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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. 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|
|Anti-Magic Shell||None||Spell||Death Knight||4|
Give your minions +2/+2 and "Can't be targeted by spells or Hero Powers."
Give a Beast +2/+2.
|Dire Shapeshift||None||Hero Power||Druid||2|
Gain 2 Armor and +2 Attack this turn.
Give a minion +2/+2.
Give a minion +5/+5. At the start of your next turn, destroy it.
|Plague Lord||None||Hero Power||Druid||2|
Choose One - +3 Attack this turn; or Gain 3 Armor.
+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.
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
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.
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.
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.
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
Whenever this minion takes damage, gain +3 Attack. No Pain, No Gain.
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
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.
Your other minions have +1 Attack. "That's a 50 DKP minus!"
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
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 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.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Battlecry: Give a minion +2 Attack this turn. ADD ME TO YOUR DECK, MAGGOT!
Battlecry: Give a friendly minion +1 Attack. This is my Runeblade. There are many like it but this one is mine.
Has +3 Attack while damaged. If an Amani berserker asks "Joo lookin' at me?!", the correct response is "Nah, mon".
Give a minion +1/+1.
Give a minion +3 Health. Gain 3 Armor. Make like a tree... and gain armor.
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: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Battlecry: Give your other minions +1 Health. As a kid, she fought with rocks. Now she fights with ROCK!
Battlecry: Give a friendly minion +4/+4 and Taunt. Attacks her job with unbridled enthusiasm.
Battlecry: Gain +1 Health for each spell in your hand. Her hair was always like that.
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
Secret: When a friendly minion dies, return it to your hand. It costs (2) less. Reported.
At the end of your turn, give another random friendly minion +3 Attack. You get a sword! And you get a sword! Everybody gets a sword!
Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
Combo: Give a friendly minion +4 Attack. You don't have to be crazy to work here, but it helps.
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
After you summon a minion, gain +1 Health. The original fifth beetle!
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.
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
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.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Battlecry: If you're holding a spell that costs (5) or more, gain +1/+1. Carefully assembled from two Electrowrongs.
|Elixir of Hope||Common||Spell||Priest||3|
Give a minion +2/+2 and "Deathrattle: Return this minion to your hand."
|Elixir of Life||Common||Spell||Priest||3|
Give a minion +2/+2 and Lifesteal.
|Elixir of Purity||Common||Spell||Priest||3|
Give a minion +2/+2 and Divine Shield.
|Elixir of Shadows||Common||Spell||Priest||3|
Give a minion +2/+2. Summon a 1/1 copy of it.
Battlecry: Give a friendly Mech +1/+1. They're a little light-headed.
|Fallen Sun Cleric||Common||Minion||General||Any||2||2||1|
Battlecry: Give a friendly minion +1/+1. It's hard to keep a Shattered Sun Cleric down.
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.
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: Give adjacent minions +2/+2. Fungalmancy is the easy major for those who can't cut it at Waxmancy.
Give your hero +3 Attack this turn. Gain 3 Armor. It's rude to gnash with your mouth open.
Whenever your weapon is destroyed, gain +1/+1. I think one of the necromancers got a little carried away.
After your hero attacks, give this minion +1/+1. Hard time making ends meet? Hate the League of Explorers? Get a job henching!
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Your other minions have +1 Attack.
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.
|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."
Whenever this minion takes damage, gain +2 Attack. Honestly, he howls during the day, too.
|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.
Your spells cost (1) less. It's a literal lava lamp!
Has +1 Attack and Windfury while damaged. If he's raging now, just wait until he gets nerfed.
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.
Battlecry: Give a friendly Murloc +1/+1. Loves crab meat. Fears crabs.
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.
At the end of your turn, give another random friendly minion +1/+1. When you're at the bottom, there's nowhere to ascend, but up.
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.
Your other minions have +1 Attack. The result of a tragic accident involving a Defias Thug, a Wand of Polymorph, and a bundle of Fel Lotus.
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.
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.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Battlecry: Give adjacent minions +2 Health. Bring valor to Odyn's halls, Champion!
Has +2 Attack during your opponent's turn. If you won't come to the tar pits, we'll bring them to you!
Has +4 Attack during your opponent's turn. Tar Lord, man... legendary monster? Aw, forget it.
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
Has +3 Attack while damaged. Tauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
Deathrattle: Give a random friendly minion +1/+1. A hero... In a half-shell.
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Give a minion +2/+2.
Gains a bonus effect in your hand. "Here, taste this." (Slurp) "What is it?" "I don't know, I found it in one of the labs."
|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: Gain +1/+1 for each minion that died this turn. It's minions like these that give normal, law-abiding skeletons a bad rap.
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. They think they're trusted guardians. Dragons think they're convenient snacks.
Has +5 Attack while damaged. There is no beast more frightening (or ridiculous) than a fully enraged chicken.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Battlecry: Give your minions +1 Attack.
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: 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.
Your Deathrattle cards cost (2) less. Her marriage survived death, but it decayed pretty quickly after that.
Costs (1) less for each Silver Hand Recruit you control. Standard issue recruit gear: 1 silver sword, 1 Lordaeron insignia, 2 bags of crystal kibble.
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|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Battlecry: Gain +1/+1 for each damaged minion. How's everyone doing? Hurt? Bleeding? Wounded? ... Excellent.
|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.
Your opponent's spells cost (1) more. Jaina was never good at keeping up apprentices.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Give a friendly minion +1/+1, then gain Armor equal to its Attack. You can make your own Earthen Scales at home. Step 1: Roll around in the dirt. Step 2: Magic.
