Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Deal 1 damage to all enemy minions. This spell is much better than Arcane Implosion.
Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter.
Deal 3 damage randomly split among all enemies. You'd think you'd be able to control your missiles a little better since you're a powerful mage and all.
Deal 6 damage. This spell is useful for burning things. If you're looking for spells that toast things, or just warm them a little, you're in the wrong place.
Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll.
Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
Deal 3 damage to a character and Freeze it. It is customary to yell "Chill out!" or "Freeze!" or "Ice ice, baby!" when you play this card.
Summon two 0/2 minions with Taunt. Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
Transform a minion into a 1/1 Sheep. There was going to be a pun in this flavor text, but it just came out baa-d.
|Breath of Sindragosa||Common||Mage||1|
Deal 2 damage to a random enemy minion and Freeze it. Is it cold in here or is it just Sindragosa?
|Cone of Cold||Common||Mage||4|
Freeze a minion and the minions next to it, and deal 1 damage to them. Magi of the Kirin Tor were casting Cubes of Cold for many years before Cones came into fashion some 90 years ago.
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.
Secret: When a friendly minion dies, put 2 copies of it into your hand. The one time when duping cards won't get your account banned!
The next Elemental you play this turn costs (2) less. It's just lighter fluid.
Deal 5 damage. Summon a random 5-Cost minion. Come to beautiful Firelands! Where it's "Way nicer than the Abyssal Maw!"'
Deal 2 damage. Add a 1/2 Elemental to your hand. Oh, a wise geyser eh?
Deal 8 damage to a minion. It's on the rack next to ice lance, acid lance, and English muffin lance.
Deal 4 damage to a random enemy minion. Calling something a flamecannon really doesn't do much to distinguish it from other goblin devices.
Deal 3 damage. Shuffle a (6 damage for 3 mana card) into your deck. Why does a forgotten torch turn into a roaring torch with no provocation? It's one of life's many mysteries.
Freeze an enemy. This is delicious! Oh no. BRAIN FREEEEEEEZE!
Secret: After your opponent plays a minion, put 2 copies of it into your hand. It's like déjà vu, times two.
Secret: When your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier.
Freeze a character. If it was already Frozen, deal 4 damage instead. The trick is not to break the lance. Otherwise, you have "Ice Pieces." Ice Pieces aren't as effective.
Secret: After your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar.
Each player draws 2 cards. Abstract: Analyzing systemic applications of coldlight data sets vis-a-vis shuffle-related paradigms. Conclusion: Yay, cards!
Destroy a Frozen minion. What's cooler than being cool?
Each turn this is in your hand, transform it into a random Mage spell. Next turn, this is going to be AMAZING.
Deal 1 damage to a minion and the minions next to it. Literally starstruck.
Freeze a minion. If it's already Frozen, destroy it. Lick the ice block. I triple-double-dog-dare-you.
|Tome of Intellect||Common||Mage||1|
Add a random Mage spell to your hand. Just a compilation of napkins of intellect.
Add 2 random minions to your hand. Let's see what's behind rift number one!
Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining.
Deal 5 damage randomly split among all enemies. Forecast: Cloudy with a chance of fireballs.
Secret: When your opponent casts a spell, Counter it. What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face.
Secret: When a friendly minion dies, summon a random minion with the same Cost. Burning man, brah.
Secret: After your opponent plays a minion, deal 6 damage to it and any excess to their hero. Sometimes it's safer NOT to read the warning signs.
|Lesser Ruby Spellstone||Rare||Mage||2|
Add a random Mage spell to your hand. (Play two Elementals to upgrade.) The final stone undid its master
Spun into wards by nameless caster
Azari wailed a savage roar
Now sealed in nether, evermore.
Secret: When your opponent cast a spell, add a copy to your hand that costs (0). Nice spell. YOINK!
Choose a friendly minion. Summon a copy of it. Dang, I'm looking pretty hot!
Transform a minion into a 4/2 Boar with Charge. It's always Huffer.
|Potion of Polymorph||Rare||Mage||3|
Secret: After your opponent plays a minion, transform it into a 1/1 Sheep. Tastes like Baaaaananas.
