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A Hero Power is a special ability displayed to the right of each hero's portrait. Usually Hero Powers can be used once per turn and cost 2 mana, but some effects can modify the mana cost of Hero Powers or allow the use of a Hero Power multiple times per turn.
Each class has its own unique Hero Power, which tends to epitomise its character and playstyle. However, some effects (such as Shadowform or Charged Hammer) are able to replace a Hero Power with a new one, while others modify the rules for some specific Hero Powers.
Hero Powers may have a variety of effects, such as summoning a minion or dealing damage to a target character. Using a Hero Power will activate related triggered effects, most notably friendly Inspire effects.
Overview[edit | edit source]
The icon for the Hero Power in the game interface is face up when that Hero Power is available to the player, and flips over to a grayish empty space after being used. At the beginning of the player's turn, it flips back up to indicate it is usable once more. Regardless of whether it is face up or down, the Hero Power of the player or the opponent can be hovered over at any time to read its details.
You can not use your Hero Power if:
- it is flipped over;
- you cannot pay its mana cost;
- it would summon a minion but your board is full;
- it is targeted but there is no valid target.
- Example: Lesser Heal is a targeted Hero Power but, since it does not require a damaged character, it can be used on a full-Health minion too: although having no healing effect, this still counts as a use for Hero Power-related effects.
Usually you can only use each Hero Power once per turn. Your Hero Power flips back up (resetting the "number of times you have used your Hero Power this turn" counter) at the start of your turn and when replaced with a new one: the new Hero Power can thus be used on that same turn if mana allows (even if it is the "same" Hero Power as the replaced one).
- Example: A hunter could use Steady Shot, trade Majordomo Executus into an enemy minion, then use Ragnaros's replacement Hero Power DIE, INSECT! in a single turn.
- Example: A player already using the Ragnaros hero could use DIE, INSECT!, sacrifice another Majordomo Executus to become a new copy of Ragnaros with his Hero Power, and then use the "new" DIE, INSECT! once again. With additional copies of Majordomo Executus, this is possible even more times.
In addition, some effects can refresh a Hero Power, allowing more then one use of it each turn:
- Coldarra Drake refreshes your Hero Power at Aura Update (Health/Attack) timing;
- Garrison Commander refreshes your Hero Power at Aura Update (Health/Attack) timing if it was used just once this turn (i.e., if the "number of times you have used your Hero Power this turn" counter is 1);
- Auctionmaster Beardo refreshes your Hero Power after you cast a spell.
Advanced rules[edit | edit source]
Hero Power Sequence[edit | edit source]
"Use a Hero Power" is one of the Player Actions that a player can actively do during their turn (the others are: "Play a card", "Attack", "End the turn" and "Concede"), and as such it starts its own Sequence.
To use a Hero Power a player must click on it and, if required, select a target.
- After clicking on a targeted Hero Power (such as Fireblast and Lesser Heal) a red arrow appears, going from the Hero Power to the player's mouse pointer. It disappears after the player clicks on the choosen target.
- While Mayor Noggenfogger's effect is active, the red targeting arrow is replaced with a question mark.
- While choosing a target the player can cancel the action by clicking on the Hero Power again. This is only possible for targeted Hero Powers: Hero Powers that are auto-targeted (such as Steady Shot) or randomly targeted (such as DIE, INSECT!) or that do not require a target at all (such as Reinforce) cannot be undone this way.
Then the following Hero Power Sequence takes place, in order:
- Hero Power Phase
- The mana cost of the Hero Power is paid.
- If the Hero Power requires a target and there is a Mayor Noggenfogger in play since the last Aura Update (Other) Step, its effect triggers and randomly selects a valid target; multiple Mayor Noggenfoggers stack.
- The Hero Power takes effect.
- The Hero Power is exhausted and flipped over (the Hero Power visually seems to flip over before Mayor Noggenfogger triggers, but in the log file it is exhausted after having taken effect).
- The "number of times you have used your Hero Power this turn" and the "number of times you have used a Hero Power this game" counters are increased by 1.
- The "number of times you have used your Hero Power this turn" counter is reset at the start of your turn and whenever your Hero Power is replaced with a new one.
- The "number of times you have used a Hero Power this game" counter (which is for example used for the cost reduction of Frost Giant) never resets, regardless of your Hero Power being replaced, upgraded or otherwise modified.
- Inspire Phase
- Hearthstone checks for win/loss/draw.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|A Small Rock||None||Spell||Any|
Deal 1 damage.
|Amara, Warden of Hope||None||Minion||General||Priest||5||8||8|
Battlecry: Set your hero's Health to 40.
You take 7 damage. Draw a card. This explodes when drawn.
|Anti-Magic Shell||None||Spell||Death Knight||4|
Give your minions +2/+2 and "Can't be targeted by spells or Hero Powers."
Give a minion +1 Health.
|Armor Up!||None||Hero Power||Warrior||2|
Gain 2 Armor.
|Army of the Dead||None||Spell||Death Knight||6|
Remove the top 5 cards of your deck. Summon any minions removed.
After you cast a spell,
summon a random
minion of that Cost.
Lose 1 Durability.
|Azari, the Devourer||None||Minion||Demon||Warlock||10||10||10|
Battlecry: Destroy your opponent's deck.
|Ballista Shot||None||Hero Power||Hunter||2|
Deal 3 damage to the enemy hero.
|Banner of Inspiration Player Enchant||None||Any|
|Barnabus the Stomper||None||Minion||Beast||Druid||5||8||8|
Battlecry: Reduce the Cost of your minions in your deck to (0).
|Battle for Mount Hyjal||None||Spell||Any||4|
Give your minions +2/+2. Draw a card.
Cast this when drawn.
Passive Hero Power.
After you play a minion, add a random Shaman spell to your hand.
|Big Bad Wolf||None||Minion||Beast||Hunter||2||3||2|
Deal 1 damage to all minions.
Return a friendly minion to your hand. It costs (2) less.
Deathrattle: Deal 1-4 damage to a random enemy.
Give a minion +3 Attack.
Craft a custom Zombeast.
You take 10 damage. Draw a card. This explodes when drawn.
Battlecry: Draw a card.
|Cat in a Hat||None||Minion||Beast||Hunter||3||4||2|
|Choose Your Path||None||Spell||Warrior||1|
Discover a card.
For the rest of the game, your minions are 4/4.
|Culling of Stratholme||None||Spell||Any||4|
Deal 2 damage to all enemies.
Draw a card.
Cast this when drawn.
While this is in your hand, take 2 damage at the start of your turn.
|Dagger Mastery||None||Hero Power||Rogue||2|
Equip a 1/2 Dagger.
Snuff out a candle. Draw a card. Cast this when drawn.
|Death and Decay||None||Spell||Death Knight||3|
Deal 3 damage to all enemies.
|Death Coil||None||Spell||Death Knight||2|
Deal 5 damage to an enemy, or restore 5 Health to a friendly character.
|Death Grip||None||Spell||Death Knight||2|
Steal a minion from your opponent's deck and add it to your hand.
|Death No Rattle||None||Enchantment||Any|
Died without triggering Deathrattle, All The Time
|Death's Shadow||None||Hero Power||Rogue|
Passive Hero Power
During your turn, add a 'Shadow Reflection' to your hand.
|Devotion of the Blade||None||Enchantment||Any|
|DIE, INSECT!||None||Hero Power||Any||2|
Deal 8 damage to a random enemy.
|DIE, INSECT!||None||Hero Power||Any||2|
Deal 8 damage to a random enemy.
Give a Beast +2/+2.
|Dire Shapeshift||None||Hero Power||Druid||2|
Gain 2 Armor and +2 Attack this turn.
|Discover My Deck Enchant||None||Enchantment||Any|
Attack set to 7.
|Doom Pact||None||Spell||Death Knight||5|
Destroy all minions. Remove the top card from your deck for each minion destroyed.
|Draw Offensive Play||None||Enchantment||Rogue|
Draw Offensive Play on first turn
Return a minion to its owner's hand.
|Druid of the Fang||None||Minion||Beast||Druid||5||7||7|
Freeze a minion.
Health changed to 1.
|Escape from Durnholde||None||Spell||Any||4|
Add two random spells to your hand.
Draw a card.
Cast this when drawn.
Draw a card. (You can only have 10 Mana in your tray.)
The next legend you cast this turn costs (3) less.
Give a friendly minion Stealth until your next turn.
Give a friendly minion Stealth until your next turn.
Deal 1 damage.
|Fireblast Rank 2||None||Hero Power||Mage||2|
Deal 2 damage.
Deal 2 damage.
The next spell you cast this turn costs (0).
Deathrattle: Summon every minion killed by this weapon.
Deathrattle: Add a random Legendary minion to your hand.
Gain 1 Mana Crystal this turn only. (Won't trigger Gallywix.)
Battlecry: Adapt 5 times.
Battlecry: Replace your hand with Legendary minions.
Battlecry: Replace your hand and deck with Legendary minions.
Restore 4 Health.
Minion has Taunt.
|Icy Touch||None||Hero Power||Mage||2|
Deal 1 damage. If this kills a minion, summon a Water Elemental.
Summon a 6/6 Infernal.
Draw a card.
Attack and Health have been swapped by Kooky Chemist.
|Lantern of Power||None||Spell||Any||10|
Give a minion +10/+10.
Can't be targeted by spells or Hero Powers.
|Lesser Heal||None||Hero Power||Priest||2|
Restore 2 Health.
|Life Tap||None||Hero Power||Warlock||2|
Draw a card and take 2 damage.
|Lightning Jolt||None||Hero Power||Shaman||2|
Deal 2 damage.
This minion has switched controllers this turn.
