Rare card list
Collectible[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Spend all your Mana. Destroy a minion with that much Attack or less. Please confirm your age before reading this flavor text.
Has +5 Attack while damaged. There is no beast more frightening (or ridiculous) than a fully enraged chicken.
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Battlecry: Remove 1 Durability from your opponent's weapon. Every pirate uses the same four digits to access Automated Gold Dispensers. It's called the "Pirate's Code".
Whenever you summon a minion, gain +1 Attack. Some paladins really Light it up.
Draw two 1-Attack minions from your deck. "The Light is neither a particle nor a wave. It's more of a juice, really."
Deal 2 damage to a friendly character. Discover a Demon. Wanted on three counts of gnomish possession.
Cast a random Paladin Secret. Desperate times call for disparate secrets.
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
|Into the Fray||Rare||Spell||Warrior||1|
Give all Taunt minions in your hand +2/+2. "You are in my FRAY!"
Whenever a character is healed, gain +2 Attack. She’s smaller than her sisters Mediumwarden and Heavywarden.
Discover a spell that costs (3) or less. The world is not ready for an illusion of this depth and intricacy!
Whenever you summon a Murloc, gain +1 Attack. This guy gets crazy strong at family reunions.
Discover a Mech. If you have 10 Mana Crystals, keep all 3 cards. They told Dr. Boom he could only pick one. He disagreed.
|Plague of Flames||Rare||Spell||Warlock||1|
Destroy all your minions. For each one, destroy a random enemy minion. This is fine.
|Plague of Madness||Rare||Spell||Rogue||1|
Each player equips a 2/2 Knife with Poisonous. Don't bring a candle to a knife fight.
Battlecry: Gain +2/+2 for each other Pogo-Hopper you played this game. Once you hop, you just can't stop!
Deal damage equal to your hero's Attack to a minion. It is true that some druids are savage, but others still enjoy a quiet moment and a spot of tea.
Whenever a Secret is played, gain +1/+1. Where is Mankrik's wife? She'll never tell.
Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card.
Discard your lowest Cost card. Deal 2 damage to all minions. The first warning sign of an oncoming warlock temper tantrum.
Battlecry: Add a Lackey to your hand. Overload: (1) You can't stop slurping this delicious sludge!
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
|Spirit of the Dead||Rare||Minion||General||Priest||1||0||3|
Stealth for 1 turn.
After a friendly minion dies, shuffle a 1-Cost copy of it into your deck. Just because you’re dead doesn’t mean you’re off the team.
|Spirit of the Raptor||Rare||Minion||General||Druid||1||0||3|
Stealth for 1 turn.
After your hero attacks and kills a minion, draw a card. “Loti! LOTI! Drop it. Drop it Loti! Down! Down Loti!”
|Spirit of the Rhino||Rare||Minion||General||Warrior||1||0||3|
Stealth for 1 turn.
Your Rush minions are Immune the turn they're summoned. Where did they get this preposterous hypothesis?
Deathrattle: Return any spells you cast on this minion to your hand. "Now I feel... REALLY icky."
Choose a minion.
Shuffle 1 copy of it into your deck.
(Upgrades each turn!) "Many minions equals many treasures for king. Kobold arithmetic!"
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Summon two 1/1 Sparks with Rush.
Overload: (1) Batteries have three components: Cathode, Anode, and Overload.
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Can't attack. Why do its eyes seem to follow you as you walk by?
After you play a Secret, deal 2 damage to all enemy minions. Ancient pandaren proverb: He who is without secrets lacks flak.
Whenever a friendly minion takes damage, gain 1 Armor. She accepts guild funds for repairs!
Add 2 random minions to your hand. Let's see what's behind rift number one!
Battlecry: If your opponent has 2 or more minions, gain +1 Attack. Maybe don't put this one in your garden.
Battlecry: Gain +1/+1 for each other Pirate you control. They saw their fate a closin'
Aboard a pirate ship
On deck: The Howlin' Hozen
About to let one rip.
|Booty Bay Bookie||Rare||Minion||General||Any||2||3||3|
Battlecry: Give your opponent a Coin. Also makes a great librarian. She's really good at fixing books!
