry: Give a friendly minion +2 Health. Sure, I'll carry the water! And the food! And the tents! And the cursed monkey paw!
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Battlecry: Deal 1 damage to a minion and give it Spell Damage +1. According to him, undamaged minions just spell problems.
Deathrattle: Give this minion's Attack to a random friendly minion. Putting the "r" in fiend.
Battlecry: Deal 1 damage to a minion and give it Divine Shield. "What doesn't kill you makes me money!"
Deathrattle: Give a random Beast in your hand +1/+1. Beasts love Helbacon Strips!
|Hot Air Balloon||Common||Minion||Mech||Any||1||1||2|
At the start of your turn, gain +1 Health. The Gadgetzan Pilgrim's Bounty parade is missing a float this year.
Give a minion +1 Attack. Invoke Galakrond. "Turn to Galakrond, Chapter 3 Verse 12. 'SNARL! ROAR! GRAAAAGH!' Let us reflect on this wisdom."
Battlecry: Deal 1 damage to a minion and give it Rush. "Don't worry, this won't hurt me a bit."
Give a minion +1/+2. Give it Divine Shield if you're holding a Dragon. After Uldum, EVERYONE had sand breath.
Has +1 Attack while you have Overloaded Mana Crystals. "Overloaded? Should've gotten a surge protector."
|Twin Slice||Common||Spell||Demon Hunter||1|
Give your hero +2 Attack this turn. Add 'Second Slice' to your hand. The slice so nice, it'll cut you twice.
Has +3 Attack while damaged. If an Amani berserker asks "Joo lookin' at me?!", the correct response is "Nah, mon".
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Whenever this minion takes damage, gain +2 Attack. When you get this swole, arrows are basically free acupuncture.
Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
Battlecry: Deal 1 damage to a minion and give it +2 Attack. "I'm going to need you to come in on Sunday." - Cruel Taskmaster
Deal 2 damage to a minion. If it's a friendly Demon, give it +2/+2 instead. Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP
|Dire Wolf Alpha||Common||Minion||Beast||Any||2||2||2|
Adjacent minions have +1 Attack. We are pretty excited about the upcoming release of Dire Wolf Beta, just repost this sign for a chance at a key.
Secret: When an enemy minion attacks, return it to its owner's hand and it costs (2) more. "Dang, that's cold." - appropriate response to Freezing Trap, or a mean joke.
Give a Beast +2/+2. *Sniff, sniff* Elite troops... *sniff, sniff* ...armed to the teeth and... *sniff, sniff* ...BAAACON!
Give a Beast +2/+2.
|Hand of A'dal||Common||Spell||Paladin||2|
Give a minion +2/+2. Draw a card. When it meets the Hand of Gul'dan, they're SHAKING.
Reduce the Cost of spells in your deck by (1). "Gettin' them discounts in bulk amounts, spells can come, and spells can go, castin' costs drop with my sweet, sweet flow."
Whenever you cast a spell, gain +1 Attack. These wyrms feed on arcane energies, and while they are generally considered a nuisance rather than a real threat, you really shouldn't leave them alone with a bucket of mana.
|Power of the Wild||Common||Spell||Druid||2|
Choose One - Give your minions +1/+1; or Summon a 3/2 Panther. Never look a panther in the eye. Or is it 'Always look a panther in the eye'? Well, it's one of those.
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Draw a Beast.
Give it +2/+2. "A beast, barely alive. Gentlemen, we can rebuild it! Make it stronger, faster... spikier."
Whenever a friendly Beast dies, gain +2/+1. Hyenas prefer the bones of kodos or windserpents, but they'll eat pretty much anything. Even Brussels sprouts.
Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Battlecry: If you control a Secret, gain +1/+1. She's watching. Always watching.
Deathrattle: Give a Dragon in your hand +2/+2. Reinforced with vitamins and mrglrls.
Has +2 Attack while damaged. He's back. He's angry. And he's here to wrap things up.
Discover a Battlecry minion. Reduce its Cost by (2). The waxmancer works with flame and form, giving shape to figures warm. Some think he's a crazy creeper, but crafting minions is simply cheaper.
