Increment attribute

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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.[1] 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

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]

For Wild format listings, see Increment attribute/Wild format

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
Bananas None Spell Any 1
Give a minion +1/+1. 
Goblin Lackey None Minion General Any 1 1 1
Battlecry: Give a friendly minion +1 Attack and Rush
More Arms! None Spell Priest 3
Give a minion +2/+2. 
Nightmare None Spell Any 0
Give a minion +5/+5. At the start of your next turn, destroy it. 
Shapeshift None Hero Power Druid 2
Hero Power
+1 Attack this turn. +1 Armor. 
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?
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.
Bloodlust Free Spell Shaman 5
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Claw Free Spell Druid 1
Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Deadly Poison Free Spell Rogue 1
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.
Flametongue Totem Free Minion Totem Shaman 3 0 3
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.
Frostwolf Warlord Free Minion General Any 5 4 4
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.
Grimscale Oracle Free Minion Murloc Any 1 1 1
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
Gurubashi Berserker Free Minion General Any 5 2 7
Whenever this minion takes damage, gain +3 Attack. No Pain, No Gain.
Heroic Strike Free Spell Warrior 2
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
Houndmaster Free Minion General Hunter 4 4 3
Battlecry: Give a friendly Beast +2/+2 and Taunt"Who let the dogs out?" he asks. It's rhetorical.
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.
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.
Raid Leader Free Minion General Any 3 2 2
Your other minions have +1 Attack. "That's a 50 DKP minus!"
Rockbiter Weapon Free Spell Shaman 2
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Savage Roar Free Spell Druid 3
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™!
Stormwind Champion Free Minion General Any 7 6 6
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.
Timber Wolf Free Minion Beast Hunter 1 1 1
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Totemic Might Free Spell Shaman 0
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Warsong Commander Free Minion General Warrior 3 2 3
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Abusive Sergeant Common Minion General Any 1 1 1
Battlecry: Give a minion +2 Attack this turn. ADD ME TO YOUR DECK, MAGGOT!
Amani Berserker Common Minion General Any 2 2 3
Has +3 Attack while damaged. If an Amani berserker asks "Joo lookin' at me?!", the correct response is "Nah, mon".
Arena Fanatic Common Minion General Any 4 2 3
Battlecry: Give all minions in your hand +1/+1. Her fantasy Rumble league gives double points for dismemberment.
Bananas Common Spell Any 1
Give a minion +1/+1. 
Blessing of the Ancients Common Spell Druid 1
Twinspell
Give your minions +1/+1. Arguably the cutest blessing.
Blood Imp Common Minion Demon Warlock 1 0 1
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Bloodsail Raider Common Minion Pirate Any 2 2 3
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Brainstormer Common Minion General Any 3 3 1
Battlecry: Gain +1 Health for each spell in your hand. Her hair was always like that.
Cauldron Elemental Common Minion Elemental Any 8 7 7
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
Cold Blood Common Spell Rogue 2
Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
Crazed Chemist Common Minion General Rogue 5 4 4
Combo: Give a friendly minion +4 Attack. You don't have to be crazy to work here, but it helps.
Cruel Taskmaster Common Minion General Warrior 2 2 2
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
Cutthroat Buccaneer Common Minion Pirate Rogue 3 2 4
Combo: Give your weapon +1 Attack. In life he worked as a sword swallower.
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.
Demonfire Common Spell Warlock 2
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 Frenzy Common Spell Hunter 4
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
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.
Dozing Marksman Common Minion General Any 2 0 4
Has +4 Attack while damaged. It's the sleeper of the set.
Dread Corsair Common Minion Pirate Any 4 3 3
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Electrowright Common Minion General Any 3 3 3
Battlecry: If you're holding a spell that costs (5) or more, gain +1/+1. Carefully assembled from two Electrowrongs.
Elemental Evocation Common Spell Mage 0
The next Elemental you play this turn costs (2) less. It's just lighter fluid.
Faithful Lumi Common Minion Mech Any 1 1 1
Battlecry: Give a friendly Mech +1/+1. They're a little light-headed.
Flesheating Ghoul Common Minion General Any 3 2 3
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.
Freezing Trap Common Spell Hunter 2
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.
Gurubashi Chicken Common Minion Beast Any 1 1 1
Overkill: Gain +5 Attack. “Ya hold it by da feet, mon. Den ya THROW.”
