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.
Give a minion +1/+1.
Battlecry: Give a friendly minion +1 Attack and Rush.
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.
|Obelisk's Eye||None||Hero Power||Priest||2|
Restore 3 Health. If you target a minion, also give it +3/+3.
|Ramkahen Roar||None||Hero Power||Hunter||2|
Give your minions +2 Attack.
+1 Attack this turn. +1 Armor.
Give a minion +2/+2.
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.
|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.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
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.
The next Elemental you play this turn costs (2) less. It's just lighter fluid.
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Give your hero +2 Attack this turn. Comes with an overwhelming urge to jump into the nearest open box.
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!
Secret: When one of your minions dies, give a random friendly minion +3/+2. Several paladins have joined together to deliver justice under the name "Justice Force." Their lawyer talked them out of calling themselves the Justice League.
Give a minion +1/+1.
Battlecry: Give a friendly minion +2 Health. Sure, I'll carry the water! And the food! And the tents! And the cursed monkey paw!
|Blessing of the Ancients||Common||Spell||Druid||1|
Give your minions +1/+1. Arguably the cutest blessing.
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: Give a friendly Mech +1/+1. They're a little light-headed.
Overkill: Gain +5 Attack. “Ya hold it by da feet, mon. Den ya THROW.”
Deathrattle: Reduce the Cost of a Beast in your hand by (1). It can’t be all that helpful. Not wif dose widdle wings!
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
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'."
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.
Has +4 Attack while damaged. It's the sleeper of the set.
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.
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Deathrattle: Give your minions +1 Attack She simply refuses to ask for directions.
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!
Enemy spells cost (5) more next turn. When one buke just isn’t enough.
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!"
|Sound the Bells!||Common||Spell||Paladin||2|
Give a minion +1/+2. Weirdly, the bells stop ringing after 5.
Battlecry: If you control a Secret, gain +1/+1. She's watching. Always watching.
Has +2 Attack while damaged. He's back. He's angry. And he's here to wrap things up.
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
Battlecry: Gain +1 Health for each spell in your hand. Her hair was always like that.
Combo: Give your weapon +1 Attack. In life he worked as a sword swallower.
Battlecry: If you're holding a spell that costs (5) or more, gain +1/+1. Carefully assembled from two Electrowrongs.
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.
After your hero attacks, give this minion +1/+1. Hard time making ends meet? Hate the League of Explorers? Get a job henching!
Combo: Gain +2 Attack. Oooooooooooow. I'm hooked on a scimitar!
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."
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.
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Battlecry: Give all minions in your hand +1/+1. Her fantasy Rumble league gives double points for dismemberment.
Has +3 Attack while damaged. He thought the set was called "Flippers of the Old Cods" and hungrily volunteered to be in it. He is definitely going to get his hearing checked.
|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.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
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.
Combo: Give a friendly minion +4 Attack. You don't have to be crazy to work here, but it helps.
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.
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.
|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.
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
Costs (1) less for each enemy minion. "Shirt? Shoes!? No service!"
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. They think they're trusted guardians. Dragons think they're convenient snacks.
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
|Gift of the Wild||Common||Spell||Druid||8|
Give your minions +2/+2 and Taunt.
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.
Whenever you summon a minion, gain +1 Attack. Some paladins really Light it up.
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
|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.
Battlecry: Gain +2/+2 for each other Pogo-Hopper you played this game. Once you hop, you just can't stop!
Whenever a Secret is played, gain +1/+1. Where is Mankrik's wife? She'll never tell.
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
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.
Battlecry: If your opponent has 2 or more minions, gain +1 Attack. Maybe don't put this one in your garden.
Battlecry: Gain +1/+1 for each other Pirate you control. They saw their fate a closin'
Aboard a pirate ship
On deck: The Howlin' Hozen
About to let one rip.
|Curse of Weakness||Rare||Spell||Warlock||2|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
Battlecry: Reduce the Cost of Mechs in your hand by (1). Also known as a power zinc.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
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.
Has +3 Attack while damaged. Also comes in other colors, but red's in fashion this season.
|Spirit of the Bat||Rare||Minion||General||Warlock||2||0||3|
Stealth for 1 turn.
After a friendly minion dies, give a minion in your hand +1/+1. Nah nah nah nah, nah nah nah nah, nah nah nah nah, nah nah nah nah
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.
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Battlecry: Your next Hero Power this turn costs (0). 100% organic troll sweat.
Give a minion +3 Attack. If it's a Demon, also give it +3 Health. You know what really makes my blood boil? The skyrocketing price of Bloodfury potions!
Battlecry: Return a friendly minion to your hand and give it +2/+2. It's the bane of freshly mopped floors everywhere.
|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.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
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.
Battlecry: Gain +1 Attack for each damage your hero has taken this turn. Why did the demon cross the streams? To get to The Other Side.
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
|Spirit of the Lynx||Rare||Minion||General||Hunter||3||0||3|
Stealth for 1 turn.
Whenever you summon a Beast, give it +1/+1. Much of this shrine’s power lies in the can-opener noise it makes.
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.