Deal 4 damage to a minion. If you played an Elemental last turn, this costs (1). The hoof.
The hoof is on fire.
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.
Secret: When a minion attacks your hero, destroy it. Rumor has it that Deathwing brought about the Cataclysm after losing a game to this card. We may never know the truth.
Deal 2 damage to all minions. The secret ingredient in Kazakus's award-winning chili recipe.
Deal 2 damage to a minion. This spell gets double bonus from Spell Damage. Now with 100% more blast!
Deal 2 damage to all minions.
Overkill: Add a random Mage spell to your hand. If you’re burning and you know it, wave your hands!
|Book of Specters||Epic||Mage||2|
Draw 3 cards. Discard any spells drawn. Known throughout the land as the Spooky-nomicon.
Add 3 random Mage spells to your hand. What's in there? I bet it's cookie recipes!
|Deck of Wonders||Epic||Mage||5|
Shuffle 5 Scrolls into your deck. When drawn, cast a random spell. "Pick a card, any card. Wait! No! Not that one!" - Last words of previous owner
Reveal a spell from your deck. Deal damage equal to its Cost to all minions. "C'mon Hucklemuck. She'll never notice if we take just one little coin."
|Echo of Medivh||Epic||Mage||4|
Put a copy of each friendly minion into your hand. Medivh's echo haunts Karazhan, eternally cheating at chess and Hearthstone.
Spend all your Mana. Deal that much damage to a minion. WARNING: This flame is not to be used unless you are a licensed acolyte of the Old Gods.
Put one of each Secret from your deck into the battlefield. The secret is in the frosting.
|Greater Arcane Missiles||Epic||Mage||7|
Shoot three missiles at random enemies that deal 3 damage each. Wow, and I thought Arcane Missiles was great!
Secret: When your hero takes fatal damage, prevent it and become Immune this turn. Ice is nice, and will suffice!
Deal 2 damage to a minion. If it's Frozen, draw a card. This may appear weak at frost glance, but it's actually a very ice spell.
Deal 15 damage to a minion and 3 damage to adjacent ones. When you absolutely, positively, have to kill all the dinosaurs.
Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Deal 10 damage. Take the time for an evil laugh after you draw this card.
Copy the lowest Cost minion in your hand. It's like déjà vu, times two.
Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target. While it's fun to intercept enemy lightning bolts, a spellbender much prefers to intercept opposing Marks of the Wild. It just feels meaner. And blood elves... well, they're a little mean.
Secret: When one of your minions is attacked, summon a copy of it. Sometimes you get punched so hard they see double.
Summon two random 2-Cost minions (improved by Spell Damage). Sometimes science is more art than science. A lot of people don't get that.
|Luna's Pocket Galaxy||Legendary||Mage||7|
Change the Cost of minions in your deck to (1). Luna became head of the astronomy department when her boss invented the Pocket Black Hole.
|Open the Waygate||Legendary||Mage||1|
Quest: Cast 6 spells that didn't start in your deck.
Reward: Time Warp. Although powerful, the incantation is simple. It’s just a jump to the left, and then a step to the right.
|Showing all 66 cards|
The following spells are generated by other mage cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
Deal 6 damage.
|Scroll of Wonder||None||Mage||5|
Casts When Drawn
Cast a random spell.
Take an extra turn.
|Consider the Past||Free||Mage||4|
Add 3 random spells from the past to your hand.
Choose a minion. Discover a new minion to transform it into.
|Greater Ruby Spellstone||Rare||Mage||2|
Add 3 random Mage spells to your hand. (Play two Elementals to upgrade.)
Add 2 random Mage spells to your hand. (Play two Elementals to upgrade.)
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Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Whenever you cast a spell, gain Armor equal to its Cost. Ethereal armor dissipates in 6 hours which can cause extreme awkwardness for first time buyers.
Battlecry: Draw a Secret from your deck. What did you draw? Shhhh… it’s a secret.