Headhunter's Hatchet Common Weapon Hunter 2 2 2
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Helpless Hatchling Common Minion Beast Any 1 1 1
Deathrattle: Reduce the Cost of a Beast in your hand by (1). It can’t be all that helpful. Not wif dose widdle wings!
Hench-Clan Thug Common Minion General Any 3 3 3
After your hero attacks, give this minion +1/+1. Hard time making ends meet? Hate the League of Explorers? Get a job henching!
Heroic Innkeeper Common Minion General Any 8 4 4
Taunt. Battlecry: Gain +2/+2 for each other friendly minion. We reserve the right to refuse service to any 1/1.
Inner Rage Common Spell Warrior 0
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Leokk Common Minion Beast Hunter 3 2 4
Your other minions have +1 Attack. 
Lost Spirit Common Minion General Any 2 1 1
Deathrattle: Give your minions +1 Attack She simply refuses to ask for directions.
Mana Wyrm Common Minion General Mage 2 1 3
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.
Mark of Nature Common Spell Druid 3
Choose One - Give a minion +4 Attack; or +4 Health and TauntDruids call it the "Mark of Nature." Everyone else calls it "needing a bath."
Pounce Common Spell Druid 0
Give your hero +2 Attack this turn. Comes with an overwhelming urge to jump into the nearest open box.
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.
Proud Defender Common Minion General Any 4 2 6
Taunt
Has +2 Attack while you have no other minions. It'll take a humble offender to defeat him.
Rabble Bouncer Common Minion General Any 7 2 7
Taunt
Costs (1) less for each enemy minion. "Shirt? Shoes!? No service!"
Raging Worgen Common Minion General Any 3 3 3
Has +1 Attack and Windfury while damaged. If he's raging now, just wait until he gets nerfed.
Rampage Common Spell Warrior 2
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Rebuke Common Spell Paladin 2
Enemy spells cost (5) more next turn. When one buke just isn’t enough.
Scavenging Hyena Common Minion Beast Hunter 2 2 2
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.
Shadowstep Common Spell Rogue 0
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.
Sorcerer's Apprentice Common Minion General Mage 2 3 2
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
Echo
Give a minion +1/+2. Weirdly, the bells stop ringing after 5.
Spiteful Smith Common Minion General Any 5 4 6
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.
Summoning Portal Common Minion General Warlock 4 0 4
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Sunreaver Spy Common Minion General Any 2 2 3
Battlecry: If you control a Secret, gain +1/+1. She's watching. Always watching.
Tauren Warrior Common Minion General Any 3 2 3
Taunt.
Has +3 Attack while damaged. Tauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.
Temple Enforcer Common Minion General Priest 6 6 6
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
Toxicologist Common Minion General Any 2 2 2
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
Unbound Elemental Common Minion Elemental Shaman 3 2 4
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
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.
Violet Spellsword Common Minion General Any 4 1 6
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.
Witchwood Imp Common Minion Demon Warlock 1 1 1
Stealth
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
Woodcutter's Axe Common Weapon Warrior 2 2 2
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
Wyrmguard Common Minion General Any 7 3 11
Battlecry: If you're holding a Dragon, gain +1 Attack and TauntThey think they're trusted guardians. Dragons think they're convenient snacks.
Angry Chicken Rare Minion Beast Any 1 1 1
Has +5 Attack while damaged. There is no beast more frightening (or ridiculous) than a fully enraged chicken.
Belligerent Gnome Rare Minion General Any 2 1 4
Taunt
Battlecry: If your opponent has 2 or more minions, gain +1 Attack. Maybe don't put this one in your garden.
Bewitched Guardian Rare Minion General Druid 5 4 1
Taunt
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Bite Rare Spell Druid 4
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Bloodfury Potion Rare Spell Warlock 3
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!
Bloodsail Howler Rare Minion Pirate Rogue 2 1 1
Rush.
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.
Bog Slosher Rare Minion Elemental Shaman 3 3 3
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.
Coldlight Seer Rare Minion Murloc Any 3 2 3
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.
Curio Collector Rare Minion General Mage 5 4 4
Whenever you draw a card, gain +1/+1. Experts worry that curios are a gateway to face-collecting.
