Increment attribute/Wild format
These cards apply enchantments that raise or lower the Attack, Health, or Cost of something.
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 Health.
Give a minion +1/+1.
Return a friendly minion to your hand. It costs (2) less.
Give a minion +3 Attack.
|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.
At the end of your turn, give a random minion +1/+1.
Battlecry: Give a friendly minion +1 Attack and Rush.
Your other minions have +1 Attack.
|Second Slice||None||Spell||Demon Hunter||1|
Give your hero +2 Attack this turn.
Battlecry: Give a friendly minion +2 Health and Taunt.
Give a minion +1 Attack.
|Ascendant Scroll||None||Hero Power||Mage||2|
Add a random Mage spell to your hand. It costs (2) less.
Give a Beast +2/+2.
|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.
|Plague Lord||None||Hero Power||Druid||2|
Choose One - +3 Attack this turn; or Gain 3 Armor.
+1 Attack this turn. +1 Armor.
Give a minion +2/+2.
|Anti-Magic Shell||None||Spell||Death Knight||4|
Give your minions +2/+2 and "Can't be targeted by spells or Hero Powers."
|Staff of Ammunae||None||Spell||Any||4|
Your minions have Windfury and Immune this turn.
Spell Damage +1
Battlecry: Draw 3 spells. Reduce their Cost by (3).
Battlecry: Summon 4 random Murlocs. Give them Divine Shield.
|Lantern of Power||None||Spell||Any||10|
Give a minion +10/+10.
|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 a minion +2/+6. It infuses, it enthuses, it amuses!
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.
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!
Battlecry: Give a friendly minion +1 Attack. This is my Runeblade. There are many like it but this one is mine.
Give a minion +1/+1. Summon a 1/1 Cub. Add a Cub to your hand. Some cards are strong by sheer power; others draw strength from love.
Battlecry: Reduce the Cost of your Librams by (1) this game. Will check to make sure you have a valid libramary card.
Whenever you cast a spell, give this minion +1 Health. He used to get work as a Spatial Anomaly, but he got tired of having his polarity reversed.
Discover a Rush minion. Your next one costs (1) less. It's a quick read.
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.
Give a minion +3 Health. Gain 3 Armor. Make like a tree... and gain armor.
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!
Combo: Gain +1/+1. He has a poor understanding of the law of diminishing returns.
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Whenever you equip a weapon, give it +1 Attack. The best part of buccaneering is the pants.
Discover a Deathrattle minion. Your next one costs (1) less. A good read but a little too much fluff.
Has +2 Attack while you have a Mech. After a while, you don't see the cogs and sprockets. All you see is a robot, a spider tank, a deathray...
Discover a Demon. Your next one costs (1) less. "Do you wanna summon a demon? I wanna summon a demon!"
Give a minion +1/+2. Every year a few paladins get disqualified from the Westfall weight lifting championship for using Divine Strength.
Discover a Dragon. Your next one costs (1) less. Our Draconic Studies program has a high rate of burnout.
Battlecry: Deal 1 damage to a minion and give it Spell Damage +1. According to him, undamaged minions just spell problems.
Battlecry: Give a friendly Mech +1/+1. They're a little light-headed.
Deathrattle: Give this minion's Attack to a random friendly minion. Putting the "r" in fiend.
Battlecry: Reveal a minion in each deck. If yours costs more, gain +1/+1. It's not HER fault you didn't put a spinning saw blade on your horse.
Battlecry: Give a random Murloc in your hand +1/+1. Listen, see? We'll take 'em to the docks, see? And throw 'em in the sea, see?
Battlecry: Deal 1 damage to a minion and give it Divine Shield. "What doesn't kill you makes me money!"
Overkill: Gain +5 Attack. “Ya hold it by da feet, mon. Den ya THROW.”
Deathrattle: Give a random Beast in your hand +1/+1. Beasts love Helbacon Strips!
Deathrattle: Reduce the Cost of a Beast in your hand by (1). It can’t be all that helpful. Not wif dose widdle wings!
|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.
Spellburst: Gain +2 Attack. How you like them apples?
Inspire: Gain +1 Attack. But not the lowliest!
|Mark of the Lotus||Common||Spell||Druid||1|
Give your minions +1/+1. The mark of the Lotus is a little flower drawn in permanent marker on the ankle.
Discover a spell. Your next one costs (1) less. "I have a first edition! Go ahead, count the rings."
Give a friendly minion +4/+4 until end of turn. Then, it dies. Horribly. We cannot even describe how horrible the death is. It's CRAZY bad! Maybe worse than that. Just don't do it.
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/+1 for each of your Totems. Golce and Dabbana have a new line of Earth Totems available at vendors everywhere this holiday season.