Deathrattle: Gain an empty Mana Crystal.
|Map to the Golden Monkey||None||Spell||Any||2|
Shuffle the Golden Monkey into your deck. Draw a card.
Deathrattle: Give your opponent a fantastic treasure!
Battlecry: Fill your hand with random Murlocs.
|Mind Shatter||None||Hero Power||Priest||2|
Deal 3 damage.
|Mind Spike||None||Hero Power||Priest||2|
Deal 2 damage.
|Mirror of Doom||None||Spell||Any||10|
Fill your board with 3/3 Mummy Zombies.
Summon a 4/4 Nerubian for your opponent. Draw a card. Cast this when drawn.
Open a permanent portal that summons 3/2 Imps.
At the end of your turn, summon two 3/2 Imps.
Give a minion +5/+5. At the start of your next turn, destroy it.
Destroy a minion. Your hero takes damage equal to its Health.
|Opening the Dark Portal||None||Spell||Any||4|
Add two random Legendary minions to your hand.
Draw a card.
Cast this when drawn.
|Plague Lord||None||Hero Power||Druid||2|
Choose One - +3 Attack this turn; or Gain 3 Armor.
|Poisoned Daggers||None||Hero Power||Rogue||2|
Equip a 2/2 Weapon.
|Power of Faith||None||Enchantment||Any|
|Power of the People||None||Enchantment||Warlock|
Battlecry: Shuffle 15 Raptors into your deck.
|Ragnaros the Firelord||None||Hero||Any||8|
Your Hero Power costs (0).
Deal 1 damage.
Summon a 1/1 Silver Hand Recruit.
Swap a minion's Attack and Health.
Deal 6 damage.
Give a minion Taunt.
|Scroll of Wonder||None||Spell||Mage||5|
Cast a random spell. Draw a card. Cast this when drawn.
|Secrets of the Cult||None||Enchantment||Any|
|Set Mission Event||None||Any|
Each time you play a card, transform this into a copy of it.
|Shadow Tower Give My minions Stealth||None||Enchantment||Any|
Also damages the minions next to whomever your hero attacks.
+1 Attack this turn. +1 Armor.
When you play 4 cards in a turn, revive this minion.
Attack changed to 1.
-3 Attack this turn.
|Silver Hand Murloc||None||Minion||Murloc||Paladin||1||1||1|
|Siphon Life||None||Hero Power||Warlock||2|
Deal 3 damage.
Increased stats from Brass Knuckles.
+5/+5 from Don Han'Cho.
Increased stats from Grimestreet Enforcer.
+1/+1 from Grimestreet Outfitter.
+1/+1 from Grimestreet Pawnbroker.
+1/+1 from Grimestreet Smuggler.
+1/+1 from Grimscale Chum.
Increased stats from Grimy Gadgeteer.
+2/+2 from Hidden Cache.
+1 Attack from Hobart Grapplehammer.
+2/+2 from Shaky Zipgunner.
+2/+2 from Smuggler's Crate.
+1/+1 from Smuggler's Run.
+3/+3 from Stolen Goods.
+1/+1 from Trogg Beastrager.
|Soul Tap||None||Hero Power||Warlock||2|
Draw a card.
Summon a 4/4 Spider. Draw a card. Cast this when drawn.
Deathrattle: Summon two 1/1 Woodchips.
|Steady Shot||None||Hero Power||Hunter||2|
Deal 2 damage to the enemy hero.
Battlecry: Your Hero Power becomes 'Deal 8 damage to a random enemy.'
Deal 4 damage.
|Tank Up!||None||Hero Power||Warrior||2|
Gain 4 Armor.
Gain 1 Mana Crystal this turn only.
|The Final Seal||None||Spell||Warlock||5|
Summon a 6/6 Demon . Add 'Azari, the Devourer' to your hand.
|The First Seal||None||Spell||Warlock||5|
Summon a 2/2 Demon. Add 'The Second Seal' to your hand.
|The Four Horsemen||None||Hero Power||Paladin||2|
Summon a 2/2 Horseman. If you have all 4, destroy the enemy hero.
|The Fourth Seal||None||Spell||Warlock||5|
Summon a 5/5 Demon. Add 'The Final Seal' to your hand.
|The Second Seal||None||Spell||Warlock||5|
Summon a 3/3 Demon. Add 'The Third Seal' to your hand.
|The Silver Hand||None||Hero Power||Paladin||2|
Summon two 1/1 Recruits.
|The Third Seal||None||Spell||Warlock||5|
Summon a 4/4 Demon. Add 'The Fourth Seal' to your hand.
|The Tidal Hand||None||Hero Power||Paladin||2|
Summon a 1/1 Silver Hand Murloc.
Return a friendly minion to your hand.
Take an extra turn.
|Timepiece of Horror||None||Spell||Any||10|
Deal 10 damage randomly split among all enemies.
Draw a card. Fill your hand with copies of it.
|Totemic Call||None||Hero Power||Shaman||2|
Summon a random Totem.
|Totemic Slam||None||Hero Power||Shaman||2|
Summon a Totem of your choice.
|Transmute Spirit||None||Hero Power||Shaman||2|
Hero Power: Transform a friendly minion into a random one that costs (1) more.
|Trembling Before the Wolf||None||Enchantment||Any|
Shrunk to a 1/1.
|Trial Minions Killed Tracker||None||Enchantment||Any||1||1|
Length of game in turns.
Add 5 Journey to Un'Goro cards to your hand.
Charge Mega-Windfury (Can attack four times a turn.)
|Visions of Hypnos||None||Enchantment||Any|
Deal 2 damage. After you play a card, refresh this.
|We All Scream||None||Enchantment||Any|
Give a minion +1 Attack.
Draw 3 cards. Reduce their Costs to (0).
Deal 5 damage to all characters except Ysera.
Discover a Legendary minion. Summon two copies of it.
|Acidic Swamp Ooze||Free||Minion||General||Any||2||3||2|
Battlecry: Destroy your opponent's weapon. Oozes love Flamenco. Don't ask.
Restore a minion to full Health and give it Taunt. I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
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 2 damage. Magi conjured arcane arrows to sell to hunters, until hunters learned just enough magic to do it themselves. The resulting loss of jobs sent Stormwind into a minor recession.
No… actually you should fear the Reaper.
Spell Damage +1 You earn the title of Archmage when you can destroy anyone who calls you on it.
Guaranteed to have been owned by a real assassin. Certificate of authenticity included.
Destroy an enemy minion. If you don't want to be assassinated, move to the Barrens and change your name. Good luck!
Deal 2 damage to an undamaged minion. It's funny how often yelling "Look over there!" gets your opponent to turn around.
Also damages minions next to whomever your hero attacks.
|Blessing of Aeons||Free||Spell||Paladin||1|
Give a minion "At the end of your turn, gain +1/+1."
|Blessing of Kings||Free||Spell||Paladin||4|
Give a minion +4/+4. (+4 Attack/+4 Health) Given the number of kings who have been assassinated, are you sure you want their blessing?
|Blessing of Might||Free||Spell||Paladin||1|
Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
"Kill 30 raptors." - Hemet Nesingwary
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Charge He just wants a hug. A sloppy... slimy... hug.
|Booty Bay Bodyguard||Free||Minion||General||Any||5||5||4|
Taunt You can hire him... until someone offers him enough gold to turn on you.
Replace your hand with random Demons.
"ME HAVE GOOD STATS FOR THE COST"
When you draw this, summon a 1/1 Wee Whelp.
At the end of your turn, add a random spell that costs (2) or less to your hand.
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
He always dreamed of coming down from the mountains and opening a noodle shop, but he never got the nerve.
Return an enemy minion to your opponent's hand. It costs (2) more.
Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second…
Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too.
|Consider the Past||Free||Spell||Mage||4|
Add 3 random spells from the past to your hand.
You don’t tame a Core Hound. You just train it to eat someone else before it eats you.
Choose an enemy minion. At the start of your turn, destroy it. It starts with stealing a pen from work, and before you know it, BOOM! Corrupted!
Deal 12 damage to all minions.
Spell Damage +1 You don't see a lot of Dalaran warriors.
Battlecry: Restore 2 Health to all friendly characters. Healing is just something she does in her free time. It's more of a hobby really.
For the rest of the game, your Hero Power can target minions.
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.
Double a minion's Health. Double the trouble. Double the fun!
Battlecry: Summon a 2/1 Mechanical Dragonling. She is still working on installing the rocket launcher add-on for Mr. Bitey.
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Battlecry: Deal 1 damage. Don't bother asking her out on a date. She'll shoot you down.
Destroy a damaged enemy minion. It's okay, he deserved it.
|Fan of Knives||Free||Spell||Rogue||3|
Deal 1 damage to all enemy minions. Draw a card. I wouldn't say I LOVE knives, but I'm definitely a fan.
|Fiery War Axe||Free||Weapon||Warrior||3||3||2|
During times of tranquility and harmony, this weapon was called by its less popular name, Chilly Peace Axe.
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
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.
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.
Each player gains two Mana Crystals and draws two cards.
Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
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.
Taunt Grunting is what his father did and his father before that. It's more than just a job.
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.
Choose a friendly minion. Give it to your opponent and draw 3 cards.
Battlecry: Draw a card. She's never quite sure what she's making, she just knows it's AWESOME!
Taunt If 1/2 minions are all that is defending Goldshire, you would think it would have been overrun years ago.
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
|Guardian of Kings||Free||Minion||General||Paladin||7||5||6|
Battlecry: Restore 6 Health to your hero. Holy beings from the beyond are so cliché!