Curse of Weakness Rare Spell Warlock 2
Echo
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Defender of Argus Rare Minion General Any 4 2 3
Battlecry: Give adjacent minions +1/+1 and TauntYou wouldn’t think that Argus would need this much defending. But it does.
Eager Underling Rare Minion General Warlock 4 2 2
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
Eaglehorn Bow Rare Weapon Hunter 3 3 2
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Earthen Might Rare Spell Shaman 2
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Ethereal Arcanist Rare Minion General Mage 4 3 3
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.
Extra Arms Rare Spell Priest 3
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
Farraki Battleaxe Rare Weapon Paladin 5 3 3
Overkill: Give a minion in your hand +2/+2. Only two things in life are certain: death and axes.
Festeroot Hulk Rare Minion General Warrior 5 2 7
After a friendly minion attacks, gain +1 Attack. Tree puns arboring.
Fireworks Tech Rare Minion General Hunter 2 2 1
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
Frothing Berserker Rare Minion General Warrior 3 2 4
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
Galvanizer Rare Minion Mech Any 2 1 2
Battlecry: Reduce the Cost of Mechs in your hand by (1). Also known as a power zinc.
Grave Horror Rare Minion General Priest 12 7 8
Taunt
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.
Grim Rally Rare Spell Warlock 1
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
Impferno Rare Spell Warlock 3
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.
Kirin Tor Tricaster Rare Minion General Mage 4 3 3
Spell Damage +3
Your spells cost (1) more. The math checks out!
Lightwarden Rare Minion General Any 1 1 2
Whenever a character is healed, gain +2 Attack. She’s smaller than her sisters Mediumwarden and Heavywarden.
Likkim Rare Weapon Shaman 2 1 3
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
Mad Hatter Rare Minion General Any 4 3 2
Battlecry: Randomly toss 3 hats to other minions. Each hat gives +1/+1. He's entirely bonkers. All the best goblins are.
Mana Addict Rare Minion General Any 2 1 3
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.
Mana Wraith Rare Minion General Any 2 2 2
ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
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.
Master Swordsmith Rare Minion General Any 2 1 3
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.
Militia Commander Rare Minion General Warrior 4 2 5
Rush
Battlecry: Gain +3 Attack this turn. She only needs two commands: "Heel" and "Sic 'em!"
Mistwraith Rare Minion General Rogue 4 3 5
Whenever you play an Echo card, gain +1/+1. One little Mistwraith sitting in a tree. M-I-S-T-I-N-G.
Mulchmuncher Rare Minion Mech Druid 10 8 8
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Murloc Tidecaller Rare Minion Murloc Any 1 1 2
Whenever you summon a Murloc, gain +1 Attack. This guy gets crazy strong at family reunions.
Mysterious Blade Rare Weapon Paladin 2 2 2
Battlecry: If you control a Secret, gain +1 Attack. It knows every secret you have felt.
Nethersoul Buster Rare Minion Demon Warlock 3 1 5
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.
Night Prowler Rare Minion Beast Any 4 3 3
Battlecry: If this is the only minion in the battlefield, gain +3/+3. Listen to the mew-sic of the night.
Pint-Sized Summoner Rare Minion General Any 2 2 2
The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Pogo-Hopper Rare Minion Mech Rogue 2 1 1
Battlecry: Gain +2/+2 for each other Pogo-Hopper you played this game. Once you hop, you just can't stop!
Questing Adventurer Rare Minion General Any 3 2 2
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
Redband Wasp Rare Minion Beast Warrior 2 1 3
Rush
Has +3 Attack while damaged. Also comes in other colors, but red's in fashion this season.
Scaleworm Rare Minion Beast Any 4 4 4
Battlecry: If you're holding a Dragon, gain +1 Attack and RushA popular local alternative to bananas.
Secretkeeper Rare Minion General Any 1 1 2
Whenever a Secret is played, gain +1/+1. She promises not to tell anyone about that thing you did last night with that one person.
Silver Sword Rare Weapon Paladin 8 3 4
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
Soul Infusion Rare Spell Warlock 1
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
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
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.
Tending Tauren Rare Minion General Druid 6 3 4
Choose One - Give your other minions +1/+1; or Summon two 2/2 Treants. That racial bonus to Herbalism finally paid off.
Twilight Drake Rare Minion Dragon Any 4 4 1
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Underbelly Fence Rare Minion General Rogue 2 2 3
Battlecry: If you're holding a card from another class, gain +1/+1 and RushShe'll take anything you have—except scruples and a good work ethic.