Discover a Spell Damage minion. Your next one costs (1) less. A long forgotten tome whose very essence seeps of magic. 40 dust, used.
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.
|Shield of Honor||Common||Spell||1|
Give a damaged minion +3 Attack and Divine Shield. "Sir, this shield would've been more helpful last turn!"
Give a random Beast in your hand +2/+2. Are you sure these are the crates that are supposed to go to the Gadgetzan petting zoo?
All minions in your hand gain +1/+1. One of the most famous busts in Gadgetzan’s history happened on Smuggler’s Run, where Sergeant Sally apprehended a cadre of Grimy Goons transporting a massive number of illegal fish heads.
Has +1 Attack while you have Overloaded Mana Crystals. "Overloaded? Should've gotten a surge protector."
Whenever you Overload, gain +1 Attack per locked Mana Crystal. Sure, they're ugly, but they live in tunnels. You try your beauty routine without natural light.
Battlecry: If you're holding a Dragon, gain +2 Health. The twilight whelps are basically magic-vampires. Despite this, they are not a reference to any popular series of novels.
|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.
Whenever you summon a minion with Deathrattle, gain +1 Attack. In a world where you can run to a spirit healer and resurrect yourself, Undertakers do pretty light business.
Has +1 Attack while damaged. Mass production of warbots was halted when it was discovered that they were accidentally being produced at "sample size."
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
Deathrattle: Give a random friendly minion +1/+1. Ok, Initiate. You need to settle down and do your job. In this case, that means die so someone else can get a minor buff.
|A Light in the Darkness||Common||Spell||Paladin||2|
Discover a minion. Give it +1/+1. Wait, how can you have a light in the dark? If you turn on a light while it’s dark, doesn’t that mean it’s no longer dark?
Has +3 Attack while damaged. If an Amani berserker asks "Joo lookin' at me?!", the correct response is "Nah, mon".
|Anodized Robo Cub||Common||Minion||Mech||Druid||2||2||2|
Taunt. Choose One - +1 Attack; or +1 Health. It's adorable! AND OH MY GOODNESS WHY IS IT EATING MY FACE
|Beckoner of Evil||Common||Minion||General||Any||2||2||3|
Battlecry: Give your C'Thun +2/+2 (wherever it is). Here, Evil! C'mon boy!
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Give your Taunt minions +2/+2. The best offense is a good defense.
Whenever this minion takes damage, gain +2 Attack. When you get this swole, arrows are basically free acupuncture.
Inspire: Gain +1 Health. Underneath all that impressive armor, he's just skin and bones. Okay, maybe just bones.
Secret: When a friendly minion dies, return it to your hand. It costs (2) less. Reported.
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
Give a Demon +3/+3. Give your opponent a Mana Crystal. Very dangerous when attached to a demonbomb.
|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.
|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.
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.
Battlecry: Give a random friendly minion +1 Attack. For the times when a regular bazooka just isn't enough.
Battlecry: Give your weapon +1 Attack. This guy is excellent at adjusting your haircut and/or height.
Battlecry: Give all minions in your hand +1/+1. If you bargain hard, he'll throw in the hat.
|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.
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
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."
Battlecry: Give a friendly minion +2 Attack. Lance Carrier is an obscure entry level position in orcish armies. A mystery, since orcs don't generally use lances.
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 Y'Shaarj||Common||Spell||Druid||2|
Give a minion +2/+2. If it's a Beast, draw a card. Y'shaarj had three sons: Mark, Theodore, and Chris.
Your Mechs cost (1) less. Mechs that summon mechs? What's next? Donuts that summon donuts? Mmmmm.
At the start of each turn, gain +1 Attack. This card is the real thing.
Minions with Battlecry cost (2) more. Weblords spend all day making giant trampoline parks.
|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!
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.
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.
|Seal of Light||Common||Spell||Paladin||2|
Restore 4 Health to your hero and gain +2 Attack this turn. The walrus of Light restores EIGHT Health.
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.
Battlecry: Give a minion -2 Attack this turn. After the debacle of the Gnomish World Enlarger, gnomes are wary of size-changing inventions.
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.
Has +2 Attack while you have Spell Damage. They'll be MUCH easier to use once they add the spirit thumb.
Whenever your opponent casts a spell, gain +1 Attack. The only thing worse than smelling troggs is listening to their poetry.
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.
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
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.
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
Give a minion +2/+3 and Lifesteal. Defined as the absolute pinnacle of existence. Plus Lifesteal.
Battlecry: If you're holding a Dragon, gain +1/+1. This is who you go to when your Blackwing needs a tune up. Don't go to a cut rate Blackwing tune up shop!
|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: Give your other minions +1 Health. As a kid, she fought with rocks. Now she fights with ROCK!