Give a minion +2/+3 and Lifesteal. Defined as the absolute pinnacle of existence. Plus Lifesteal.
|Blessing of the Ancients||Common||Spell||Druid||3|
Give your minions +1/+1. Arguably the cutest blessing.
|Blessing of the Ancients||Common||Spell||Druid||3|
Give your minions +1/+1.
Battlecry: If there is a damaged minion, gain +1/+1 and Rush. And if that minion has a frisbee, LOOK OUT!
Battlecry: Gain +1 Attack for each card in your opponent's hand. It’s our fault for making all those card backs that look like food.
Whenever a minion dies, gain +1 Attack. 'Flesheating' is an unfair name. It's just that there's not really much else for him to eat.
Battlecry: If you control a Mech, gain +1/+1 and Rush. The word "glide" is always in quotes in the manual.
Combo: Gain +2 Attack. Oooooooooooow. I'm hooked on a scimitar!
Dormant for 2 turns. When this awakens, reduce the Cost of a random minion in your hand by (5). "C'mon down to Illhoof's bargain bin! When the satyr's free, he'll lower your fee!"
Your other minions have +1 Attack.
|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."
While at full Health, this has +2 Attack. "I am da powerful! You are da poop!"
Has +1 Attack and Windfury while damaged. If he's raging now, just wait until he gets nerfed.
Has +3 Attack while damaged. Tauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.
Give a minion +2/+2. If it's a Totem, summon a copy of it. "Upon reflection, I have decided that your board needs more ME."
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
|Dark Iron Dwarf||Common||Minion||General||Any||4||4||4|
Battlecry: Give a minion +2 Attack this turn. Guardians of Dark Iron Ore. Perhaps the most annoying ore, given where you have to forge it.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Battlecry: Give your other Murlocs +1/+1. Return my fishes to me, and I myself shall carry you to the gates of Mrrhalla!
Invoke Galakrond. Give your minions +1 Attack. "You have the right to sacrifice an ally. If you do not have an ally, then one will be sacrificed for you."
Has +2 Attack while you have no other minions. It'll take a humble offender to defeat him.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Battlecry: Gain +1 Attack for each spell in your hand. If you have to wield a spell and a sword, then neither is performing to expectation.
Has +2 Attack for each Dragon in your hand. "Flap! Flap! FLAP!"
Choose One - Gain +2/+2; or Summon a copy of this minion. Surge's up, dude!
Your Taunt minions have +2 Attack. Turns out he's really good at herding cats.
Battlecry: Gain +4 Attack this turn. Three-time winner (and sole survivor) of the Crashes of Outland motocross!
Your weapon has +2 Attack while this is damaged. She'll craft you a sword, but you'll need to bring her 5 Steel Ingots, 3 Motes of Earth, and the scalp of her last customer.
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
|Venture Co. Mercenary||Common||Minion||General||Any||5||7||6|
Your minions cost (3) more. No Job is too big. No fee is too big.
Draw 3 cards. Costs (3) less while you're holding a Dragon. "And Waxadred shall light their fires, with roaring breath hotter than pyres! Come before him, scamp and vandal, pledge your faith and lift your candle!"
Whenever this minion takes damage, gain +2 Attack. She came here to taunt you and chew on bones, and she's all outta bones.
|Gift of the Wild||Common||Spell||Druid||8|
Give your minions +2/+2 and Taunt. The gift that keeps on living.
Taunt. Battlecry: Gain +2/+2 for each other friendly minion. We reserve the right to refuse service to any 1/1.
Deathrattle: Give all minions in your hand +3/+3. Some dogs will bring you a bone or a squeaky toy. This one brings war!
Has +5 Attack while damaged. There is no beast more frightening (or ridiculous) than a fully enraged chicken.
Battlecry: If you control a Secret, return a minion to its owner's hand. It costs (1) more. "I'm about to ruin this 10-cost minion's whole career."
Whenever you summon a minion, gain +1 Attack. Some paladins really Light it up.
|Into the Fray||Rare||Spell||Warrior||1|
Give all Taunt minions in your hand +2/+2. "You are in my FRAY!"
Whenever a character is healed, gain +2 Attack. She’s smaller than her sisters Mediumwarden and Heavywarden.
Whenever you summon a Murloc, gain +1 Attack. This guy gets crazy strong at family reunions.