Upgrade! Rare Spell Warrior 1
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Void Analyst Rare Minion Demon Warlock 2 2 2
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Void Terror Rare Minion Demon Warlock 3 3 3
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.
Waterboy Rare Minion General Any 2 2 1
Battlecry: Your next Hero Power this turn costs (0). 100% organic troll sweat.
Young Priestess Rare Minion General Any 1 2 1
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
Zandalari Templar Rare Minion General Paladin 4 4 4
Battlecry: If you've restored 10 Health this game, gain +4/+4 and TauntYOU WERE A TEMPLAR, JONDAR!
Ancient of War Epic Minion General Druid 7 5 5
Choose One - +5 Attack; or +5 Health and TauntYoung Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Bestial Wrath Epic Spell Hunter 1
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.
Blood Knight Epic Minion General Any 3 3 3
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.
Dragon Speaker Epic Minion General Paladin 5 3 5
Battlecry: Give all Dragons in your hand +3/+3. All of his speeches really drag on.
Dreampetal Florist Epic Minion General Druid 7 4 4
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.
Far Sight Epic Spell Shaman 3
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.
Glowstone Technician Epic Minion General Paladin 6 3 4
Battlecry: Give all minions in your hand +2/+2. "Windell! More light!"
"I'm givin' it all she's got, Kangor!"
Goblin Prank Epic Spell Hunter 2
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
Gorehowl Epic Weapon Warrior 7 7 1
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!
Haunting Visions Epic Spell Shaman 3
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."
Hungry Crab Epic Minion Beast Any 1 1 2
Battlecry: Destroy a Murloc and gain +2/+2. Murloc. It's what's for dinner.
Jumbo Imp Epic Minion Demon Warlock 10 8 8
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
Lazul's Scheme Epic Spell Priest 0
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..."
Magic Carpet Epic Minion General Any 3 1 6
After you play a 1-Cost minion, give it +1 Attack and RushIts small yet fierce riders are affectionately known as rug rats.
Mountain Giant Epic Minion Elemental Any 12 8 8
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Murloc Warleader Epic Minion Murloc Any 3 3 3
Your other Murlocs have +2 Attack. Do Murlocs ever get tired of making the same old sound? Nope! Mrglglrglglglglglglgl!
Omega Defender Epic Minion General Any 4 2 6
Taunt
Battlecry: If you have 10 Mana Crystals gain +10 Attack. "Surrender. You have 10 mana to comply."
Preparation Epic Spell Rogue 0
The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto
Ratcatcher Epic Minion General Warlock 3 2 2
Rush
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
Reckless Experimenter Epic Minion General Priest 5 4 6
Deathrattle minions you play cost (3) less, but die at the end of the turn. It's hard to call her reckless when it's clear she knows what she's doing.
Sea Giant Epic Minion General Any 10 8 8
Costs (1) less for each other minion on the battlefield. See? Giant.
Southsea Captain Epic Minion Pirate Any 3 3 3
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.
Spectral Cutlass Epic Weapon Rogue 4 2 2
Lifesteal
Whenever you play a card from another class, gain +1 Durability. So sharp it can cut through a spectral tomato!
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!
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.
Totem Cruncher Epic Minion Beast Shaman 4 2 3
Taunt
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Untamed Beastmaster Epic Minion General Any 3 3 4
Whenever you draw a Beast, give it +2/+2. All it takes is a tummy rub.
Waggle Pick Epic Weapon Rogue 4 4 2
Deathrattle: Return a random friendly minion to your hand. It costs (2) less. Kobolds informally refer to its effect as a deathwaggle.
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.
Captain Greenskin Legendary Minion Pirate Any 5 5 4
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!
Cenarius Legendary Minion General Druid 9 5 8
Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with TauntYes, he's a demigod. No, he doesn't need to wear a shirt.
Darius Crowley Legendary Minion General Warrior 5 4 4
Rush
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.
Edwin VanCleef Legendary Minion General Rogue 3 2 2
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.
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.”
Grommash Hellscream Legendary Minion General Warrior 8 4 9
Charge
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.
Gruul Legendary Minion General Any 8 7 7
At the end of each turn, gain +1/+1 . He's Gruul "the Dragonkiller". He just wanted to cuddle them… he never meant to…
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.
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