Whenever this minion takes damage, gain +3 Attack. No Pain, No Gain.
|Hammer of Wrath||Free||Spell||Paladin||4|
Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.
|Hand of Protection||Free||Spell||Paladin||1|
Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore.
|Hand of Salvation||Free||Spell||Paladin||1|
Secret: When your second minion dies in a turn, return it to life.
|Harbinger of Catastrophe||Free||Minion||Dragon||Druid||6||6||7|
At the start of your turn, summon the highest-cost minion from each player's deck.
At the end of your turn, restore 1 Health to all friendly minions.
Restore 8 Health. 8 Health, no waiting.
Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
Transform a minion into a 0/1 Frog with Taunt. If you Hex a Murloc... it really isn't much of a change, is it?
Restore 6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen.
Deal 2 damage to all enemies. Restore 2 Health to all friendly characters. If the Holy Light forsakes you, good luck casting this spell. Also, you're probably a jerk.
Deal 2 damage. It doesn't matter how pious you are. Everyone needs a good smiting now and again.
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity."
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Battlecry: Shuffle an Infinite Murloc into your deck.
Your future Infinite Murlocs get +1/+1.
Rush. After this attacks, shuffle it into your deck and give future Infinite Wolves +2/+2.
Gain 1 Mana Crystal this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Taunt I dare you to attack Darnassus.
Battlecry: Deal 1 damage. "Ready! Aim! Drink!"
Taunt "Bear Carcass 1/10"
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Spell Damage +1 In the old days, Kobolds were the finest candle merchants in the land. Then they got pushed too far...
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.
Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him.
|Lord of the Arena||Free||Minion||General||Any||6||6||5|
Taunt He used to be a 2100+ rated arena player, but that was years ago and nobody can get him to shut up about it.
He likes to think he is powerful, but pretty much anyone can solo Molten Core now.
|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.
Deal 5 damage to the enemy hero. This spell blasts you directly in the MIND.
Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
Put a copy of a random card in your opponent's hand into your hand. I see what you did there.
Summon two 0/2 minions with Taunt. Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
Deal 1 damage to a minion. If that kills it, draw a card. If your spells look like horrifying skulls, let's be honest, you should get to draw some cards.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
Mrrraggglhlhghghlgh, mrgaaag blarrghlgaahahl mrgggg glhalhah a bghhll graggmgmg Garrosh mglhlhlh mrghlhlhl!!
Battlecry: Summon a 1/1 Murloc Scout. "Death will rise, from the tides!"
Return a friendly minion to your hand and give it +5/+5.
Battlecry: Deal 3 damage to the enemy hero. Your face is the place you'd probably least like a dagger, and where rogues are most likely to deliver them.
Whenever a minion is healed, draw a card. They help the downtrodden and distressed. Also they sell cookies.
Battlecry: Draw a card. "Half of this class will not graduate… since they'll have been turned to chickens." - Tinkmaster Overspark, teaching Gizmos 101.
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.
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.
Choose a minion. Discover a new minion to transform it into.
Battlecry: Shuffle your hand into your deck. Draw that many cards.
|Power Word: Shield||Free||Spell||Priest||1|
Give a minion +2 Health.
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
Your other minions have +1 Attack. "That's a 50 DKP minus!"
Battlecry: Summon a 1/1 Boar. Someone did mess with Tuskerr once. ONCE.
Charge One Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.
Edward "Lefty" Smith tried to make luggage out of a river crocolisk once.
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Destroy a Demon. Restore 5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
Return an enemy minion to your opponent's hand. Rogues love sappy movies.
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.
Taunt Sen'jin Villiage is nice, if you like trolls and dust.
Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
|Shadow Word: Death||Free||Spell||Priest||3|
Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target.
|Shadow Word: Pain||Free||Spell||Priest||2|
Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".
|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™!
Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry.
|Silver Hand Recruit||Free||Minion||General||Paladin||1||1||1|
Taunt He likes to act like he's in charge, but the silverback matriarch actually runs things.
Deal 3 damage to the enemy hero. There's something about this strike that just feels off. Sinister, even.
Give a minion Stealth until your next turn. Draw a card.
Deal 4 damage. Discard a random card. Are you lighting a soul on fire? Or burning someone with your OWN soul? This seems like an important distinction.
Draw 4 cards. Rogues are not good joggers.
Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.
This awakens with Rush after two turns.
This awakens with Rush after two turns.
Charge This card is boaring.
Battlecry: Deal 2 damage. The Stormpike Commandos are demolition experts. They also bake a mean cupcake.
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.
Charge They're still embarrassed about "The Deathwing Incident".
Battlecry: Discard a random card. Warlocks have it pretty good.
Deal 4 damage to an enemy and 1 damage to all other enemies. When a bear rears back and extends his arms, he's about to Swipe! ... or hug.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Look at the top three cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck!
Whenever your hero attacks, restore 2 Health to it. It Slices, it Dices. You can cut a tin can with it. (But you wouldn't want to.)
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Return all minions to their owner's hand.
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Battlecry: Restore 2 Health. Voodoo is an oft-misunderstood art. But it is art.
Golems are not afraid, but for some reason they still run when you cast Fear on them. Instinct, maybe? A desire to blend in?
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Deal 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.
Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Charge Orcish raiders ride wolves because they are well adapted to harsh environments, and because they are soft and cuddly.
|Wrath of Air Totem||Free||Minion||Totem||Shaman||1||0||2|
Spell Damage +1
|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 +2 Attack while damaged. I berserk, therefore I am.
Battlecry: Give a minion +2 Attack this turn. ADD ME TO YOUR DECK, MAGGOT!
Battlecry: Deal 3 damage to all other characters. The Kabal print this on every package of illicit Mana Crystals: WARNING - DO NOT PUT WITHIN REACH OF ABYSSALS. THIS IS NOT APPROVED FOR USE BY FLAMING DEMONS OF ANY KIND.
Battlecry: Give a friendly minion +1 Attack. This is my Runeblade. There are many like it but this one is mine.
|Acolyte of Agony||Common||Minion||General||Priest||3||3||3|
Lifesteal It takes many years of practiced study in order to fully master agony.
|Acolyte of Pain||Common||Minion||General||Any||3||1||3|
Whenever this minion takes damage, draw a card. He trained when he was younger to be an acolyte of joy, but things didn’t work out like he thought they would.
Adapt a friendly minion. Pray for salvation. If that fails, pray for extra horns or bigger teeth.
Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Battlecry: Summon a 1/1 Cat. To be a cool cat in Gadgetzan, you gotta have bling.
Has +3 Attack while damaged. If an Amani berserker asks "Joo lookin' at me?!", the correct response is "Nah, mon".
Draw 2 cards. Overload: (2) MOMMMMMYYYYYYYYY!!!
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.
|Ancient of Blossoms||Common||Minion||General||Any||6||3||8|
Taunt His new shampoo is really working!
After you play a minion, deal 1 damage to it. He'd be a lot easier to animate if he would just stand still.
Taunt Divine Shield The inventor of the Annoy-o-Tron was immediately expelled from Tinkerschool, Tinkertown, and was eventually exiled from the Eastern Kingdoms altogether.
|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
Battlecry: Restore 8 Health to your hero. They don't make 'em like they used to! (Because of explosions, mostly.)
Deathrattle: Return a random friendly minion to your hand. Originally he was called "Anub'ar Guy who bounces a guy back to your hand", but it lacked a certain zing.
Deathrattle: Give a random friendly minion +3/+3. He's actually a 1/1 who picked up the hammer from the last guy.
Battlecry: Equip a 2/2 weapon. 50% off fist weapons, limited time only!
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.
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: Summon a 0/5 minion with Taunt. He’s really just a Blacksmith, but he thought the fancy title would bring in more business.
Divine Shield His horse's name is Betsy.
Battlecry: Give a friendly minion Divine Shield. "I'm not saying you can dodge fireballs. I'm saying with this shield, you won't have to."
Divine Shield "I solemnly swear to uphold the Light, purge the world of darkness, and to eat only burritos." - The Argent Dawn Oath
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.
Whenever this minion takes damage, deal 2 damage to the enemy hero. Once a lowly "Stick Flinger", he's been relentless on the path to his ultimate dream: "Tauren Flinger".
Deathrattle: Deal 2 damage to the enemy hero. Quit playing games with his heart. And his fingers. And foot. It's rude.
Give a minion +1/+1.
Give a minion +3 Health. Gain 3 Armor. Make like a tree... and gain armor.
Deal 3 damage.
Gain 3 Armor. You might think bashing doesn't take a lot of practice. It doesn't.
Draw a card for each damaged friendly character. "You won't like me when I'm angry."
Secret: After your hero is attacked, summon a 3/3 Bear with Taunt. You'll never guess what's in that conveniently bear-sized, bear-smelling box.
Can't be targeted by spells or Hero Powers. "Candygram."
|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!
At the end of your turn, restore 3 Health to your hero. Wish #1: funnel cakes. Wish #2: funnel cakes. Wish #3: FUNNEL CAKES.
Force an enemy minion to deal its damage to the minions next to it. Everyone has a price. Gnomes, for example, can be persuaded by stuffed animals and small amounts of chocolate.
Battlecry: Summon a 6/6 Ogre. "It'd be a shame if someone disenchanted those Legendaries."
Battlecry: Summon a 1/1 Ooze with Taunt. Bile actually makes for surprisingly sturdy fins.
Restore 5 Health to a minion and your hero. By accepting this healing, you agree to the following terms…
Spell Damage +1
Battlecry: If your deck has only odd-Cost cards, draw a card. She's so odd, you can't even.
Battlecry: Refresh your Hero Power. "Oh hi bark."
Battlecry: If you're holding a Dragon, deal 3 damage. He got his name when he gave Blackwing some comic books and rock & roll records.