Sidequest: Summon 5 minions.
Reward: Give your minions +1/+1. "And I hereby dub thee a cadet of the Explorer’s League! NEXT!"
Battlecry: Give an enemy minion -2 Attack until your next turn. At the Scarlet Monastery, he learned the sacred art of kicking people when they're up.
Whenever a Secret is played, gain +1/+1. Where is Mankrik's wife? She'll never tell.
Give your minions +1/+1.
Overload: (1) How many dragons does it take to destroy a hot air balloon? One, two, three, CRUNCH!
Choose One - Give a minion +2 Health and Taunt; or Summon a 2/2 Treant. Treemendous value!
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
Summon two 1/1 Silver Hand Recruits with Taunt.
Battlecry: Give a Stealthed minion +3 Attack and Immune this turn. Her other hand attachments include a corkscrew and a bottle opener.
Draw a weapon.
Give it +1/+1. Where's a corsair's favorite place to hide treasure? Under their deck!
Battlecry: If you're holding a Dragon, gain +1 Attack and Lifesteal. On the side, she's training for the annual Dragonmaw hammer throw tournament.
|Furious Felfin||Rare||Minion||Murloc||Demon Hunter||2||3||2|
Battlecry: If your hero attacked this turn, gain +1 Attack and Rush. Signature moves include Eye Bream, Feast of Soles, and Metamorphofish.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
|Imprisoned Scrap Imp||Rare||Minion||Demon||Warlock||2||3||3|
Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1. His impish imports imply impressively impetuous impropriety.
Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals. "The important thing, son, is to protect your spores! I have spoken!"
|Kul Tiran Chaplain||Rare||Minion||General||Priest||2||2||3|
Battlecry: Give a friendly minion +2 Health. The maritime Kul Tiran clergy are unique among priests for using holy saltwater.
|Libram of Wisdom||Rare||Spell||Paladin||2|
Give a minion +1/+1 and "Deathrattle: Add a 'Libram of Wisdom' spell to your hand." The best wisdom is passed on.
Whenever you cast a spell, gain +2 Attack this turn. She’s trying to kick the habit, but still takes some mana whenever she has a stressful day.
ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
At the end of your turn, give another random friendly minion +1 Attack. He's currently trying to craft a "flail-axe", but all the other swordsmiths say it can't be done.
Battlecry: If you control a Secret, gain +1 Attack. It knows every secret you have felt.
The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Battlecry: Give all enemy minions -2 Attack this turn. Use a light abrasive to buff blemishes away but use a heavy abrasive to debuff problems.
Battlecry: If you're holding a card from another class, gain +1/+1 and Rush. She'll take anything you have—except scruples and a good work ethic.
|Call to Adventure||Rare||Spell||Paladin||3|
Draw the lowest Cost minion from your deck. Give it +2/+2. Even the smallest minion can change the outcome of the game.
Battlecry: Give your other Murlocs +2 Health. The Coldlight murlocs reside in the darkest pits of the Abyssal Depths. So no, there's no getting away from murlocs.
Discover a 2-Cost minion. Summon it and give it +3 Health. It's always a dark prophecy with Madame Lazul. Where's my happy, fluffy prophecy?!
Battlecry: Invoke Galakrond. Gain +1 Attack for each other friendly minion. Galakrond would be extra mad if he was resurrected with gnaw marks on his bones.
At the end of your turn, give another friendly minion +2/+2. Ah, the Booterang... nothing cures peon laziness faster.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
Your opponent's cards cost (1) less. Yeah, she's mummified, but her money hasn’t dried up!
Give your Demons +1 Attack. Deal 1 damage to all enemy minions. Imps don't get mad when you set them on fire. They think it's cozy.
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
Your other Mechs have +1 Attack.
Battlecry: Summon two 1/1 Microcopters. Carefully engineered to never grab the Mimiron plush toy.
Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
|Defender of Argus||Rare||Minion||General||Any||4||2||3|
Battlecry: Give adjacent minions +1/+1 and Taunt. You wouldn’t think that Argus would need this much defending. But it does.
Battlecry: If your opponent controls a Dragon, gain +4/+4 and Rush. I prefer my dragons over-easy.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
If you control a Secret at the end of your turn, gain +2/+2. The ethereals are wrapped in cloth to give form to their non-corporeal bodies. Also because it's nice and soft.