Battlecry: If there is a damaged minion, gain +1/+1 and Rush. And if that minion has a frisbee, LOOK OUT!
Battlecry: Gain +1 Health for each spell in your hand. Her hair was always like that.
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.
Deathrattle: Give a random friendly minion +3 Health. The Cult of the Damned has found it's best not to mention their name when recruiting new cultists.
After you summon a minion, gain +1 Attack. Democracy in action!
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.
Choose One - Give your hero +4 Attack this turn; or Gain 8 Armor. Let's be honest. One option is a lot ragier than the other.
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.
Give your hero +3 Attack this turn. Gain 3 Armor. It's rude to gnash with your mouth open.
Battlecry: If you control a Mech, gain +1/+1 and Rush. The word "glide" is always in quotes in the manual.
Battlecry: Give a random minion in your hand +1/+1 She's got anything you want. Need the latest derpinger? No problem!
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!
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!"
Battlecry: Give a friendly minion +3 Health. Inkmaster Solia had to figure out how to tatoo feathers.
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."
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
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.
|Seal of Champions||Common||Spell||Paladin||3|
Give a minion +3 Attack and Divine Shield. "Arf! Arf! Arf!" - Seal of Champions
Deathrattle: Give a random minion in your hand +2/+2. The Grimy Goons can get you any weapon you want but if you want it to not explode you gotta pay extra.
|Spawn of N'Zoth||Common||Minion||General||Any||3||2||2|
Deathrattle: Give your minions +1/+1. Who's a cute widdle N'Zoth? You are! Yes you are! Yes you're the cutest widdle N'Zoth in the whole world!!!
Has +2 Attack during your opponent's turn. If you won't come to the tar pits, we'll bring them to you!
Has +3 Attack while damaged. Tauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.
Battlecry: If you have a Mech, gain +1/+1 and add a Spare Part to your hand. Won't you take me to... Tinkertown?
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."
At the end of your turn, give your C'Thun +1/+1 (wherever it is). Just doesn't understand those Twilight Youngsters any more - with their comic books and their rock music.
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."
Give a minion +2/+4 and Spell Damage +1. Velen wrote a "Lovely Card" for Tyrande with a picture of the Deeprun Tram that said "I Choo-Choo-Choose you!"
Your weapon has +2 Attack. The blade works well enough on its own… but this is just in case.
Your Silver Hand Recruits have +1 Attack. He doesn't even get Sundays off. Every day he's hostling.
Battlecry: Give a random friendly Beast, Dragon and Murloc +1/+1. The Murloc is taking the picture.
Has +2 Attack while damaged. I berserk, therefore I am.
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.
|Burly Rockjaw Trogg||Common||Minion||General||Any||4||3||5|
Whenever your opponent casts a spell, gain +2 Attack. He's burly because he does CrossFit.
Divine Shield. Battlecry: Give your C'Thun +2/+2 (wherever it is). He gave her a promise ring and everything.
Spellburst: Gain +1 Attack and Taunt. Has a real passion for spelling.
Battlecry: Give your Demons +1/+1. The trick is soaking the crystals in warm milk to soften them up.
Whenever your opponent draws a card, gain +1/+1. She's working on a story! While skydiving!
|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.
Whenever you target this minion with a spell, gain +1/+1. Dragonkin Sorcerers be all "I'm a wizard" and everyone else be all "daaaaang".
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."
Battlecry: Gain 1-4 Attack. Overload: (1) Ragnaros interviews hundreds of Fire Elementals for the position of "Destroyer" but very few have what it takes.
Whenever your weapon is destroyed, gain +1/+1. I think one of the necromancers got a little carried away.
At the end of your turn, give a random minion in your hand +2/+2. "You look like a Gadgetgun 3000-Mark IV man, am I right?"
Whenever a character is healed, gain +2 Attack. She really likes seeing people get better. That's why she hurts them in the first place.
Whenever a character is healed, give your C'Thun +1/+1 (Wherever it is). Wait, what kind of acolyte doesn't wear a hood?
Battlecry: Give your weapon +1 Attack. Hook-tails are nice and all but she keeps getting stuck on things.
Whenever this minion takes damage, gain +2 Attack. Honestly, he howls during the day, too.
Has +2 Attack while you have no other minions. It'll take a humble offender to defeat him.
Give a minion +2/+2. Summon a random 2-Cost minion. What's Millhouse Manastorm doing in Silvermoon?
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.
Deathrattle: Give your weapon +2 Attack. Quick! Before I drown! Let me sharpen your sword for you.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
|Tinker's Sharpsword Oil||Common||Spell||Rogue||4|
Give your weapon +3 Attack. Combo: Give a random friendly minion +3 Attack. "Get ready to strike oil!" - Super-cheesy battle cry
Deathrattle: Give a random friendly minion +1/+1. A hero... In a half-shell.