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!
Combo: Gain +1/+1. He has a poor understanding of the law of diminishing returns.
Destroy a minion and one of your Mana Crystals. There's a fine line between "potion" and "grenade". Wait. Actually, there's not.
|Blessing of Wisdom||Common||Spell||Paladin||1|
Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.
Battlecry: Add a random card to your hand (from your opponent's class). It's like, SUPER bad at staring contests.
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
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.
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Lifesteal Queen Lana'thel insists on one of these, fried, every morning for breakfast.
Battlecry: Deal 1 damage. Imagine how much further his darts would go if he had lungs instead of gills!
Taunt He's tried other things, but bog sidling, bog ambling, and bog trundling just aren't as effective as bog creeping.
Battlecry: Give your other minions +1 Health. As a kid, she fought with rocks. Now she fights with ROCK!
Give your Taunt minions +2/+2. The best offense is a good defense.
Deathrattle: Add two 1/1 Skeletons to your hand. "Oil," "Rail," and "Blubber" were already taken.
Inspire: Gain +1 Health. Underneath all that impressive armor, he's just skin and bones. Okay, maybe just bones.
Battlecry: Give a friendly minion +4/+4 and Taunt. Attacks her job with unbridled enthusiasm.
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
|Breath of Sindragosa||Common||Spell||Mage||1|
Deal 2 damage to a random enemy minion and Freeze it. Is it cold in here or is it just Sindragosa?
Battlecry: Freeze an enemy. He may be frozen fish, but he fights fresh!
Whenever you equip a weapon, give it +1 Attack. The best part of buccaneering is the pants.
|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.
|Call in the Finishers||Common||Spell||Shaman||4|
Summon four 1/1 Murlocs. When you really need a job done… but you don't really care if it gets done right.
Immune while attacking. Once called Cahn'delar, Shortbow of the Ancient Whisker.
You can keep him, but you have to promise to feed him and clean out his tank every day!
Carrion, my wayward grub.
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
Also damages the minions next to whomever this attacks. Can be upgraded into a Cave Lurker.
Battlecry: Draw a weapon from your deck. They call her the candled vandal.
Deal 2 damage to a minion. 50% off. Every shot must go!
Secret: When a friendly minion dies, return it to your hand. It costs (2) less. Reported.
Lifesteal It slices, it dices, it vaporizes! The Chillblade will make a Champion out of even the lowliest gnome.
|Circle of Healing||Common||Spell||Priest||0|
Restore 4 Health to ALL minions. It isn't really a circle.
Your Secrets cost (0). She's practically GIVING your secrets away!
Double the damage and healing of your Hero Power. Most mechs are pretty chill, but this one is all wound up.
Deathrattle: Add a Spare Part card to your hand. Clockwork gnomes are always asking what time it is.
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!
Deal 3 damage to a minion and the enemy hero. "Cobra Shot" hurts way, way, way more than "Cobra Cuddle."
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...
Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
Battlecry: If an enemy is Frozen, draw a card. He's freezing his bones off!
Give your minions Stealth until your next turn. Rogues conceal everything but their emotions. You can't get 'em to shut up about feelings.
|Cone of Cold||Common||Spell||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.
Battlecry: Destroy your opponent's weapon. The result of centuries of terrible sanitation.
Deal 3-6 damage. Overload: (1) Snap! This card! Pop!
Battlecry: Adapt a friendly Beast. Wasn't clever enough to go AROUND the electric fence.
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 8 damage to a minion. Overload: (3) Shamans always have the firmest handshakes.
Battlecry: If an enemy is Frozen, gain +2/+2. She loves Frozen. I mean who doesn't?
After you summon a minion, gain +1 Health. The original fifth beetle!
Battlecry: Give your Demons +1/+1. The trick is soaking the crystals in warm milk to soften them up.
Battlecry: For each enemy minion, restore 2 Health to your hero. Cults need pharmacists too.
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.
|Curse of Rafaam||Common||Spell||Warlock||2|
Give your opponent a 'Cursed!' card. While they hold it, they take 2 damage on their turn. This is what happens when Rafaam stubs his toe unexpectedly.
Deathrattle: Summon a 5/1 Revenant. Politer than his brother, the cursing disciple, but far more evil.
Combo: Give your weapon +1 Attack. In life he worked as a sword swallower.
Inspire: Gain Spell Damage +1. Is he aspiring or inspiring? Make up your mind!
Deathrattle: Your opponent draws a card. They like to dance to reggae.
Whenever your opponent draws a card, gain +1/+1. She's working on a story! While skydiving!
Battlecry: Give your C'Thun +3/+3 (wherever it is). There's a whole gradient of Arakkoa! This one is on the darker side.
Set a minion's Attack and Health to 3. In his court, Uther is judge, jury, AND executioner…
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.
|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.
Destroy a friendly minion. Restore 4 Health to your hero. "Don't worry about the fine print. Just sign here."
Battlecry: Discover a 1-Cost card. I'm offering you a bargain here! This amazing vacuum cleaner for your soul!
Deal 3 damage. If you're looking to make an "Emo" deck, this card is perfect!
Spell Damage +2 Birds of a feather Moonfire together.
Battlecry: Restore 5 Health. The secret ingredient: liquified funnel cake.
After you summon a minion, gain +1 Attack. Democracy in action!
Secret: After an opposing Hero Power is used, deal 5 damage to a random enemy. Five years of tap-dancing lessons are FINALLY going to pay off!
Deathrattle: Add a 3/2 weapon to your hand. For a proper setting, place the deadly fork after the salad fork, but before the dinner fork.
Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
Lifesteal His favorite spell is Chum Explosion.
Deathrattle: Deal 1 damage to all minions. "Take a bite outta Death." - McScruff the Deathlord
Battlecry: Give a friendly minion Immune this turn. It helps to speak really, really loud.
Combo: Summon a 2/1 Defias Bandit. He stole the deed to town years ago, so technically the town is his. He just calls people Scrub to be mean.
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.
Deathrattle: Restore 8 Health to your hero. Unfortunately, his doctorate is in Murloc Literature.
Battlecry: Put a 1-Cost minion from each deck into the battlefield. Dang. This card is sweet. Almost as sweet as Dessert Camel.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
You especially don't want to make a dire mountain out of a dire mole hill.
|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.
Restore 6 Health to all friendly characters. Taken up an octave, it's highly effective against stained glass golems.
Give a minion +1/+2. Every year a few paladins get disqualified from the Westfall weight lifting championship for using Divine Strength.
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.
Inspire: Gain Windfury this turn. Check it out. You can do barrel rolls on this thing.
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".
Battlecry: Deal 6 damage to a Dragon. A pair of stout dwarves nearly averted the Cataclysm.
Deal 2 damage to a minion. Cleans even the toughest clogs with just a flick of the wrist!
Overload: (3) Sometimes, the best defense is an offensive troll.
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?
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
|Druid of the Claw||Common||Minion||General||Druid||5||4||4|
Choose One - Transform into a 4/4 with Charge; or a 4/6 with Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
|Druid of the Claw||Common||Minion||Beast||Druid||5||4||6|
|Druid of the Claw||Common||Minion||Beast||Druid||5||4||4|
|Druid of the Claw||Common||Minion||Beast||Druid||5||4||6|
|Druid of the Fang||Common||Minion||General||Druid||5||4||4|
Battlecry: If you have a Beast, transform this minion into a 7/7. The Druids of the Fang live in the Wailing Caverns. They wear cool snake shirts and tell snake jokes and say "bro" a lot.
|Druid of the Flame||Common||Minion||General||Druid||3||2||2|
Choose One - Transform into a 5/2 minion; or a 2/5 minion. Druids who fought too long in Northrend were easily seduced by Ragnaros; a mug of hot chocolate was generally all it took.
|Druid of the Flame||Common||Minion||Beast||Druid||3||5||5|
|Druid of the Flame||Common||Minion||Beast||Druid||3||2||5|
|Druid of the Flame||Common||Minion||Beast||Druid||3||5||2|
|Druid of the Saber||Common||Minion||General||Druid||2||2||1|
Choose One - Transform into a 2/1 with Charge; or a 3/2 with Stealth. That's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
|Druid of the Scythe||Common||Minion||General||Druid||3||2||2|
Choose One - Transform into a 4/2 with Rush; or a 2/4 with Taunt. She's a scythe for sore eyes.
|Druid of the Scythe||Common||Minion||Beast||Druid||3||4||2|
|Druid of the Scythe||Common||Minion||Beast||Druid||3||2||4|
|Druid of the Scythe||Common||Minion||Beast||Druid||3||4||4|
Deathrattle: Add 3 Silver Hand Recruits to your hand. Hard time: 6-10 turns for candle-nappin'.
Battlecry: For each enemy minion, gain 2 Armor. Kobolds use anything for armor: Pots, pans, garbage cans... even other kobolds.
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!
Battlecry: If your hero took damage this turn, summon two 1/1 Bats. Happily married with two kids. It was love at first bite.
Often excluded from dinner parties. To be fair, he is very boaring.
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
|Earthen Ring Farseer||Common||Minion||General||Any||3||3||3|
Battlecry: Restore 3 Health. He can see really far, and he doesn't use a telescope like those filthy pirates.
Deathrattle: Summon two 1/1 Raptors. Often misunderstood, it's just that he likes to use the eggs as pillows.
Battlecry: If you're holding a minion with 5 or more Attack, Adapt. And so the bartender says, “Why the long neck?”
Often wonders what path his life might have taken if he wasn't named, you know, "Eldritch Horror".
|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.
At the end of your turn, give a random minion +1/+1.