Battlecry: Your next spell this turn has Spell Damage +2. Casting with the stars.
Your minions can't be reduced below 1 Health this turn. Draw a card. "Shout! Shout! Let it all out!" - Advice to warriors-in-training
Battlecry: Swap the Attack and Health of a minion. "You'll love my new recipe!" he says... especially if you're not happy with your current number of limbs.
|Curse of Weakness||Rare||Spell||Warlock||2|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Give your minions "Deathrattle: Add a random Mech to your hand." Goes great with Cyber-Salsa.
Battlecry: If you control a Treant, Discover a spell. He's teaching his little buddy to talk, but all it says is, "I am Gloop."
Summon two 1/2 Dryads with Lifesteal. They're a nightmare to deal with.
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Battlecry: Discard your highest Cost card.
Deathrattle: Add 2 copies of it to your hand. The "best by" date is more like a guideline.
Battlecry: If you're holding a Dragon, Discover a spell. If your tree is on fire - stop, drop, and troll.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but it's also great for parties!
Battlecry: Reduce the Cost of Mechs in your hand by (1). Also known as a power zinc.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
Deal 1 damage to all enemies. Restore 1 Health to all friendly characters. I still prefer the taste of banana fudge ripple.
After you summon a minion, deal 1 damage to a random enemy. Ambitious Knife Jugglers sometimes graduate to Bomb Jugglers. They never last long enough to make it onto a card though.
At the start of your turn, restore 3 Health to a damaged friendly character. It isn't clear if people ignore the Lightwell, or if it is just invisible.
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
Whenever you cast a spell, gain +2 Attack this turn. She’s trying to kick the habit, but still takes some mana whenever she has a stressful day.
ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
At the end of your turn, give another random friendly minion +1 Attack. He's currently trying to craft a "flail-axe", but all the other swordsmiths say it can't be done.
Secret: When a character attacks your hero, instead he attacks another random character. Sometimes it's as simple as putting on a fake mustache and pointing at someone else.
Battlecry: If you control a Secret, gain +1 Attack. It knows every secret you have felt.
Battlecry: Restore adjacent minions to full Health. The Neferset are great—they'll always make sure their friends are feline fine.
Add a random card to your hand (from your opponent's class). He'll pick anyone's pocket, except a gnome's. He'd never stoop so low.
The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
Battlecry: If you control a Quest, draw a card. Earned her merit badges the hard way—twelve zhevra hooves at a time.
Battlecry: Give all enemy minions -2 Attack this turn. Use a light abrasive to buff blemishes away but use a heavy abrasive to debuff problems.
Has +3 Attack while damaged. Also comes in other colors, but red's in fashion this season.
|Revenge of the Wild||Rare||Spell||Hunter||2|
Summon your Beasts that died this turn. My roommates only use Revenge of the Passive Aggressive.
At the end of your turn, deal 2 damage to the enemy hero. When snakes get sick, they get sent to the Serpent Ward.
Battlecry: Silence an enemy minion with Taunt. Can also break up fights, relationships, and unions.
Whenever you restore 3 or more Health to your hero, draw a card. Fresh from the floor of the arena!
Battlecry: Add a 1/1 Spark with Rush to your hand. He goes by Bzzzzt Aldrin.
|Spirit of the Bat||Rare||Minion||General||Warlock||2||0||3|
Stealth for 1 turn.
After a friendly minion dies, give a minion in your hand +1/+1. Nah nah nah nah, nah nah nah nah, nah nah nah nah, nah nah nah nah
|Spirit of the Dragonhawk||Rare||Minion||General||Mage||2||0||3|
Stealth for 1 turn.
Your Hero Power also targets adjacent minions. Dragonhawks aren’t known for their accuracy.
Battlecry: Give adjacent minions Taunt. She carries a shield, but only so she can give it to someone she can stand behind.
Give a minion "Also damages minions next to whomever this attacks." Infinitely preferable to mopping strikes.
After you play a Murloc, add a random Murloc to your hand. Attracts murlocs... and moths.
Battlecry: If you're holding a card from another class, gain +1/+1 and Rush. She'll take anything you have—except scruples and a good work ethic.