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.
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.
Battlecry: Give a friendly Beast +3 Health. She was born to be something. She is just not quite sure what yet...
Has +2 Attack for each Dragon in your hand. "Flap! Flap! FLAP!"
Deathrattle: Give a random friendly minion +3/+3. He's actually a 1/1 who picked up the hammer from the last guy.
Whenever a friendly minion dies while this is in your hand, gain +1/+1. "Red Blood, it gives you wings."
Battlecry: Give a friendly Mech +1/+1. It takes a lot to wind him up.
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!
Combo: Give a friendly minion +4 Attack. You don't have to be crazy to work here, but it helps.
Battlecry: If an enemy is Frozen, gain +2/+2. She loves Frozen. I mean who doesn't?
Draw 2 cards.
Costs (1) less per Attack of your weapon. When you actually are the sharpest tool in the shed
Deal 4 damage. Costs (1) less for each minion that died this turn. Dragons breathe fire, sure, but did you know they can also breathe Cotton Candy? It's harder to give them a reason to do that, though.
Whenever your hero takes damage on your turn, gain +2/+2. "Evil Eye Watcher of Doom" was the original name, but marketing felt it was a bit too aggressive.
Battlecry: Give adjacent minions +2/+2. Fungalmancy is the easy major for those who can't cut it at Waxmancy.
Inspire: Gain +2/+2. Coming soon... to a tuskarr village near you!
Battlecry: Give a random Beast, Dragon and Murloc +2/+2. Just between us, if things get tight the Menagerie Magician position will probably be the first to go.
Inspire: Give your other minions +1/+1. An elegant gorilla, for a more civilized age.
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.
|Power Word: Tentacles||Common||Spell||Priest||5|
Give a minion +2/+6. Because you're wrapped in a protective layer of… tentacles?
|Red Mana Wyrm||Common||Minion||General||Any||5||2||6|
Whenever you cast a spell, gain +2 Attack. It has double the Attack. "Go on." And double the Health. "Yes??" And its trigger has twice the effect. "WHAT???" And it costs… Five times more.
Battlecry: Gain +4 Attack this turn. Three-time winner (and sole survivor) of the Crashes of Outland motocross!
Combo: Gain +3 Attack. He needed a break after that business in the Vale of Eternal Blossoms. Naturally, he chose to spend his vacation in an icy snowscape killing monsters.
Draw 2 cards. Costs (1) less for each minion that died this turn. Each year, folk gather in front of Blackrock Mountain to mourn those who were mind-controlled into the lava.
|Soulshard Lapidary||Common||Minion||General||Demon Hunter||5||5||5|
Battlecry: Destroy a Soul Fragment in your deck to give your hero +5 Attack this turn. Also known as a soul sequincer.
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 adjacent minions +2 Health. Bring valor to Odyn's halls, Champion!
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
|Usher of Souls||Common||Minion||General||Warlock||5||5||6|
Whenever a friendly minion dies, give your C'Thun +1/+1 (wherever it is). Nothing unburdens your soul like a good ushing!
|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!"
Battlecry: Give your C'Thun +3/+3 (wherever it is). There's a whole gradient of Arakkoa! This one is on the darker side.
Battlecry: If your opponent has 15 or less Health, gain +3/+3. Drakonids were created to have all the bad parts of a dragon in the form of a humanoid. But, like, why?
At the start of your turn, reduce this card's Cost by (1). It’s a self-reducing prophecy.
Costs (1) less for each minion that died this turn. Volcanic Drakes breathe lava instead of fire. The antacid vendor at Thorium Point does a brisk business with them.
Whenever this minion takes damage, gain +2 Attack. She came here to taunt you and chew on bones, and she's all outta bones.
|Fel Guardians||Common||Spell||Demon Hunter||7|
Summon three 1/2 Demons with Taunt. Costs (1) less whenever a friendly minion dies. What happened after the guardians tripped? They Fel.
Costs (1) less for each enemy minion. "Shirt? Shoes!? No service!"
Has +4 Attack during your opponent's turn. Tar Lord, man... legendary monster? Aw, forget it.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. They think they're trusted guardians. Dragons think they're convenient snacks.
Battlecry: Give a friendly minion +4/+4 and Taunt. Attacks her job with unbridled enthusiasm.
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. 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.
Secret: When your turn starts, give your minions +1/+1. Competition can be an inspiration to improve oneself. Or kill all the competitors.
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.
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.
Give all enemy minions -3 Attack this turn only. I hope you didn't disenchant your Shadow Word: Horror!
Battlecry: Gain +2/+2 for each other Pogo-Hopper you played this game. Once you hop, you just can't stop!