Battlecry: Deal 1 damage to each hero. Not to be confused with clubbing enthusiast Emerald Raver.
Once upon a midnight restive, Medivh pondered, feeling festive!
Choose an enemy minion. Shuffle it into your deck. It's perfectly safe as long as you remember to put in air holes.
Battlecry: Discover a spell. Despite the name, he's a solid conjurer.
Taunt To be honest, heckling is not the most effective form of evil.
Deal 2 damage. Combo: Deal 4 damage instead. There is a high cost to Eviscerating your opponent: It takes a long time to get blood stains out of leather armor.
Spell Damage +2 You no take tentacle!
Deathrattle: Deal 2 damage to all minions. How is this supposed to work? Your enemies think, "Hey! Cute sheep!" and run over to cuddle it?
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
|Eye for an Eye||Common||Spell||Paladin||1|
Secret: When your hero takes damage, deal that much damage to the enemy hero. Justice sometimes takes the form of a closed fist into a soft cheek.
Rejected names: Forty-Foot Faceless, Big ol' No-face, Huge Creature Sans Face, Teddy.
Battlecry: Summon a random 3-Cost minion. They never get the recognition they deserve.
Can't be targeted by Spells or Hero Powers. Adorable. Immune to Magic. Doesn't pee on the rug. The perfect pet!
|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.
They were originally called Cuddleguards, but they were not inspiring the proper amount of fear.
Taunt Everyone expects an inquisition reference.
Taunt He used to be called Bog Beast, but it confused people because he wasn't an actual beast. Boom, New Name!
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.
Draw a card.
Gain +1 Armor for each card in your hand. Have you ever heard the wolf cry to the blue corn moon?
Summon four 1/1 Imps. Like a knitting circle, but less evil.
Taunt Fierce monkey. That funky monkey.
Deathrattle: Deal 1 damage to a random enemy. He'll always be our first.
Battlecry: Add a 1/2 Elemental to your hand. Arch nemeses: small children with glass jars.
|Fire Plume Phoenix||Common||Minion||Elemental||Any||4||3||3|
Battlecry: Deal 2 damage. This is what happens when you use a volcano as a bird bath.
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.
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?
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Battlecry: Deal 1 damage to a random enemy. At first he liked juggling chain saws, but then he thought, "Flames are better! Because FIRE!"
Deal 8 damage to a minion. It's on the rack next to ice lance, acid lance, and English muffin lance.
|Flame of Azzinoth||Common||Minion||Elemental||Any||1||2||1|
Deal 4 damage to a random enemy minion. Calling something a flamecannon really doesn't do much to distinguish it from other goblin devices.
Overload: (2) He's on fire! Boomshakalaka!
Deal 3 damage to a minion. Summon a 3/3 Wolf. Wolves to the left and arrows to the right, here I am stuck in the middle with you.
Restore 5 Health. Flash! Ahhhhhhh~
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.
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.
Windfury To operate, this contraption needs a hula doll on the dashboard. Otherwise it's just a “falling machine.”
Unlimited attacks each turn. Can't attack heroes. A fool and his bane are soon parted.
Divine Shield There is a factory in Tanaris for crafting force-tanks, but it only ever made two, because of cost overruns.
|Forge of Souls||Common||Spell||Warrior||2|
Draw 2 weapons from your deck. Powerful weaponry forged by Bronjahm, the Godfather of Souls.
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.
Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set.
Battlecry: If you control a Beast, gain Taunt. This was the only job he could get after the dinosaur theme park debacle.
Freeze an enemy. This is delicious! Oh no. BRAIN FREEEEEEEZE!
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.
At the end of your turn, restore 1 Health to your Hero. "What'll it be? A Jade Brew? A Grimy Goose? A Kabal Manatini?"
Spell Damage +1 Ironically, the natural enemy of the snobold is THE CANDLE.
Battlecry: Freeze a character. When a Water elemental and an Ice elemental love each other VERY much...
Secret: After your opponent plays a minion, put 2 copies of it into your hand. It's like déjà vu, times two.
Battlecry: Restore 2 Health to all friendly characters. Qualifications: Born with pointy hat.
Battlecry: Give adjacent minions +2/+2. Fungalmancy is the easy major for those who can't cut it at Waxmancy.
Taunt One head is a morning person. The other head hates morning people.
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: Restore 2 Health. Comment on her height, and she'll go from flapper to kneecapper in seconds flat.
Choose a minion. Shuffle 3 copies of it into your deck. If you are thinking about visiting Moonbrook, you better roll deep.
Taunt. Can only attack if you have 5 or more Armor. Perfectly accessorized to attract adventurers.
|Ghost Light Angler||Common||Minion||Murloc||Shaman||2||2||2|
Rush Maybe we should have called him Ghostly Rusher.
Taunt Still salty about it not being the "Year of the Mastodon."
Poisonous Float like a butterfly, sting like a giant wasp!
Stealth "Shhh, I think I hear something." "Ah, it's probably nothing." - Every Henchman
Deathrattle: Add a Coin to your hand. You hear a coin rattling inside the slotted gargoyle... What could it mean?
Battlecry: Freeze an enemy. Ice, ice, baby!
Battlecry: Give a random friendly minion +1 Attack. For the times when a regular bazooka just isn't enough.
Give your hero +3 Attack this turn. Gain 3 Armor. It's rude to gnash with your mouth open.
Charge Taunt The gnomes are valiant and ready to return to their irradiated, poorly ventilated homeland!
Battlecry: Give your weapon +1 Attack. This guy is excellent at adjusting your haircut and/or height.
Battlecry: If you control another Mech, Discover a Mech. A-1 and A-2 went nuts, when they should have gone bolts.
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, summon a 1/2 Ooze with Taunt. This card really breaks out of the mold.
Deal 2 damage to a minion and 1 damage to adjacent ones. Ooh. I'll have a bite of this, and of this, and of this...
Battlecry: Summon two 1/1 Skeletons. WARNING: Skeletons will NOT explode.
Battlecry: Give all minions in your hand +1/+1. If you bargain hard, he'll throw in the hat.
Battlecry: Give a random minion in your hand +1/+1 She's got anything you want. Need the latest derpinger? No problem!
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?
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?"
|Grook Fu Master||Common||Minion||General||Any||5||3||5|
Windfury Grook Fu, the ancient Hozen art of bashing heads with a stick.
Windfury They say that "grotesque is in the eye of the beholder," but that's just because they've never seen a Grotesque Dragonhawk. Yikes!
Battlecry: Recruit a minion that costs (4) or less. The original telemarketer.
Discover a card from your opponent's class. It's the good kind of hallucination.
Deathrattle: Summon a 2/1 Damaged Golem. "Overheat threshold exceeded. System failure. Wheat clog in port two. Shutting down."
Deathrattle: Summon two 1/1 Spectral Spiders. Arachnofauxbia: Fear of fake spiders.
Restore 12 Health divided randomly among all friendly characters. It's filled with electrolytes!
After your hero attacks, give this minion +1/+1. Hard time making ends meet? Hate the League of Explorers? Get a job henching!
Taunt He loves his job and would do it for free! (But don't tell his boss!)
Deathrattle: Give your opponent two Coins. Keeps his two cents to himself.
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.
At the start of your turn, destroy this minion and draw 3 cards.
Whenever a character is healed, give your C'Thun +1/+1 (Wherever it is). Wait, what kind of acolyte doesn't wear a hood?
|Hot Spring Guardian||Common||Minion||Elemental||Shaman||3||2||4|
3 Health. NONE SHALL PASS until at least an hour after eating.
Whenever this minion takes damage, discard a random card. The problem is that he carries those cards in his mouth.
Battlecry: Restore a minion to full Health. He didn't go to school for healing, but we keep losing all the good healers to Ratchet, so I guess we'll take him.
Deathrattle: Deal 1 damage to a random enemy. Deals damage when he croaks.
Battlecry: Summon a random 1-Cost minion for your opponent. Hungry Hungry Dragon is NOT a fun game.
Rush "Shh! You're going to start a howl!"
Battlecry: Discover a Secret. Murloc hydrologists are pretty rare. Most murloc undergrads pick computer science.
Battlecry: Freeze your other minions. Don't be fooled, that polar bear's the one in charge.
|I Am Murloc||Common||Spell||Any||4|
Summon three, four, or five 1/1 Murlocs.
|I Know a Guy||Common||Spell||Warrior||1|
Discover a Taunt minion. Well… a guy who knows a guy.
Secret: When your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier.
Draw 2 Murlocs from your deck. Glow fish, war fish... blow fish, more fish...
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.
He's a lot cooler than Magma Rager.
Deathrattle: Add two 1/2 Elementals to your hand. We wanted to name him "Ingenious Elemental", but he just wasn't that bright.
|Imp Gang Boss||Common||Minion||Demon||Warlock||3||2||4|
Whenever this minion takes damage, summon a 1/1 Imp. His imp gang likes to sneak into Stormwind to spraypaint "Ragnaros Rulez" on the Mage Tower.
Taunt. Deathrattle: Summon a 2/2 Slime. The Overmind and the Old Gods are surprisingly similar.
Change a minion's Attack to be equal to its Health. Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Gain 5 Armor. Week 6. I remain covered head to toe with scales. They do not yet realize that I am not a dinosaur.
Battlecry: Silence a minion. Their wings are silent but their screech is... whatever the opposite of silent is.
Gain 4 Armor. Summon a random 4-Cost minion. Come to beautiful Ironforge! Where irons are forged and the forges are iron!
Can only attack if you have 3 or more Armor. Marketed as a "rust-proof iron golem."
Battlecry: Summon a Jade Golem. I think we should talk about the jade elephant in the room.
