|Set:||One Night in Karazhan|
|Abilities:||Gain Armor, Summon|
Gain 4 Armor. Summon a random 4-Cost minion.
Come to beautiful Ironforge! Where irons are forged and the forges are iron!
How to get[edit | edit source]
|Golden Ironforge Portal||400||50|
Strategy[edit | edit source]
This card fits well in a Warrior's control deck. Gaining four Armor increases the Hero's survivability, and the randomly generated minion can help control the board. However, against aggro decks, this card is often too slow, unless you get a very lucky random minion.
Possible summons[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
He always dreamed of coming down from the mountains and opening a noodle shop, but he never got the nerve.
Battlecry: Summon a 2/1 Mechanical Dragonling. She is still working on installing the rocket launcher add-on for Mr. Bitey.
Battlecry: Draw a card. She's never quite sure what she's making, she just knows it's AWESOME!
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Charge The Kor'kron are the elite forces of Garrosh Hellscream. Let's just say you don't want to run into these guys while wearing a blue tabard.
His dreams of flying and breathing fire like his idol will never be realized.
Spell Damage +1 Training Ogres in the art of spellcasting is a questionable decision.
Battlecry: Give a friendly minion Poisonous. One sip and you've got the grippe.
Taunt Sen'jin Villiage is nice, if you like trolls and dust.
Charge They're still embarrassed about "The Deathwing Incident".
Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Battlecry: Return a friendly minion from the battlefield to your hand. Most pandaren say his brew tastes like yak. But apparently that's a compliment.
Battlecry: Equip a 2/2 weapon. 50% off fist weapons, limited time only!
Battlecry: Give all minions in your hand +1/+1. Her fantasy Rumble league gives double points for dismemberment.
|Arena Treasure Chest||Common||General||Any||4||0||4|
Deathrattle: Draw 2 cards. Yeah it's great, but did you see the Arena Treasure Arms?!
Battlecry: Gain Stealth until your next turn. It was fitting in fine until it gathered nuts and bolts.
Spell Damage +2 INGREDIENTS: STAR-STUFF, BLUE #1, NATURAL AND ARTIFICIAL FLAVORS.
Whenever one of your other minions dies, draw a card. She may be an evil cult master, but she still calls her parents once a week.
|Dark Iron Dwarf||Common||General||Any||4||4||4|
Battlecry: Give a minion +2 Attack this turn. Guardians of Dark Iron Ore. Perhaps the most annoying ore, given where you have to forge it.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Battlecry: Summon two 0/2 Goblin Bombs. When it absolutely, positively, has to blow up overnight.
Taunt Everyone expects an inquisition reference.
Overkill: Gain 3 Armor. One player's trash is another's “Best In Slot”.
Battlecry: Discover a spell from another class. She's more of a rat burglar.
Deathrattle: Restore 5 Health to the enemy hero. The Hench-Clan has a point.
This minion's Attack is always equal to its Health. Spawn of the Light? Or Pawn of the Lights?
Taunt All these guys ever do is talk about the Thunder King. BOOOORRRINNG!
Deathrattle: Summon a random minion from your hand that costs (2) or less. New facial recognition systems keep out the Lorewalkers and Doomsayers.
Has +2 Attack while you have no other minions. It'll take a humble offender to defeat him.
At the start of your turn, restore 2 Health to this minion. Regenerates any injury except heartbreak.
Deathrattle: Summon a 3/2 Rumbletusk Breaker. Rub a dub dub, three trolls in a tub.
And who do you think dey be?
Da Shaker, Da Breaker, and Da Undatakah.
And all of dem comin' for me.
Divine Shield The first time they tried to guard Silvermoon against the scourge, it didn’t go so well…
|Soldier of Fortune||Common||Elemental||Any||4||5||6|
Whenever this minion attacks, give your opponent a Coin. His allies call him invaluable.
Battlecry: Silence a minion. Spellbreakers can rip enchantments from magic-wielders. The process is painless and can be performed on an outpatient basis.
Rush Rage alongside the machine.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Each turn this is in your hand, swap its Attack and Health. Same turn delivery - guaranteed!
Overkill: Draw 2 cards. Takes ten percent off the top.