Battlecry: If you have 6 other minions, gain +4/+4. The Reliquary considers itself the equal of the League of Explorers. The League of Explorers doesn't.
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.
Has +2 Attack while you have a weapon equipped. "Oh, I'm not serious about it. I only pirate on the weekends."
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
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: If you're holding a Dragon, gain +1 Attack and Charge. "Put more spikes on her. No, more spikes. What part of 'more spikes' do you not understand? MORE SPIKES!" - Alexstrasza
Battlecry: Reveal a minion in each deck. If yours costs more, +1 Durability. The stripes make it look like a candy cane, but we recommend against licking it.
Battlecry: Give a Stealthed minion +3 Attack and Immune this turn. Her other hand attachments include a corkscrew and a bottle opener.
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.
Draw a card. If it's a Beast, it costs (4) less. Real hunters tame hungry crabs.
Draw a weapon.
Give it +1 Durability. Where's a corsair's favorite place to hide treasure? Under their deck!
Battlecry: Your opponent's spells cost (1) more next turn. Make a new recruit's deficiencies your efficiencies.
Spell Damage +1
After you cast a spell, give your C'Thun +1/+1 (wherever it is). No matter how many times we tell her not to, she keeps feeding C'Thun scraps under the table.
|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: If you're holding a Dragon, gain +1 Attack and Lifesteal. On the side, she's training for the annual Dragonmaw hammer throw tournament.
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Give a minion +1/+1 and "Deathrattle: Add an Explorer's Hat to your hand." Harrison Jones was disappointed that he didn't get to be part of the League of Explorers, but his hat did.
|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.
|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.
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.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
Secret: After your opponent plays a minion, give a random minion in your hand +2/+2. There is an urban legend that the first Opponent’s strike provoked the determination of geeks, ghouls,rats,bots and minions to cross the road from curious to downright needing answers from secret cache holders.
|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.
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.
|Power Word: Feast||Rare||Spell||Priest||2|
Give a minion +2/+2. Restore it to full Health at the end of this turn. Some people are here for the stellar, world-renowned academic program. Others are here for the buffet.
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
Give a random Taunt minion in your hand +3/+3. It fell off a kodo, I promise!
|Tiny Knight of Evil||Rare||Minion||Demon||Warlock||2||3||2|
Whenever you discard a card, gain +1/+1. "No, no, no. I asked for a tiny JESTER of evil."
Battlecry: Give a random Beast in your hand +1/+1. Still angry that the Gadgetzan Rager Club wouldn't accept him as a member.
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.
Add a random minion to your hand. It costs (3) less. The denizens of Azeroth have no idea how much work goes into stabilizing portals. We spend like 30% of GDP on portal upkeep.
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.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. Keeping tabs on the Grand Tournament is priority #1 for the five mighty Dragonflights!
After you summon a minion, give it +1/+1. Druids who spend too long in bear form are more susceptible to the whispers of the Old Gods. Right now they are whispering the lyrics to "La Bamba".
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: If you control another Pirate, give your weapon +1/+1. They're really just in it for the Blood Parrot.
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: If you control a minion with 5 or more Attack, gain +2/+2. If you think her job is easy, YOU try falling asleep on cue.
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?!
|Disciple of C'Thun||Rare||Minion||General||Any||3||2||1|
Battlecry: Deal 2 damage. Give your C'Thun +2/+2 (wherever it is). C’Thun’s recruiting pitch involves cookies, which is why it’s the most popular Old God.
Your opponent's spells cost (1) more. Jaina was never good at keeping up apprentices.
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.
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
Battlecry: The next time you use your Hero Power, it costs (2) less. Good fencers make good neighbors, right?
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!
Has +4 Attack while your opponent has 6 or more cards in hand. He’s not such a binge exploder anymore. These days, he only explodes socially.
Battlecry: Give a random weapon in your hand +1/+1. "I don't know a lot about used GvG cards, so I'm going to have to call in an expert."
Costs (0) if your hero was healed this turn. When life gives you snow…
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.
At the end of your turn, give another friendly Mech +2/+2. Mechs like learning from him because he really speaks their language. 0110100001101001
Battlecry: If you have a minion with Taunt, gain +1 Durability. "King's Attacker" is a shield. Funny, huh?
Taunt Battlecry: Gain +1/+1 for each enemy Deathrattle minion. Warlocks have the town exorcist on speed dial in case they unleash the wrong demon.
Battlecry: Give your other Mechs +2 Attack. Don't leave them out in the rain. In Un'Goro Crater there is a whole colony of rust-tooth leapers.
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.
Deathrattle: Give a random friendly Mech +2/+2. People assume that shamans control the elements, but really, they have to ask them stuff and the elements are like, "Yeah ok, sure."