Costs (1) less for each damage dealt to your opponent this turn. Not to be confused with the "friendsy” felwing.
Summon a copy of a friendly minion. Give the copy Taunt. I regret asking how sporelings are made.
|Illidari Felblade||Rare||Minion||General||Demon Hunter||4||5||3|
Outcast: Gain Immune this turn. A whirling dervish of demonic devastation.
|Kirin Tor Tricaster||Rare||Minion||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
|Raging Felscreamer||Rare||Minion||General||Demon Hunter||4||4||4|
Battlecry: The next Demon you play costs (2) less. Screaming loudly will not reduce the cost of non-demonic goods.
Deal 3 damage. Give a random Beast in your hand +3/+3. Make your foe's armor your fauna's fashion!
|The Dark Portal||Rare||Spell||Warlock||4|
Draw a minion. If you have at least 8 cards in hand, it costs (5) less. Some say it's the source of Azeroth's greatest problems—aside from the gnomes.
Deal 8 damage to a minion. Costs (3) less if you cast a spell last turn. Weeks of underwater cross-training have really built up her fourarms.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Draw 2 cards. Costs (2) less for each Treant you control. Good seeds can go far.
Taunt. Battlecry: Reduce the Cost of your Librams by (2) this game. It’s under 'T.'
Give a minion +1/+2. Summon a copy of it. This is how the arakkoa make friends.
Battlecry: Give your Murlocs Divine Shield. It's about what they have in common, not what makes them different.
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
|Skull of Gul'dan||Rare||Spell||Demon Hunter||6|
Draw 3 cards.
Outcast: Reduce their Cost by (3). A fellow of evil possessed, of most devious shadow. He hath turned on his kin a thousand times, and now, how abhorred in all imagination he is!
Costs (1) less for each damaged minion. Call Gurtogg a brute if you like, but no one else cares about the wounded like he does.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Whenever you cast a spell, gain +2/+2. Likes her magic with a pinch of salt.
Rush. Costs (1) less for each minion on the battlefield. He's here to shape *clap* you up!
Give all minions in your deck +2/+2. They cost (1) more (up to 10). Did you set it to "wumbo?"
Reduce the Attack of an enemy minion by 1 until your next turn.
(Upgrades each turn!) "What's that you're dreaming?
You're weak and you're screaming!
It must be my scheming..."
The next spell you cast this turn costs (2) less. "Be Prepared" - Rogue Motto
Give a friendly Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance.
Battlecry: Destroy a Murloc and gain +2/+2. Murloc. It's what's for dinner.
Replace your hand with random Demons. Give them +2/+2. Why is everybody in Outland replacing their hands?!
After you Discover a card, reduce its cost by (1). She's making great progress on paying off that advanced degree.
At the end of your turn, give another random friendly minion +1 Attack. The dramatically detailed terrifically trimmed replica of the real thing!
Battlecry: All minions lose Divine Shield. Gain +3/+3 for each Shield lost. The Blood Knights get their holy powers from the Sunwell, which you should NOT bathe in.
Has +3 Attack for each other Dread Raven you control. Fun Fact: A group of three Dread Ravens is an unkindness. Four is lethal!
Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Whenever you play a minion, give a random minion in your hand +1/+1. Actually... what happened was...
After you play a 1-Cost minion, give it +1 Attack and Rush. Its small yet fierce riders are affectionately known as rug rats.
Your other Murlocs have +2 Attack. Do Murlocs ever get tired of making the same old sound? Nope! Mrglglrglglglglglglgl!
Your other Pirates have +1/+1. When he saves enough plunder, he's going to commission an enormous captain's hat. He has hat envy.
|Sword of Justice||Epic||Weapon||Paladin||3||1||5|
After you summon a minion, give it +1/+1 and this loses 1 Durability. I dub you Sir Loin of Beef!
Battlecry: If you've Invoked twice, reduce the Cost of cards in your hand by (1). Do not draw the attention of a Fate Weaver, for it will always loom over your destiny.
Deathrattle: Return a random friendly minion to your hand. It costs (2) less. Kobolds informally refer to its effect as a deathwaggle.