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.
|Kirin Tor Tricaster||Rare||Minion||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
Battlecry: Randomly toss 3 hats to other minions. Each hat gives +1/+1. He's entirely bonkers. All the best goblins are.
|Mark of the Loa||Rare||Spell||Druid||4|
Choose One -
Give a minion +2/+4 and Taunt; or Summon two 3/2 Raptors. Ah, yes. Mark. The mightiest Loa.
Battlecry: Gain +3 Attack this turn. She only needs two commands: "Heel" and "Sic 'em!"
Whenever you play an Echo card, gain +1/+1. One little Mistwraith sitting in a tree. M-I-S-T-I-N-G.
Battlecry: If this is the only minion in the battlefield, gain +3/+3. Listen to the mew-sic of the night.
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Battlecry: If you've restored 10 Health this game, gain +4/+4 and Taunt. YOU WERE A TEMPLAR, JONDAR!
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Whenever you draw a card, gain +1/+1. Experts worry that curios are a gateway to face-collecting.
Overkill: Give a minion in your hand +2/+2. Only two things in life are certain: death and axes.
After a friendly minion attacks, gain +1 Attack. Tree puns arboring.
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
Choose One - Give your other minions +1/+1; or Summon two 2/2 Treants. That racial bonus to Herbalism finally paid off.
|Thing from Below||Rare||Minion||General||Shaman||6||5||5|
Taunt. Costs (1) less for each Totem you've summoned this game. Just can't resist the opportunity to hang around with a bunch of totems.
Rush. Costs (1) less for each minion on the battlefield. He's here to shape *clap* you up!
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.
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Costs (1) less for each spell you've cast this game. Trolls can regenerate lost limbs, but this is what they do with the leftovers.
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.
|The Beast Within||Epic||Spell||Hunter||1|
Give a friendly Beast +1/+1, then it attacks a random enemy minion. Undoes years of obedience school training.
After you Discover a card, reduce its cost by (1). She's making great progress on paying off that advanced degree.
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
At the end of your turn, give another random friendly minion +1 Attack. The dramatically detailed terrifically trimmed replica of the real thing!
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
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.
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.
The next spell you cast this turn costs 3 less. Discover a spell. When you're awake at 3 AM and can't stop thinking about that time you called your teacher "mom."
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!
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
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.
|Surrender to Madness||Epic||Spell||Priest||3|
Destroy 3 of your Mana Crystals. Give all minions in your deck +2/+2. Never give up, always surrender!
|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!
Whenever you draw a Beast, give it +2/+2. All it takes is a tummy rub.
Battlecry: If you have 10 Mana Crystals gain +10 Attack. "Surrender. You have 10 mana to comply."
Whenever you play a card from another class, gain +1 Durability. So sharp it can cut through a spectral tomato!
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
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: Give all Dragons in your hand +3/+3. All of his speeches really drag on.
Battlecry: Give all minions in your hand +2/+2. "Windell! More light!"
"I'm givin' it all she's got, Kangor!"
Deathrattle minions you play cost (3) less, but die at the end of the turn. (Cost can't be reduced below 1.) It's hard to call her reckless when it's clear she knows what she's doing.
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.
At the end of your turn, reduce the Cost of a random minion in your hand by (7). Unlike gnomes, dreampetals grow more than 3 feet tall.
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 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.
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
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.
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!
After this attacks and kills a minion, gain +2/+2. You either die a villain, or live long enough to see yourself become the hero.
|Gral, the Shark||Legendary||Minion||Beast||Rogue||5||2||2|
Battlecry: Eat a minion in your deck and gain its stats.
Deathrattle: Add it to your hand. “… We’re gonna need a bigger board.”
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.
At the end of your turn, reduce the Cost of cards in your hand by (1). His second greatest regret is summoning an evil Firelord who enslaved his entire people.
|Akali, the Rhino||Legendary||Minion||Beast||Warrior||8||5||5|
Rush, Overkill: Draw a Rush minion and give it +5/+5. Most trolls only get to “AAAAHHH!” and don’t make it to the “kali” part.
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…
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.
|Shirvallah, the Tiger||Legendary||Minion||Beast||Paladin||25||7||5|
Divine Shield, Rush, Lifesteal
Costs (1) less for each Mana you've spent on spells. On bended knee Thekal placed his weapon upon Shirvallah’s altar, whereupon she slowly knocked it off with her paw.
|Showing all 214 cards|
Descent of Dragons
The below cards are planned for release with Descent of Dragons, coming December 10, 2019.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Give a minion +1 Attack. Invoke Galakrond. "Turn to Galakrond, Chapter 3 Verse 12. 'SNARL! ROAR! GRAAAAGH!' Let us reflect on this wisdom."
Give a minion +1/+2. Give it Divine Shield if you're holding a Dragon. After Uldum, EVERYONE had sand breath.
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."
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.
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.
|Showing all 5 cards|
References[edit | edit source]
- Whirthun on Twitter. (2015-08-16).
- Hearthstone Experiments - Episode 2 - Mistcaller (Interesting Interactions). (2015-08-24).