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
Battlecry: Give +1/+1 to your minions with Divine Shield. As far as blades go, this one is pretty great in the motivation department.
Battlecry: Your opponent's Hero Power costs (5) more next turn. Listen all y'all it's a saboteur!
After your hero attacks, gain +1 Attack. You no longer have to bring a stack of 2 swords to a test!
Battlecry: If you have a Pirate, gain +1/+1. I have great deal for you... for 4 damage to your face!
Your other Mechs have +1 Attack.
Battlecry: Summon two 1/1 Microcopters. Carefully engineered to never grab the Mimiron plush toy.
|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.
Whenever a friendly minion dies, gain +1 Attack. "WHY ARE YOU IN THE BACK ROOM? WHO IS WATCHING THE FRONT?!"
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Your weapons cost (2) less. "Look, they fell off the back of a ship, do you want them or not? I have a meeting with Y'Shaarj in like ten minutes."
Battlecry: If your hand is empty, gain +3/+3. It takes a special kind of hunter to venture deep into a firey lava pit and convince a monster who lives there to come home and be a cuddly housepet.
|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: Gain +1/+1 for each friendly Totem. It's nice to find a real craftsman in this day and age of mass-produced totems.
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.
|Eater of Secrets||Rare||Minion||General||Any||4||2||4|
Battlecry: Destroy all enemy Secrets. Gain +1/+1 for each. You don't want to be around after it has eaten an explosive trap. You thought Sludge Belcher was bad...
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.
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.
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.
|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!
Battlecry: If your C'Thun has at least 10 Attack, gain +5 Health. Amberweaving is a specialty course at the local trade school.
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.
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 +1 Attack for each other card in your hand. Still fearsome in the daytime.
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.
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.
|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.
Inspire: Give your hero +2 Attack this turn. Maybe if you whistle a tune it will soothe him. Yeah... Try that.
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
Deal 3 damage. Give a random Beast in your hand +3/+3. Make your foe's armor your fauna's fashion!
Battlecry: Give a friendly Mech +2/+2. If it breaks, just kick it a couple of times while yelling "Durn thing!"
Battlecry: Give a Stealth minion +2/+2. He used to be Aya's tutor, but she fired him for bugging her too much.
Battlecry: Give your Taunt minions +2/+2. It isn't "grave robbing" when there's no grave. It's just scavenging…
|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.
Battlecry: If you've restored 10 Health this game, gain +4/+4 and Taunt. YOU WERE A TEMPLAR, JONDAR!
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.'
Battlecry: If you control a Secret, gain +1/+1 and Taunt. He mostly watches light romantic comedies.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
|Blessing of Authority||Rare||Spell||Paladin||5|
Give a minion +8/+8. It can't attack heroes this turn. A paladin fights with honor! We don't go face... until next turn!
Your Deathrattle cards cost (2) less. Her marriage survived death, but it decayed pretty quickly after that.
Whenever you draw a card, gain +1/+1. Experts worry that curios are a gateway to face-collecting.
Battlecry: Gain +1/+1 for each damaged minion. How's everyone doing? Hurt? Bleeding? Wounded? ... Excellent.
Battlecry: The next Dragon you play costs (2) less. Everybody wants someone to snuggle with. Even giant armored scaly draconic beasts of destruction.
Battlecry: If you're holding any cards from another class, reduce their Cost by (2). Yeah, sure. That Ragnaros "fell off the back of a truck".
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.
At the end of your turn, give all minions in your hand +1/+1. "Sir, you don't have a permit to park your mount here."
|King of Beasts||Rare||Minion||Beast||Hunter||5||2||6|
Taunt. Battlecry: Gain +1 Attack for each other Beast you have. He never sleeps. Not even in the mighty jungle.
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.
Taunt. Costs (2) less if your opponent has at least three minions. He'll be a first-rate bruiser once he gets used to his contacts.
Whenever you gain Armor, give this minion +1 Attack. Wintergrasp Keep's only weakness!
|Thunder Bluff Valiant||Rare||Minion||General||Shaman||5||3||6|
Inspire: Give your Totems +2 Attack. Allowing totems to attack is not cheating. I mean, there isn't anything in the rule books about it.
|Upgraded Repair Bot||Rare||Minion||Mech||Priest||5||5||5|
Battlecry: Give a friendly Mech +4 Health. It's the same as the previous generation but they slapped the word "upgraded" on it to sell it for double.
Battlecry: Give a friendly Beast +2/+2. There is no carrot.
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.
|Kabal Crystal Runner||Rare||Minion||General||Mage||6||5||5|
Costs (2) less for each Secret you've played this game. "Listen, I can cut you in on a little of this premium mana, but you can't tell my boss."