Summon a Jade Golem. Gain an empty Mana Crystal. Meditating under a jade blossom is said to grant you wisdom, unless you have a pollen allergy.
Battlecry: Summon a Jade Golem. Give it Taunt. Seeing his Jade Golem grow up into the tall, handsome 6/6 standing before him was the proudest moment of his life.
Deal 4 damage. Summon a Jade Golem. Jade Lightning, goooo Jade Lightning!
Deal 2 damage. Combo: Summon a Jade Golem. Good news is, after you remove it from your wound, you can use it to pay your medical bills!
Battlecry: Summon a Jade Golem. "He's so cute! I just want to squeeze him, then use him for Jade Golem parts!" - Aya Blackpaw
Stealth, Deathrattle: Summon a Jade Golem. He's so good at swarming, he can swarm all by himself!
Battlecry: Add a random Beast to your hand. It’s not LITERALLY jeweled. The goblins were terribly disappointed.
Battlecry: Discover a (3)-Cost card. It's amazing what you can do with super glue!
Stealth Stranglethorn is a beautiful place to visit, but you wouldn't want to live there.
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.
Battlecry: Silence a minion. Gadgetzan Writer’s Award goes to the player who writes the most compelling fanfic about why this Arrakoa has a golden frog in his hand!
Battlecry: Give a friendly minion +3 Health. Inkmaster Solia had to figure out how to tatoo feathers.
Summon a 1/1 Candle, 2/2 Broom, and 3/3 Teapot. This is what happens when you tell Khadgar to set the table.
|Keeper of Uldaman||Common||Minion||General||Paladin||4||3||4|
Battlecry: Set a minion's Attack and Health to 3. U da man! No, U da man!
Deathrattle: Summon a 3/2 Big Bad Wolf. "Goodness! What… abundant drool you have."
Battlecry: Reveal a minion in each deck. If yours costs more, draw it. Elekk jousting is AWESOME.
Battlecry: Deal 3 damage randomly split among all enemies. Horrible secret: The Darkness is immune to Arcane Missiles.
Battlecry: Choose a basic Totem. Summon it. To truly understand candles, it takes YEARS of quiet contemplation.
Battlecry: Draw a card. Deal 2 damage to your hero. Kobolds sort books using a gooey decimal system.
Battlecry: Swap the Attack and Health of a minion. #abs
Inspire: Gain +2/+2. Coming soon... to a tuskarr village near you!
Battlecry: Discard two random cards. Guaranteed to track tar all over your carpet.
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.
Give your weapon Lifesteal. No actual leeches were harmed in the creation of this card.
Your other minions have +1 Attack.
Deathrattle: Deal 2 damage to the enemy hero. He really just wants to be your friend, but the constant rejection is starting to really get to him.
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
This minion's Attack is always equal to its Health. Spawn of the Light? Or Pawn of the Lights?
Choose One - Deal 2 damage; or Summon two 1/1 Saplings. 2 out of 2 saplings recommend that you summon the saplings.
Deathrattle: Draw a card. Always roll need.
|Lost in the Jungle||Common||Spell||Paladin||1|
Summon two 1/1 Silver Hand Recruits. George and Karl were never heard from again.
Deathrattle: Give your minions +1 Attack She simply refuses to ask for directions.
The message, "If found, please return to Mulgore," is tattooed on his rear.
Inspire: Gain +1 Attack. But not the lowliest!
Battlecry: Deal 3 damage randomly split between all other characters. He's not really all that crazy, he is just not as careful with explosives as he should be.
Deathrattle: Put a Secret from your deck into the battlefield. His mother wanted him to be a mage or a warlock, but noooooooo, he had to go and be a scientist like his father.
|Maiden of the Lake||Common||Minion||General||Any||4||2||6|
Your Hero Power costs (1). Not a good basis for a system of government.
Whenever you discard a card, draw a card. Malchezaar used to have an imp named Dobby working for him, but there was a tragic accident.
Whenever you cast a spell, gain +1 Attack. These wyrms feed on arcane energies, and while they are generally considered a nuisance rather than a real threat, you really shouldn't leave them alone with a bucket of mana.
|Mark of Nature||Common||Spell||Druid||3|
Choose One - Give a minion +4 Attack; or +4 Health and Taunt. Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."
|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.
|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.
Battlecry: Summon a 2/1 Poisonous Drakeslayer for your opponent. She would have gotten away with it, if it weren't for that meddling Drakeslayer.
Deathrattle: Give each player a Spare Part. The yetis of Chillwind Point are a source of both inspiration and savage beatings.
Your Mechs cost (1) less. Mechs that summon mechs? What's next? Donuts that summon donuts? Mmmmm.
Battlecry: If you control a Secret, deal 3 damage. "Magus Medivh sir, I've brought the flaming balloons, as you requested."
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.
Battlecry: Choose a friendly Beast. Summon a copy of it. Please? Can I keep him? I promise to clean his cage every day.
At the start of each turn, gain +1 Attack. This card is the real thing.
Secret: After your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar.
|Mistress of Mixtures||Common||Minion||General||Any||1||2||2|
Deathrattle: Restore 4 Health to each hero. Her favorite mixture is cola and lime.
Taunt All these guys ever do is talk about the Thunder King. BOOOORRRINNG!
Deathrattle: Summon a random 1-Cost minion. Clever girl!
Inspire: Give your other minions +1/+1. An elegant gorilla, for a more civilized age.
Inspire: Summon a random Murloc. Hee hee! Look at his cute little feet.
High mortality rate, from often being hugged to death.
Battlecry: Discover a Deathrattle card. He is forever cursing the kids who climb on the rails and the evil archeologists who animate the exhibits.
|N'Zoth's First Mate||Common||Minion||Pirate||Warrior||1||1||1|
Battlecry: Equip a 1/3 Rusty Hook. Hates when N'Zoth yells "Ahoy Matey!!", but there's not really much he can do about it.
Battlecry: Give your weapon +1 Attack. Hook-tails are nice and all but she keeps getting stuck on things.
Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Whenever one of your other minions dies, summon a 2/2 Ghoul. An eye for an eye, and a ghoul for a ghoul.
Minions with Battlecry cost (2) more. Weblords spend all day making giant trampoline parks.
At the start of your turn, reduce this card's Cost by (1). It’s a self-reducing prophecy.
Battlecry: If you control at least 2 other minions, gain Taunt. Roc eggs are great in omelettes, sandwiches, and as bait to turn poachers into bird food.
Battlecry: If you're holding a Dragon, Discover a Dragon. She can tell you all about the history of people not STANDING IN THE GREEN BEAM!
Whenever this minion takes damage, gain +2 Attack. Honestly, he howls during the day, too.
Battlecry: If you're holding a Dragon, summon two 1/1 Whelps. Originally joined to be Arcanagos’ Templar, but has to admit that ordering pizza has become waaaay easier.
Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!"
|North Sea Kraken||Common||Minion||General||Any||9||9||7|
Battlecry: Deal 4 damage. You have no idea how tired this guy is of being released.
Gain 6 Armor. Recruit a minion that costs (4) or less. The Guild used oak tress until they all turned to ash.
At the end of your turn, summon a 1/1 Scarab with Taunt. No obsidian is safe around the Obsidian Destroyer!
50% chance to attack the wrong enemy. Ogres have really terrible short-term chocolate.
50% chance to attack the wrong enemy. Simple, misguided, and incredibly dangerous. You know, like most things ogre.
|On the Hunt||Common||Spell||Hunter||1|
Deal 1 damage. Summon a 1/1 Mastiff. The mastiff giggles if you don't hit any ducks.
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
Battlecry: Adapt. "It's an herbivore. How dangerous can it be?" - Famous last words
Battlecry: Summon a 1/3 Spider. You have to admit, they make a cute couple.
Deathrattle: Summon a random 2-Cost minion. Once upon a time, only goblins piloted shredders. These days, everyone from Doomsayer to Lorewalker Cho seems to ride one.
What did the pits ever do to you?
Poisonous It could be worse. It could be a Snake Pit.
Deathrattle: Gain 3 Armor. "Ok, your party has defeated the beetle." "I put it on my head." "What?" "I put it on my head. Like a hat."
Trigger a friendly minion's Deathrattle. He's a very literal dog.
Destroy all minions and summon 2/2 Treants to replace them. "Poisonseed Bagel" is the least popular bagel at McTiggin's Druidic Bagel Emporium.
Deathrattle: Draw a card. Roll ‘greed’ OR THIS COULD HAPPEN TO YOU.
Taunt Alas poor Annoy-o-Tron! A fellow of infinite jest, of most excellent fancy!
Deathrattle: Summon a 1/1 Shadowbeast. It's like a pinata! A lame disgusting horrific pinata.
|Potion of Heroism||Common||Spell||Paladin||2|
Give a minion Divine Shield. Draw a card. Also known as "Liquid Courage."
|Potion of Madness||Common||Spell||Priest||1|
Gain control of an enemy minion with 2 or less Attack until the end of the turn. You'd be insane NOT to drink it!
At the start of your turn, transform a random minion into a 1/1 Chicken.
|Power of the Horde||Common||Spell||Any||4|
Summon a random Horde Warrior.
|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.
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.
|Power Word: Glory||Common||Spell||Priest||1|
Choose a minion. Whenever it attacks, restore 4 Health to your hero. The promise of glory is a powerful tool to get minions to do your bidding. Only slightly less powerful than the promise of an ice cream bar!
|Power Word: Tentacles||Common||Spell||Priest||5|
Give a minion +2/+6. Because you're wrapped in a protective layer of… tentacles?
|Priest of the Feast||Common||Minion||General||Priest||4||3||6|
Whenever you cast a spell, restore 3 Health to your hero. Now that's a world champion cheesecake!
|Priestess of Elune||Common||Minion||General||Any||6||5||4|
Battlecry: Restore 4 Health to your hero. If she threatens to "moon" you, it's not what you think.