Battlecry: Restore 3 Health. Some heroes have soft hearts and hard shells.
Taunt Overpowered Steambot got nerfed.
Whenever you cast a spell, summon a random 2-Cost minion. As birds of ill omen, these crows often summon Doomsayers.
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: Give adjacent minions Spell Damage +1. Sometimes he forgets and just wanders into someone else's game.
Taunt Every ten seconds it asks if you want to update.
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Battlecry and Deathrattle: Put a Secret from your deck into the battlefield. Who are you? Eh, none of my business.
Deathrattle: Summon a 1/1 Ooze with Poisonous and Rush. "Well we HAD it contained. Then you went and gave it legs!"
At the start of your turn, deal 1 damage to your hero. Like a sloppy joe for vampires.
|Defender of Argus||Rare||General||Any||4||2||3|
Battlecry: Give adjacent minions +1/+1 and Taunt. You wouldn’t think that Argus would need this much defending. But it does.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
If you control a Secret at the end of your turn, gain +2/+2. The ethereals are wrapped in cloth to give form to their non-corporeal bodies. Also because it's nice and soft.
At the end of your turn, both players draw a card. "Just sign this waiver, and we'll be on our way."
Battlecry: Your opponent summons a minion from their deck. Built by goblins, designed by a troll.
|Keeper of the Grove||Rare||General||Druid||4||2||2|
Choose One - Deal 2 damage; or Silence a minion. These guys just show up and start Keeping your Groves without even asking.
|Kirin Tor Tricaster||Rare||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
Battlecry: Deal 3 damage to the enemy hero. Restore 3 Health to your hero. In a pinch, he'll also settle for Holy Water: Zero.
Battlecry: Randomly toss 3 hats to other minions. Each hat gives +1/+1. He's entirely bonkers. All the best goblins are.
|Master of Disguise||Rare||General||Rogue||4||4||4|
Battlecry: Give a friendly minion Stealth until your next turn. She's actually a male tauren. People don't call him "Master of Disguise" for nothing.
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.
Deathrattle: Draw 2 Murlocs from your deck. He was destined for the soup. One way or another…
Battlecry: If this is the only minion in the battlefield, gain +3/+3. Listen to the mew-sic of the night.
Battlecry: Shuffle 3 Portals into your deck. When drawn, summon a 2/2 Demon with Rush. No longer allowed to be "it" when playing demon tag.
Deathrattle: Summon three 1/1 Microbots. It's a car!
*Whomp whomp whomp*
It's a robot!
It's... three.. smaller robots!
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
Battlecry: Destroy a random enemy Secret. What will she destroy? It's a secret!
|Spirit of the Shark||Rare||General||Rogue||4||0||3|
Stealth for 1 turn.
Your minions' Battlecries and Combos trigger twice. It has Stealth, but its ominous theme music keeps giving it away.
|Spirit of the Tiger||Rare||General||Paladin||4||0||3|
Stealth for 1 turn.
Whenever you cast a spell, summon a Tiger with stats equal to its Cost. Less of a cantrip and more of a cat-nip.
Battlecry: Draw a spell from your deck that costs (5) or more. Best drank after a stiff gale.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Whenever you cast a spell, summon a 1/1 Violet Apprentice. If you don't pay attention, you may be turned into a pig. And then you get your name on the board.
Battlecry: Draw a minion from your deck with the lowest mana cost. She rids villages of annoying pests, like rats and children.
Battlecry: If you've restored 10 Health this game, gain +4/+4 and Taunt. YOU WERE A TEMPLAR, JONDAR!
Whenever you play a 1-Cost minion, draw a spell from your deck. Stop trying to make fletch happen. It's not going to happen.
Battlecry: Discover a Secret. Put it into the battlefield. She sells all manner of keys: from A flat to G sharp.
Battlecry: Summon two 1/1 Amalgams with all minion types. The Hench Clan is an equal opportunity employer, no matter which parts of you came from where.
|Ice Cream Peddler||Epic||General||Any||4||3||5|
Battlecry: If you control a Frozen minion, gain 8 Armor. I scream, you scream, we all scream when we see a Freeze Mage.