Taunt. Costs (0) if you've cast a spell that costs (5) or more this turn. Also comes running when he hears a can opener.
Battlecry: Enemy Battlecry cards cost (5) more next turn. Preventing insults with injuries.
Battlecry: Give all Dragons in your hand +3/+3. All of his speeches really drag on.
Summon two 2/3 Spirit Wolves with Taunt. If you've Invoked twice, give them +2/+2. Each dragon's pack is guaranteed to have at least one rare.
Battlecry: Reduce the Cost of a random Beast in your hand by (5). Isn't that nice? The spider made the explorer a sleeping bag!
|Ancient of War||Epic||Minion||General||Druid||7||5||5|
Choose One - +5 Attack; or +5 Health and Taunt. Young Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Attacking a minion costs 1 Attack instead of 1 Durability. Grommash Hellscream's famous axe. Somehow this ended up in Prince Malchezaar's possession. Quite the mystery!
Costs (1) less for each card you've played this game that didn't start in your deck. Spell more and save more with a GIANT discount!
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
Costs (1) less for each other minion on the battlefield. See? Giant.
Your Demons cost (1) less.
Deathrattle: Shuffle 'Kanrethad Prime' into your deck. After Illidan's downfall, Kanrethad formed the Council of the Black Harvest to study Illidan's fel magic. Some say he was... green with envy.
Deathrattle: Give a Dragon in your hand +3/+3 and this Deathrattle. You can't just run away from your problems. Unless you have another dragon to jump to.
Combo: Gain +2/+2 for each other card you've played this turn. He led the Stonemasons in the reconstruction of Stormwind, and when the nobles refused to pay, he founded the Defias Brotherhood to, well, deconstruct Stormwind.
Battlecry: Destroy all other friendly minions.
Deathrattle: Resummon them with +1/+1. "You’re fine, friendly minions! You're fine! Don’t tell Mom!"
Battlecry: Reduce the Cost of Dragons in your deck by (2). Frizz knows that baby dragons need warmth, care, and the highest possible level of goblin engineering.
While you're Overloaded, your other minions have +2 Attack. She wasn't happy when Hagatha sent her back to Uldum. But her "angry" hiss sounds like her "happy" hiss, so no one knew the difference.
Battlecry: Give your weapon +1/+1. He was this close to piloting a massive juggernaut into Stormwind Harbor. If it weren't for those pesky kids!
At the end of your turn, give all Taunt minions in your hand +2/+2. We may never know what provoked it, but we will never forget the consequences.
Battlecry: Draw Galakrond. If you're already Galakrond, unleash a Devastation. The only one who knows how to properly prepare Galakrond's coffee.
|Galakrond, Azeroth's End||Legendary||Hero card||Warrior||7|
Battlecry: Draw 4 minions. Give them +4/+4. Equip a 5/2 Claw.
|Galakrond, the Apocalypse||Legendary||Hero card||Warrior||7|
Battlecry: Draw 2 minions. Give them +4/+4. (Invoke twice to upgrade.)
|Galakrond, the Unbreakable||Legendary||Hero card||Warrior||7|
Battlecry: Draw 1 minion. Give it +4/+4.
(Invoke twice to upgrade.) The ground quaked beneath the behemoth as Dr. Boom continued: "…with over 400 TONS of solid Storm Silver plate." Then he beeped a small remote. "And luxury spikes!"
|Goru the Mightree||Legendary||Minion||General||Druid||7||5||10|
Battlecry: For the rest of the game, your Treants have +1/+1. He's untreefeated.
Has +6 Attack while damaged. Grommash drank the tainted blood of Mannoroth, dooming the orcs to green skin and red eyes! Maybe not his best decision.
At the end of each turn, gain +1/+1 . He's Gruul "the Dragonkiller". He just wanted to cuddle them… he never meant to…
Battlecry: Destroy a minion and gain its Health. She discovered Xal'atath, Blade of the Black Empire, a terrible weapon of shadow magic that could both swallow a soul and cut a mean julienne.
Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt. Yes, he's a demigod. No, he doesn't need to wear a shirt.
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References[edit | edit source]
- Whirthun on Twitter. (2015-08-16).
- Hearthstone Experiments - Episode 2 - Mistcaller (Interesting Interactions). (2015-08-24).