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.
Battlecry: If you control another Murloc, Discover a Murloc. Lookout is a self-appointed title that's mostly an excuse to beat things up.
Copy a spell in your opponent's deck and add it to your hand. She prefers calling it "Psionic Tickling."
Divine Shield "Annoyinger-o-Tron" was just too unwieldy. And accurate.
Battlecry: Adapt. Aww. So cute. Want to feed him another finger?
Taunt Happy to defend any public offender!
He pays homage to Morgl, the great murloc oracle! (Who doesn't??)
Each turn this is in your hand, swap its Attack and Health. Time to squash your opponent.
Each turn this is in your hand, swap its Attack and Health.
Silence a friendly minion. Draw a card. Even better than a hot shower with vigorous scrubbing!
Can't attack while damaged. These elementals, along with feldspar and mica, are often taken for granite.
Deal 3 damage.
If your hand is empty, draw a card. Han shot first.
Rush "I'm sorry, son. We had to send Old Howler off…to a farm…to play…"
Your spells cost (1) less. It's a literal lava lamp!
Has +1 Attack and Windfury while damaged. If he's raging now, just wait until he gets nerfed.
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Battlecry: Deal 1 damage to all other minions. But goes by "Ravishing Ghoul" when he hits the club.
Battlecry: If you control at least 2 other minions, Adapt. Doesn't like to adapt unless others are watching. Some minions are such show-offs.
Battlecry: Reveal a spell in each deck. If yours costs more, draw it. Quoth the raven, 'Does yours cost more?'
Choose One - Discover a minion; or Discover a spell. Was petrified when it found out it didn't make the cut for Azerothian Idol.
Battlecry: Add two random 1-Cost minions to your hand. That Friends and Familiars Plan is really paying off!
Battlecry: Destroy a friendly minion to Adapt twice. For better results, feed your pterrordax low-fat, high-fiber minions.
Battlecry: Add a Razorpetal to your hand that deals 1 damage. The reason why there are no zombies in Un'goro.
Add two Razorpetals to your hand that deal 1 damage. The result of a fundamental misunderstanding of the phrase "flower power".
Enemy spells cost (5) more next turn. When one buke just isn’t enough.
|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.
Secret: When a friendly minion dies, return it to life with 1 Health. I am not sure how you get demptioned the first time. It’s a mystery!
Battlecry: Restore 4 Health to each hero. Menu: Funnel cakes, carrots, popcorn, jormungar steaks. It's hard serving a diverse clientele.
Destroy a minion, then return it to life with full Health. It's like birth, except you're an adult and you were just dead a second ago.
At the end of your turn, restore 6 Health to a damaged character.
Secret: After your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
Battlecry: Give a friendly Murloc +1/+1. Loves crab meat. Fears crabs.
|Rogues Do It...||Common||Spell||Any||4|
Deal 4 damage. Draw a card.
Deathrattle: Restore 4 Health to your hero. Key ingredient in Gilnean applesauce.
After you play a Battlecry minion, deal 2 damage to a random enemy. He's a very hungry elemental.
Gain 5 Armor. Summon a 5/5 Golem.
Deathrattle: Draw a card. Oh man! Runic omelettes are the best!
Stealth It's gotten a bit long in the tooth.
Secret: After your opponent has at least 3 minions and plays another, destroy it. You have chosen poorly.
He's recently recovered from being a "scurvy dog."
Battlecry: Destroy a friendly minion and gain +2/+2. Have some! This drink is to die for!
Deathrattle: Summon three 1/1 Murlocs. Bet you can't eat just one murloc!
Divine Shield Never wash your whites with a Scarlet Crusader.
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 Champions||Common||Spell||Paladin||3|
Give a minion +3 Attack and Divine Shield. "Arf! Arf! Arf!" - Seal of Champions
|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.
Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.
Gain 5 Armor. Deal 5 damage.
Battlecry: Summon a 2/3 Giant Rat. His clothing is "ratty" in more ways than one.
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.
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.
Stealth WE WENT THERE!
Deal 5 damage to an undamaged character. It's like a backstab, only from the front. And with two more stabs.
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.
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.
Destroy a Frozen minion. What's cooler than being cool?
Taunt Have you seen the size of the shields in this game?? This is no easy job.
Divine Shield He chooses to believe what he is programmed to believe!
Each turn this is in your hand, transform it into a random Mage spell. Next turn, this is going to be AMAZING.
Deathrattle: Add a random Mage spell to your hand. HATES being summoned for Kirin Tor party lighting.
After you summon a Pirate, deal 2 damage to a random enemy. If you hear someone yell, "Cannonball!" you're about to get wet. Or crushed.
Battlecry: Give a minion -2 Attack this turn. After the debacle of the Gnomish World Enlarger, gnomes are wary of size-changing inventions.
Battlecry: Restore 4 Health. Side effects guaranteed!
Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler.
Stealth Divine Shield He used to be a librarian. Old habits die hard.
|Silver Hand Knight||Common||Minion||General||Any||5||4||4|
Battlecry: Summon a 2/2 Squire. It's good to be a knight. Less so to be one's squire.
|Silver Hand Regent||Common||Minion||General||Any||3||3||3|
Inspire: Summon a 1/1 Silver Hand Recruit. The Silver Hand is the best paladin organization. The Argent Crusaders are super jealous.
Deathrattle: Recruit an 8-Cost minion. Float like a Faerie Dragon, sting like a Hivequeen.
Divine Shield The first time they tried to guard Silvermoon against the scourge, it didn’t go so well…
Give a minion +2/+2. Summon a random 2-Cost minion. What's Millhouse Manastorm doing in Silvermoon?
Deathrattle: If it's your opponent's turn, summon an 8/8 Skeleton. What do you mean there's no such thing as "Skelemancy?" But "Dinomancy" is ok?
Deal 2 damage to a minion. If it survives, draw a card. "Dun da dun, dun da dun": if you've heard an ogre sing this, it's too late.
Taunt Local villagers call her "Naps Under the Mountain."
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.
Freeze a minion. If it's already Frozen, destroy it. Lick the ice block. I triple-double-dog-dare-you.
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.
Secret: After your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm.
Freeze any character damaged by this minion. Do the slow chant when he waddles by: "Chug! Chug! Chug!"
On land, a group of penguins is called a "waddle."
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.
Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
|Soul of the Forest||Common||Spell||Druid||4|
Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
|Sound the Bells!||Common||Spell||Paladin||2|
Give a minion +1/+2. Weirdly, the bells stop ringing after 5.
Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
Deathrattle: Give your weapon +2 Attack. Quick! Before I drown! Let me sharpen your sword for you.
|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!!!
Can't be targeted by spells or Hero Powers. What do Faerie Dragons and Spectral Knights have in common? They both love pasta!
Battlecry: Silence a minion. Spellbreakers can rip enchantments from magic-wielders. The process is painless and can be performed on an outpatient basis.
Spell Damage +1
Each turn this is in your hand, swap its Attack and Health. He also goes by "worg-lock."
Spell Damage +1
Each turn this is in your hand, swap its Attack and Health.
Battlecry: Add a random spell to each player's hand. Does he sling spells, or do his spells linger about. Who can say?
Spell Damage +2 Spells offer twice the moisture wicking of cotton.
"What if we put guns on it?" -Fizzblitz, staring at the spider-transportation-machine
Gain 5 Armor. Equip a 5/2 weapon.
Has +2 Attack while you have Spell Damage. They'll be MUCH easier to use once they add the spirit thumb.
Deal 1 damage to all minions. We've got spirit, yes we do! We've got spirit, stolen from you!
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: Restore 2 Health. Everyone hail to the squashling song!
Taunt Yeah, I think we can agree that killing the squirming tentacle first is a good idea.
|Showing 1000 of 2074 cards|
Player Hero Powers[edit | edit source]
Players start each match with the basic Hero Power of their class (sometimes also referred to as that class' starting Hero Power).
- Alternate heroes use cosmetically altered versions of the basic Hero Powers: although there is no functional difference, the appearance and casting animations vary from those used by the standard heroes.
Over the course of the match certain effects can replace a player's Hero Power with another one, regardless of that player's class or hero:
- Renounce Darkness replaces your current Hero Power with the basic Hero Power of a random non-warlock class.
- Sir Finley Mrrgglton lets you Discover another basic Hero Power. More precisely, this minion's Battlecry forces you to replace your Hero Power with one among three randomly selected basic Hero Powers, with the exception of the basic Hero Power corresponding to your current Hero Power's class (see the table below).
- Example: If you are a priest with the Mind Spike Hero Power, Sir Finley Mrrgglton's Battlecry can not offer you Lesser Heal (since it is the basic Hero Power of the Mind Spike's class), but it can still offer you the mage basic Hero Power Fireblast.
- Justicar Trueheart and Baku the Mooneater replaces a basic Hero Power with the corresponding upgraded Hero Power (see the table below). It will have no effect if you don't have one of the 9 basic Hero Powers.
- Hero cards replace your current Hero Power with the Hero Card Hero Power of the appropriate class.
- Other effects (Dinomancy, Vilefin Inquisitor, Shadowform, Charged Hammer, Sulfuras, Lord Jaraxxus, Majordomo Executus) replace your current Hero Power with a specific alternative Hero Power.
- If your Hero Power is not Mind Shatter nor Mind Spike, Shadowform will replace it with Mind Spike.