Battlecry: If you have 10 Mana Crystals gain +10 Attack. "Surrender. You have 10 mana to comply."
Battlecry: If you have 10 Mana Crystals, deal 10 damage to a minion. The Alpha Devastator didn't devastate enough. The Beta Devastator devastated too much. But the Omega was just right!
Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.
Battlecry: Draw an Elemental from your deck. The secret is glue.
After you play a card with Overload, summon two 1/1 Sparks with Rush. Most of his friends are still Metalheads.
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Whenever you play a minion that costs (1), give it Poisonous. Not all spiders are born poisonous. That's where he comes in.
Deathrattle: Add a random Legendary minion to your hand. It'll be fine. It's not like they have any reason to hate us.
At the end of your turn, cast a spell you've cast this turn (targets are random). He's an archmage, but he might want to brush up on the basics... like aiming.
While in your hand, this is a 3/4 copy of the last minion you played. Of all the scientists, he has the most knowledge (when measured in volume).
Battlecry: Discover two cards. Give one to your opponent at random. With Griftah in your deck, sometimes you start the game with The Coin!
StealthAfter your opponent plays a minon, become a copy of it. She wanders realities, taking on many forms. One was a unicorn princess.
|High Priestess Jeklik||Legendary||General||Warlock||4||3||4|
When you discard this, add 2 copies of it to your hand. If you love Jeklik, set her free. YOU CAN'T GET RID OF HER.
Your other minions have Rush. They’re good dogs, Tess.
Your Murlocs cost (1). Wanna know how he got those scars? So does he.
|The Glass Knight||Legendary||General||Paladin||4||4||3|
Whenever you restore Health, gain Divine Shield. She seems scary, but she's got a glass jaw.
|War Master Voone||Legendary||General||Warrior||4||4||3|
Battlecry: Copy all Dragons in your hand. War Master sounds cooler than Dragon Sitter.
|Whizbang the Wonderful||Legendary||General||Any||4||4||5|
You start the game with one of Whizbang's Wonderful Decks! From the prestigious Westfall Wonderfuls.
|Showing all 96 cards|
Lore[edit | edit source]
Portals are a line of useful Mage utility spells that allow the caster to transport themselves and their party members to one of several fixed locations (including all friendly capital cities). In World of Warcraft, Alliance mages can open portals directly to Ironforge.
This spell opens a portal to the great city, with the hero apparently obtaining assistance from Ironforge's famed smiths in the form of some additional armor, as well as allowing a traveller to step through to aid the hero in battle.
Ironforge[edit | edit source]
This spell opens a portal to Ironforge, the dwarven capital. The portal appears to open into the fiery heart of the city, The Great Forge, where massive rivers of molten metal flow around the famed The Great Anvil, where the legendary Ashbringer was once forged by King Magni Bronzebeard himself.
- Ironforge (or the City of Ironforge) is the capital city of the dwarves, proud members of the Alliance. It is the ancestral home of the Bronzebeard dwarves. The Council of Three Hammers rules the kingdom of Khaz Modan from the throne room within the city.
- Carved into the stone heart of Khaz Modan, the mighty city of Ironforge is a testament to the dwarves’ strength and resilience. The city is perhaps the most intricate of the Alliance cities, boasting many small passageways, shops built into the rock walls, and cavernous rooms. The feel of the city is a bustling, rowdy, and somewhat industrial one. However, it is predominantly safe-feeling and cozy; fires roar in the hearths of the inns and shops, and much dwarven laughing and frivolity is to be heard. Also, unlike Stormwind and Darnassus, the city is actually a massive cavern carved into the earth by the dwarves; the ceiling and floor are both hard stone.
- A marvel to the dwarves' skill at shaping rock and stone, Ironforge was constructed in the very heart of the mountains, an expansive underground city home to explorers, miners, and warriors. Massive doors of rock protect the city in times of war, and lava from the mountain itself is redirected and distributed for heat, energy and smithing purposes.
Trivia[edit | edit source]
- The art for Unstable Portal in fact depicts a portal to Ironforge. The card shows the city's snowy exterior, while Ironforge Portal shows its molten heart.
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 184.108.40.20621 (2016-08-09): Added.