Battlecry: If you played an Elemental last turn, deal 3 damage to all other minions. Arcane energy… finds a way.
Spell Damage +1
Battlecry: If your deck has only odd-Cost cards, draw a card. She's so odd, you can't even.
Battlecry: If an enemy is Frozen, draw a card. He's freezing his bones off!
Spell Damage +2 INGREDIENTS: STAR-STUFF, BLUE #1, NATURAL AND ARTIFICIAL FLAVORS.
Battlecry: If an enemy is Frozen, gain +2/+2. She loves Frozen. I mean who doesn't?
Inspire: Gain Spell Damage +1. Is he aspiring or inspiring? Make up your mind!
Battlecry: Your next Hero Power this turn deals 2 more damage. A few hours later he DESTROYED the arena bathrooms.
Battlecry: Discover a spell. Despite the name, he's a solid conjurer.
Battlecry: Summon a random 3-Cost minion. They never get the recognition they deserve.
Battlecry: Add a random Potion to your hand. Sure you could have that Polymorph potion, but wouldn't you rather have this mystery potion? It could be anything. Even a Polymorph potion!
Battlecry: The next Secret you play this turn costs (0). I'll tell you one thing he doesn't lack: GUMPTION.
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.
Battlecry: If you control a Secret, deal 3 damage. "Magus Medivh sir, I've brought the flaming balloons, as you requested."
Battlecry: Reveal a spell in each deck. If yours costs more, draw it. Quoth the raven, 'Does yours cost more?'
Deathrattle: Add a random Mage spell to your hand. HATES being summoned for Kirin Tor party lighting.
Freeze any character damaged by this minion. Do the slow chant when he waddles by: "Chug! Chug! Chug!"
Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Battlecry: Add a random spell to each player's hand. Does he sling spells, or do his spells linger about. Who can say?
Battlecry: Deal 1 damage to all enemy minions Make sure you summon a Twilight Marshmallowcaller too! Mmmm Mmm Mmm!!
Whenever you cast a spell, summon a random 2-Cost minion. As birds of ill omen, these crows often summon Doomsayers.
Your hero can only take 1 damage at a time. Try putting it on. Wait, let me get my camera.
Battlecry: Add a random Mage spell to your hand. His idol is the Green Hills of Stranglethorn, and he won't shut up about it.
Battlecry: If you played an Elemental last turn, draw a card. Next step: Marshmallow elementals.
Battlecry: Your next spell this turn has Spell Damage +2. Casting with the stars.
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.
Whenever you draw a card, gain +1/+1. Experts worry that curios are a gateway to face-collecting.
After you cast a spell, Freeze a random enemy character. He prefers that you refer to him by his nickname: 'Frostwaker.'
Your opponent's spells cost (1) more. Jaina was never good at keeping up apprentices.
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.
Your Hero Power deals 1 extra damage. And he can't get up.
After you cast a spell, deal 2 damage randomly split among all enemies. Flamewakers HATE being confused for Flamewalkers. They just wake up fire, they don’t walk on it. Walking on fire is CRAZY.
Battlecry: Add a 'Mirror Image' spell to your hand. Wearing purple after the holidays? GHASTLY!
Battlecry: If you have a Mech, deal 4 damage randomly split among all enemies. If you can't find a bomb to throw, just pick up any goblin invention and throw that.
Your Hero Power also Freezes the target. Ice Walker you say? He doesn't have feet!
Battlecry: Discover a Mage, Priest or Warlock card. Hey, you park your kodo under a harpy nest, you get what you deserve.
|Kabal Crystal Runner||Rare||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."
|Kirin Tor Mage||Rare||General||Mage||3||4||3|
Battlecry: The next Secret you play this turn costs (0). The Kirin Tor reside in the floating city of Dalaran. How do you make a Dalaran float? Two scoops of ice cream, one scoop of Dalaran.
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: For each card in your hand, deal 1 damage to a random enemy. Some say the world will end in fire. Some say in ice. Why not BOTH?