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
Battlecry: Give your C'Thun +2/+2 (wherever it is). Just before he comes into play, there is an AWESOME training montage with C'thun.
|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!
Give a minion +2/+6 and Taunt. When it dies, summon a Stegodon. What beats cavalry? Dinosaur cavalry.
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.
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.
|Everyfin is Awesome||Rare||Spell||Shaman||7|
Give your minions +2/+2. Costs (1) less for each Murloc you control. Everyfin is cool when you're part of a murloc team!
|Knight of the Wild||Rare||Minion||General||Druid||7||6||6|
Whenever you summon a Beast, reduce the Cost of this card by (1). He gets a discount on the tournament entry fee because he is his own horse.
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.
Battlecry: Give your C'Thun +2/+2 (wherever it is). If it's dead, shuffle it into your deck. "Hello, is Doom there? No? Can I leave a message?"
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 minion on the battlefield. He's here to shape *clap* you up!
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Costs (1) less for each minion that died this turn. The roots, the roots, the roots is on fire!
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.
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.
|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.
Copy the lowest Cost Demon in your hand.
Outcast: Give both +1/+1. "Like, isn't evil subjective man?"
Battlecry: Spend all your Mana. Gain +1/+1 for each mana spent. This Ancient was banned from the local tavern after tucking a 'Dr. Boom' up its sleeve.
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?!
|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.
Battlecry: Gain Attack and Health to match the highest in the battlefield. Not sure why he's bragging, he's got the same stats as the next guy.
Combo: Gain +1/+1 for each other card you've played this turn. AKA Edwin VanLeaf.
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
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!
Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
Taunt. Battlecry: If you have 10 Mana Crystals, gain +5/+5.
Battlecry: Give a friendly minion +1/+2.
Battlecry: Give a random minion in your hand +2/+2.
At the end of your turn, reduce the Cost of a random card in your hand by (2).
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.
Whenever you summon a Battlecry minion while this is in your hand, gain +1/+1. When oil, railroad, steel, robber, and red are all already taken, your options are limited.
Has +2 Attack while you have a Mech. For tightening cogs and smashin' troggs!
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.
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...
Whenever you play a 1-Attack minion, give it +2/+2. Hobgoblins are meeting next week to discuss union benefits. First on the list: dental plan.
After you play a 1-Cost minion, give it +1 Attack and Rush. Its small yet fierce riders are affectionately known as rug rats.
|Master of Ceremonies||Epic||Minion||General||Any||3||4||2|
Battlecry: If you have a minion with Spell Damage, gain +2/+2. Goes by "MC ElfyElf".
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.
|Shade of Naxxramas||Epic||Minion||General||Any||3||2||2|
Stealth. At the start of your turn, gain +1/+1. The Shades of Naxxramas hate the living. They even have a slur they use to refer them: Livers.
Whenever you draw a card, reduce its Cost by (1). Hopes to be promoted to "Shadowfriend" someday.
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.
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.
After your hero attacks, give a random minion in your hand +1/+1. For the goon that wants to make a fashion statement.
Whenever you play a card with Battlecry, gain +1/+1. The crowd ALWAYS yells lethal.
Battlecry: Give a random Lifesteal minion in your hand +2/+2. Don't fear the Arcanite Reaper.
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.
After a friendly minion loses Divine Shield, gain +1 Attack. These sorrows cut deep.
Battlecry: If you have 10 Mana Crystals gain +10 Attack. "Surrender. You have 10 mana to comply."
Your Hero Power gives this weapon +1 Attack instead of replacing it. How much more poisoned can a blade get? The answer is a lot. A lot more poisoned.
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.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. A result of magical experiments carried out by the Black Dragonflight, it's not his fault that he's a vicious killer.
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.
Costs (0) if you've cast a spell that costs (5) or more this turn. Tyrant is such a strong word.
Battlecry: Enemy Battlecry cards cost (5) more next turn. Preventing insults with injuries.
Taunt. Whenever this minion takes damage, give your C'Thun +1/+1 (wherever it is). Every month they share a pancake breakfast with the Perfectly Rational Worshippers.
Deal 5 damage to a minion. If it's a friendly Demon, give it +5/+5 instead. Virtually every member of the pro demon lobby is a warlock. Weird.
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.
Choose a Deathrattle (Secretly) - Deal 3 damage to all minions; or Give them +2/+2. Her clothing? Pure silk, of course.
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!"
Whenever a friendly Mech dies, gain +2/+2. One bot's junk is another bot's AWESOME UPGRADE!
Draw 2 cards. Minions drawn costs (2) less. The true mystery of lunar visions is how there is nothing to watch when there are so many channels.
Battlecry: Give your Silver Hand Recruits +2/+2. His specialty? Dividing things into four pieces.