Battlecry: Reduce the Cost of a random weapon in your hand by (2). Having a furnace-mouth is really handy for a blacksmith.
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.
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
After a friendly minion attacks, gain +1 Attack. Tree puns arboring.
|Fire Plume Harbinger||Rare||Minion||Elemental||Shaman||2||1||1|
Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
Battlecry: Reduce the Cost of Mechs in your hand by (1). Also known as a power zinc.
Battlecry: Destroy a Pirate and gain +1/+1. Universally adored by both control decks and ninjas.
Costs (0) if your hero was healed this turn. When life gives you snow…
Battlecry: If you have 15 or less Health, gain +3/+3 and Taunt. The hook is just an accessory. He can reave just fine without it.
Battlecry: If you're holding any cards that didn't start in your deck, reduce their Cost by (2). The shortest distance between two points is a leyline.
Whenever a character is healed, gain +2 Attack. She’s smaller than her sisters Mediumwarden and Heavywarden.
Battlecry: Randomly toss 3 hats to other minions. Each hat gives +1/+1. He's entirely bonkers. All the best goblins are.
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: 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.
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Whenever you summon a Murloc, gain +1 Attack. This guy gets crazy strong at family reunions.
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.
Battlecry: If this is the only minion in the battlefield, gain +3/+3. Listen to the mew-sic of the night.
Costs (1) less for each card you've played from another class. You know you’re a Rogue when a sharp rock makes you go “Ooh! Dagger!”
Battlecry: Gain stats equal to your weapon's. There's no such thing as a free boot.
The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Battlecry: Gain +2/+2 for each other Pogo-Hopper you played this game. Once you hop, you just can't stop!
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
Has +3 Attack while damaged. Also comes in other colors, but red's in fashion this season.
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
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.
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
Give a minion +2/+6 and Taunt. When it dies, summon a Stegodon. What beats cavalry? Dinosaur cavalry.
Battlecry: Give your Taunt minions +2/+2. It isn't "grave robbing" when there's no grave. It's just scavenging…
Choose One - Give your other minions +1/+1; or Summon two 2/2 Treants. That racial bonus to Herbalism finally paid off.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
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.
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
|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.
Costs (0) if you've cast a spell that costs (5) or more this turn. Tyrant is such a strong word.
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.
Combo: Gain +1/+1 for each other card you've played this turn. AKA Edwin VanLeaf.
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.
Choose Twice - Draw a card; Give your minions +1 Attack; Gain 6 armor. Three paths diverged in a darkened hall, and I -
I took the one less traveled by.
And got eaten by a slime.
Costs (1) less whenever a minion dies while this is in your hand. It likes the smell of dead things, which is curious, as it has no visible nose.
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
Battlecry: Give a random Lifesteal minion in your hand +2/+2. Don't fear the Arcanite Reaper.
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.
|Emerald Hive Queen||Epic||Minion||Beast||Any||1||2||3|
Your minions cost (2) more. She rules the emerald hive at the end of the yellow brick trail.
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.
Choose a Deathrattle (Secretly) - Deal 3 damage to all minions; or Give them +2/+2. Her clothing? Pure silk, of course.
Battlecry: Discard all weapons from your hand and gain their stats. Smelts in his mouth, not in your hand.
Battlecry: If your deck has only odd-Cost cards, gain +2/+2. Majestic. Ethereal. Still pretty down in the dumps, though.
Battlecry: Give all minions in your hand +2/+2. "Windell! More light!"
"I'm givin' it all she's got, Kangor!"
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
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!
Battlecry: Destroy a Murloc and gain +2/+2. Murloc. It's what's for dinner.
Give your Silver Hand Recruits +2/+2 and Taunt. Ding!
After a friendly minion loses Divine Shield, gain +1 Attack. These sorrows cut deep.
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Your other Murlocs have +2 Attack. Do Murlocs ever get tired of making the same old sound? Nope! Mrglglrglglglglglglgl!
Spells cost (2) more. He loves a good yarn.
Battlecry: If you have 10 Mana Crystals gain +10 Attack. "Surrender. You have 10 mana to comply."
The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto
Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
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.
Costs (1) less for each other minion on the battlefield. See? Giant.
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
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.
Whenever you play a card from another class, gain +1 Durability. So sharp it can cut through a spectral tomato!
|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: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Has +1 Attack for each card you've discarded this game. As a young blood-princess she learned the proper way for a lady to curtsy, how to address fellow members of royalty, and how to bite them.
After a friendly minion loses Divine Shield, gain +2 Attack. He's so hot right now.
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!
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.
Whenever you discard this, give it +2/+2 and return it to your hand. A bit of a snob: still refuses to drive anything with automatic transmission.
Whenever this attacks and kills a minion, gain +2/+2. You either die a villain, or live long enough to see yourself become the hero.
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.
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: Gain +5 Health for each Elemental you played last turn. Between you and me, Ozruk is a bit obsessed with his body.
Battlecry: If your deck has no 2-cost cards, give all minions in your deck +1/+1. Three Princes stand before you. This one wants to buff his brothers.
Deathrattle: Give a minion in your hand +4/+2. When it dies, reequip this. Recently unearthed in one of the deepest kobold caves. Traded for a large candle.
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References[edit | edit source]
- Whirthun on Twitter. (2015-08-16).
- Hearthstone Experiments - Episode 2 - Mistcaller (Interesting Interactions). (2015-08-24).