Whenever your Hero Power kills a minion, draw a card. She prefers “Flammably Inclined.”
|Servant of Yogg-Saron||Rare||General||Mage||5||5||4|
Battlecry: Cast a random spell that costs (5) or less (targets chosen randomly). Yogg-Saron always likes to complain about how he has too many servants and there are too many mouths to feed.
Spell Damage +1 The inventor of the goblin shredder is involved in several patent disputes with the inventor of the soot spewer.
|Spirit of the Dragonhawk||Rare||General||Mage||2||0||3|
Stealth for 1 turn.
Your Hero Power also targets adjacent minions. Dragonhawks aren’t known for their accuracy.
Battlecry: If you played an Elemental last turn,
add a 'Flame Geyser'
to your hand. Explorers nicknamed him the Teapot Elemental.
Battlecry: Discover a Secret. Put it into the battlefield. She sells all manner of keys: from A flat to G sharp.
Battlecry: Summon a random minion with a cost equal to the number of cards in your hand. All signs point to Antonidas.
You can use your Hero Power any number of times. The Grand Tournament has a "No dragons allowed" policy, but it's rarely enforced.
Battlecry: Choose a friendly minion. Shuffle a copy into your deck. When casting a tournament, you really have to put your soul into it!
Adjacent minions can't be targeted by spells or Hero Powers. Bane of spellcasters and spelling bees everywhere.
Deathrattle: Deal 8 damage to all minions. That's short for "Anomnomnomnomalus".
Whenever you cast a spell, put a 'Fireball' spell into your hand. Antonidas was the Grand Magus of the Kirin Tor, and Jaina's mentor. This was a big step up from being Grand Magus of Jelly Donuts.
Whenever you draw a minion, add a copy of it to your hand. His worgen children call him Archmage AROO-OO-OO-OO-gal.
Battlecry: Summon a 5/5 Dragon for each spell you cast this game that costs (5) or more. Her secret is using a gentle voice and carrying a baggie of hotdogs.
When you draw this, deal 2 damage to all characters. Mimiron likes to take the Flame Leviathan out on some sweet joyrides.
|Hex Lord Malacrass||Legendary||General||Mage||8||5||5|
Battlecry: Add a copy of your opening hand to your hand (except this card). Extremely awkward cousin of Hex Lord Malaclass.
Battlecry: If your deck has no duplicates, the next spell you cast this turn costs (0). Solia marks the Kabal with intricate tattoos that grant immense power. Also it makes it harder for other gangs to recruit from their numbers. BACK OFF, GOONS.
|Jan'alai, the Dragonhawk||Legendary||Beast||Mage||7||4||4|
Battlecry: If your Hero Power dealt 8 damage this game, summon Ragnaros the Firelord. You mess with the Bird, you get the Firelord.
Battlecry: If your deck has no duplicates, create a custom spell. The mysterious leader of the Kabal is NOT a dragon, and does NOT deal in illegal potions. Any public statements to the contrary will be met with litigation and Dragonfire Potions.
Deathrattle: Return this to your hand as a 6/6 that cost (6). If you strike her down, she shall become more powerful than you can possibly… well, she'll become a 6/6 anyways.
Deathrattle: Add 3 copies of Arcane Missiles to your hand. A masterless shamurai.
Battlecry: Summon two 0/1 Frozen Champions. "I recognize your effort but I think your magic still has room for improvement." - Sindragosa after taking a class on giving constructive feedback.
After you play the right-most card in your hand, draw a card. She's Dr. Boom's right-hand mage.
Battlecry: Add a random Legendary minion from the past to your hand. Just a twist to the left, one quarter turn to the right and … oops! Well, we didn’t need that timeline anyway.
|Showing all 66 cards|
Uncollectible[edit | edit source]
The following minions are generated by other mage cards, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Deathrattle: Add a random Legendary minion to your hand.
At the end of your turn, add a random spell that costs (2) or less to your hand.
Deathrattle:Return this to your hand as a 10/10 that costs (10).
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|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
At the end of your turn, draw 3 cards. PHENOMENAL ARCANE POWER…itty bitty living space.
|Showing the only card|