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.
Taunt. Battlecry: Destroy a Soul Fragment in your deck to gain +3/+3. It has no taste.
Choose One - Summon 5 Wisps; or Give a minion +5/+5 and Taunt. Don't worry; we fired the person who named this card.
Divine Shield, Taunt
Costs (1) less for each spell you've cast on friendly characters this game. He considers textbooks Light reading.
Battlecry: Discard all weapons from your hand and gain their stats. Smelts in his mouth, not in your hand.
Give your Silver Hand Recruits +2/+2 and Taunt. Ding!
Battlecry: If your weapon has at least 3 Attack, gain +4/+4. You can't just leave a Luckydo somewhere. You gotta keep 'em with you! Especially in Gadgetzan!
Spells cost (2) more. He loves a good yarn.
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.
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.
Destroy a minion. If you have a damaged minion, this costs (4) less. Using this card on your enemies is one of the best things in life, according to some barbarians.
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!
|Wisps of the Old Gods||Epic||Spell||Druid||7|
Choose One - Summon seven 1/1 Wisps; or Give your minions +2/+2. They're just normal wisps, actually. The "Of the Old Gods" bit is just marketing.
Costs 1 less for each time your hero's Health changed during your turns. "A BIG mistake."
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!
|Ancient Void Hound||Epic||Minion||Demon||Demon Hunter||9||10||10|
At the end of your turn, steal 1 Attack and Health from all enemy minions. What happened to my 1/1 Void Pup? And the glee club?!
|Blade of C'Thun||Epic||Minion||General||Rogue||9||4||4|
Battlecry: Destroy a minion. Add its Attack and Health to C'Thun's (wherever it is). C'Thun demands a sacrifice! Preferably a Deathwing.
Costs (1) less for each time you used your Hero Power this game. Don't ask him about the beard. JUST DON'T.
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.
|Survival of the Fittest||Epic||Spell||Druid||10|
Give +4/+4 to all minions in your hand, deck, and battlefield. Sometimes the fittest is the one smart enough to not start a fight with seven 6/6 Treants.
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Costs (1) less for each spell you've cast this game. Claims to be drawn to Karazhan because of the ley lines. Actually, just loves Moroes’ cooking.
Costs (1) less for each card in your opponent's hand. He and Mountain Giant don't get along.
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Costs (1) less for each damage your hero has taken. He gets terrible heartburn. BECAUSE HE IS FULL OF LAVA.
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.
Battlecry: Give all weapons in your hand and deck +1 Attack. Grapplehammer is the horrible mind behind the Automatic Piranha Launcher (banned in 7 districts)!
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.
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 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.
Choose One - Give Beasts in your deck +1/+1; or Transform into a copy of a friendly Beast. She holds both an academic post and a scratching post.
Spellburst: Gain Attack and Health equal to the spell's Cost. If a teacher lectures in a forest, does she even make a sound?
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.
Charge. Has +1 Attack for each other Murloc on the battlefield. He's a legend among murlocs. "Mrghllghghllghg!", they say.
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.
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.
Whenever a friendly minion dies while this is in your hand, gain +1 Attack. Spoiler alert: Bolvar gets melted and then sits on an ice throne and everyone forgets about him.
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!
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.
Whenever this attacks, give your weapon +1/+1. He is not a medical doctor.
|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.”
Battlecry: Enemy spells cost (5) more next turn. Loatheb used to be a simple Bog Beast. This is why we need stricter regulations on mining and agriculture.
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.
Battlecry: Draw Galakrond. If you're already Galakrond, unleash a Devastation. The only one who knows how to properly prepare Galakrond's coffee.
Battlecry: Give all minions in your hand and deck +1/+1. Calling the mist doesn't sound all that great. "Ooooh, it is slightly damp now!"
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.
Battlecry: Give a random minion in your hand +5/+5. The brilliant mastermind of the Grimy Goons, Han sometimes thinks about ditching the idiot Cho, but that would just tear him apart.
|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.
Costs (1) less for each friendly Pirate. What's more boss than riding a parrot with a jawbone for a shoulderpad while wielding a giant hook-lance-thing and wearing a pirate hat? NOTHING.
|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…
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.
Whenever this attacks and kills a minion, gain +2/+2. Has 20 years of training in classical ballet, but ALLLLLL he ever gets asked to do is boogie.
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.
Your other Demons have +2/+2. Your hero is Immune. Mal'Ganis doesn't like being betrayed, so if you discard him, watch out.
Battlecry: Gain +5 Health for each Elemental you played last turn. Between you and me, Ozruk is a bit obsessed with his body.
Deathrattle: Resummon this with -1/-1. He looks bad now, but he was pretty handsome in his 20/20s.
|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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