- If your Hero Power is already Mind Spike, Shadowform will replace it with Mind Shatter.
- If your Hero Power is already Mind Shatter, Shadowform will have no effect (including not refreshing your Hero Power).
- Sideshow Spelleater replaces your current Hero Power with a copy of the opponent's current Hero Power (whatever it is).
|Hero Power's class||Basic Hero Power||Upgraded Hero Power||Hero Card Hero Power||Alternative Hero Powers|
Source: Malfurion the Pestilent
Source: Deathstalker Rexxar
Source: Frost Lich Jaina
Source: Uther of the Ebon Blade
Source: Vilefin Inquisitor
Source: Shadowreaper Anduin
Source: a second Shadowform
Source: Valeera the Hollow
Source: Thrall, Deathseer
Source: Hagatha the Witch
Source: Charged Hammer
Source: Bloodreaver Gul'dan
Source: Lord Jaraxxus
Source: Scourgelord Garrosh
Source: Sulfuras (Fire Plume's Heart)
Source: Majordomo Executus
Related cards[edit | edit source]
The following cards generate, modify, respond to or otherwise relate to Hero Powers and their use.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Your Hero Power becomes 'Deal 8 damage to a random enemy.'
Battlecry: Refresh your Hero Power. "Oh hi bark."
Double the damage and healing of your Hero Power. Most mechs are pretty chill, but this one is all wound up.
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Your Hero Power also Freezes the target. Ice Walker you say? He doesn't have feet!
Hero Powers are disabled. He's a mind breaker, dream taker, ghoul trainer, don't you mess around with him.
Your Hero Power becomes 'Give a Beast +2/+2' Anyone can dinomance. Just put your lips together and RAAWWWAARGGGH.
Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage. If a bright light shines on a priest in Shadowform… do they cast a shadow?
|Baku the Mooneater||Legendary||Minion||Beast||Any||9||7||8|
Start of Game: If your deck has only odd-Cost cards, upgrade your Hero Power. In her defense, it did look like a cookie.
|Bloodreaver Gul'dan||Legendary||Hero card||Warlock||10|
Battlecry: Summon all friendly Demons that died this game. "Still you refuse to bend your knee? None can escape death, you old fool. And in death… all will serve me…"
|Deathstalker Rexxar||Legendary||Hero card||Hunter||6|
Battlecry: Deal 2 damage to all enemy minions. "You were too slow, old friend. The hunt began long ago. And now... it will never end."
|Frost Lich Jaina||Legendary||Hero card||Mage||9|
Battlecry: Summon a 3/6 Water Elemental. Your Elementals have Lifesteal for the rest of the game. "Arthas was a spoiled child, playing with toys he could neither control nor understand. Come into the cold. I will show you the true power of the Frozen Throne."
Start of Game: If your deck has only even-Cost cards, your starting Hero Power costs (1). Ever since Sylvanas killed his son, he's dreamed of getting… even.
|Hagatha the Witch||Legendary||Hero card||Shaman||8||5|
Battlecry: Deal 3 damage to all minions. Curse-bringer, tree-twister, mother of wretched things…Hanzo main.
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
|Malfurion the Pestilent||Legendary||Hero card||Druid||7|
Choose One - Summon 2 Poisonous Spiders; or 2 Scarabs with Taunt. "Cenarius once taught me about the precarious balance between life and death. I have come to understand: there IS no balance. Death always wins."
Double the damage and healing of your spells and Hero Power. He's been exiled from his home, and all his brothers turned evil, but otherwise he doesn't have a lot to complain about.
|Scourgelord Garrosh||Legendary||Hero card||Warrior||8|
Battlecry: Equip a 4/3 Shadowmourne that also damages adjacent minions. "You dare to challenge me? Come! Draw your last breath - and then, you are mine."
|Shadowreaper Anduin||Legendary||Hero card||Priest||8|
Battlecry: Destroy all minions with 5 or more Attack. "I will tell you what Velen never taught me. Whosoever stands before the Light… inevitably casts a shadow."
|Thrall, Deathseer||Legendary||Hero card||Shaman||5|
Battlecry: Transform your minions into random ones that cost (2) more. "Do not be afraid. Approach. The dead will sleep… for now."
|Uther of the Ebon Blade||Legendary||Hero card||Paladin||9|
Battlecry: Equip a 5/3 Lifesteal weapon. "Step forward. Confess! Once I was a mere servant of the Light. Now I alone stand in judgement."
|Valeera the Hollow||Legendary||Hero card||Rogue||9|
Battlecry: Gain Stealth until your next turn. "Run away. Hide in your precious keeps, behind your walls and your bodyguards. Night always falls, and shadows will fill your hallowed halls. One day, one of those shadows will be me."
|Showing all 22 cards|
Boss Hero Powers[edit | edit source]
Most non-playable bosses have their own Hero Power. Adventure bosses have both Normal and Heroic versions, with the latter usually featuring enhanced versions of their Hero Powers. Some bosses gain different Hero Powers over the course of the encounter due to cards or the Hero Powers themselves.
Boss Hero Powers vary in cost, and may cost anywhere from 0 to 8 mana. Some boss Hero Powers are "auto-cast" automatically as the boss's first action each turn, assuming it has enough mana. This means that the boss is not able to choose the best time to make use of the Hero Power, or to forgo using it on any given turn. Auto-cast Hero Powers have a special ongoing visual effect. Typically auto-cast Hero Powers are cheap, including the majority of those that cost 0 mana. Other boss Hero Powers are passive, causing a free ongoing and/or triggered effect rather than being used at one particular time.
For full lists of boss Hero Powers, see Boss card.
Strategy[edit | edit source]
Available each and every turn, Hero Powers can allow players to gain card advantage by taking actions without expending cards. Players can choose to use a Hero Power instead of playing a card, sacrificing some tempo in exchange for a larger hand. Hero Powers can also be used often in order to keep pace while holding back cards to build toward a combo, or to fill gaps when no other strong play is available. Hero Powers should generally be used whenever there is sufficient spare mana.
Basic Hero Powers are designed to offer a reliable but underpowered effect. For almost all basic Hero Powers, it is possible to identify cards which accomplish more for less mana, and cards that do significantly more for 2-3 mana. This mana inefficiency prevents Hero Powers from being directly superior to cards in most cases, making them reliable secondary options rather than first choices each turn. Generally speaking, Hero Powers are effects at the value of a 0-Cost card, as evident by comparing the paladin Hero Power Reinforce with the minion card Wisp, or the mage Hero Power Fireblast with the spell card Moonfire. The extra 2 mana is effectively a surcharge for gaining the effect without consuming a card.
Here are some examples for illustration:
|Hero Power||Cheaper card alternative||Stronger card alternative|
|Armor Up!||Iron Hide||Shield Block|
|Dagger Mastery||Kingsbane||Perdition's Blade|
|Lesser Heal||Light of the Naaru, Flash Heal||Flash Heal|
|Life Tap||Kobold Librarian||Novice Engineer|
|Reinforce||Lost in the Jungle||Muster for Battle, any 2 mana minion|
|Steady Shot||Arcane Shot||Quick Shot|
|Totemic Call||N/A||Kobold Hermit, Tuskarr Totemic|
Note that the Totemic Call's randomness itself also makes the Hero Power comparatively weaker than a well-chosen equivalent in the hand. Still, each Totem other than Healing Totem can be compared unfavorably to cards, just as with other Powers:
|Totem||Cheaper card alternative||Stronger card alternative|
|Searing Totem||Wisp, any 1 mana minion||Totem Golem, Primalfin Totem|
|Stoneclaw Totem||Shieldbearer, Wax Elemental||Annoy-o-Tron, Pompous Thespian|
|Wrath of Air Totem||N/A||Kobold Geomancer, Tainted Zealot, Bloodmage Thalnos|
Healing Totem's effect is unique so it cannot be said to be strictly worse than examples like the Darkscale Healer or Lightwell. But again, due to the randomness of Totemic Call and situational usefulness of the summoned Totems, it is clear that it shares other basic Hero Powers' weakness with respect to tempo.
History[edit | edit source]
Hearthstone has included the basic Hero Powers for its nine classes since the very beginning. Although these "starting Hero Powers" have not changed, the variety and availability of Hero Power-related effects has increased over the years, including effects that replace the starting Hero Powers completely.
The Classic set included the priest's Auchenai Soulpriest, Shadowform and Prophet Velen, as well as the warlock's Lord Jaraxxus - two cards that replaced Hero Powers, and two cards that affected all healing and/or damage effects including Hero Powers, all class-specific. Steamwheedle Sniper in Goblins vs Gnomes introduced the first dramatic change to the way an existing Hero Power worked, although again it was limited to one class and its Hero Powers. Blackrock Mountain's Majordomo Executus provided the first neutral Hero Power-related card, with an effect very similar to Lord Jaraxxus'.
The Grand Tournament expansion had a particular focus on Hero Powers, increasing the number of Hero-Power related cards by a factor of 6 with a multitude of effects and interactions, most notably the Inspire ability. Since then, adventures and expansions have slowly continued expanding on Hero Powers with 2 cards from The League of Explorers, 3 from Whispers of the Old Gods, 2 from Mean Streets of Gadgetzan, 2 from Journey to Un'Goro, and one for each class in Knights of the Frozen Throne via Hero cards.
Blizzard has consistently introduced new effects that replace Hero Powers through new card sets, with almost half of Hero Power-related cards outside of The Grand Tournament including such effects. On the other hand, Inspire has not been on any cards since the expansion in which it was introduced.
See also[edit | edit source]
References[edit | edit source]
- Crypt (2015-05-10). Majordomo OTK Combo.
- Tested by User:Elekim, 2017-04-04