Can only attack if you cast a spell this turn. After a stressful work day it really needs an outlet.
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Battlecry: Your next Hero Power this turn costs (0). 100% organic troll sweat.
After you cast a spell, deal 1 damage to ALL minions. BOOM BABY BOOM! BAD IS GOOD! DOWN WITH GOVERNMENT!
At the start of your turn, swap this minion with a random one in your hand. WARNING. WARNING. WARNING.
Battlecry: Change an enemy minion's Attack to 1. The Aldor hate two things: the Scryers and smooth jazz.
Battlecry: Give your opponent a Mana Crystal. Having Arcane golems at home really classes up the place, and as a bonus they are great conversation pieces.
Can't attack unless you have Spell Damage. Now his watch has ended... until you have Spell Damage.
Give a minion +3 Attack. If it's a Demon, also give it +3 Health. You know what really makes my blood boil? The skyrocketing price of Bloodfury potions!
Battlecry: If you have a weapon equipped, Discover a spell. “Shoot them in the face” is more of a tactic than a strategy.
Battlecry: Return a friendly minion to your hand and give it +2/+2. It's the bane of freshly mopped floors everywhere.
|Call to Adventure||Rare||Spell||Paladin||3|
Draw the lowest Cost minion from your deck. Give it +2/+2. Even the smallest minion can change the outcome of the game.
Deal 5 damage randomly split among all enemies. Forecast: Cloudy with a chance of fireballs.
Battlecry: Shuffle a Bomb into your opponent's deck. When draw, it explodes for 5 damage. They always end up bombing.
Battlecry: Give your other Murlocs +2 Health. The Coldlight murlocs reside in the darkest pits of the Abyssal Depths. So no, there's no getting away from murlocs.
Secret: When your opponent casts a spell, Counter it. What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face.
At the start of your turn, deal 2 damage to a random enemy. Laying siege isn't fun for anyone. It's not even all that effective, now that everyone has a flying mount.
After you cast a spell, add a random Mage minion to your hand. Come for the magic show, stay for the sand castles.
Each turn this is in your hand, swap its Attack and Health. After a short paws, she's back to herself again.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Poisonous The Sholazar Basin is home to a lot of really horrible things. If you're going to visit, wear bug spray. And plate armor.
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
Your opponent's cards cost (1) less. Yeah, she's mummified, but her money hasn’t dried up!
Deal 2 damage to the enemy hero. Combo: Return this to your hand next turn. When all else fails, nothing beats a swift whack upside the head.
At the end of your turn, deal 1 damage to this minion and summon a 1/1 Imp. She would enjoy the job a lot more if she just could get the imps to QUIT BITING HER.
Give your Demons +1 Attack. Deal 1 damage to all enemy minions. Imps don't get mad when you set them on fire. They think it's cozy.
Deathrattle: Add two 1/1 Scarabs with Taunt to your hand. Trust us. DON'T go cheap on the scarab repellent.
Battlecry: Deal 4 damage to HIMSELF. He claims it is an old war wound, but we think he just cut himself shaving.
|Kirin Tor Mage||Rare||Minion||General||Mage||3||4||3|
Battlecry: The next Secret you play this turn costs (0). The Kirin Tor reside in the floating city of Dalaran. How do you make a Dalaran float? Two scoops of ice cream, one scoop of Dalaran.
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Whenever you restore Health, add a random Druid spell to your hand. Lifeweaving is all well and good until it's time to cut the thread.
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
|Mana Tide Totem||Rare||Minion||Totem||Shaman||3||0||3|
At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
|Mind Control Tech||Rare||Minion||General||Any||3||3||3|
Battlecry: If your opponent has 4 or more minions, take control of one at random. Mind Control technology is getting better, but that's not saying much.
Deathrattle: Trigger the Deathrattle of a random friendly minion. Grab death by the handle.
Battlecry: Gain +1 Attack for each damage your hero has taken this turn. Why did the demon cross the streams? To get to The Other Side.
Battlecry: If you have 10 Mana Crystals, restore 10 Health to your hero. She feels waiting for healing makes you appreciate it more.
|Paragon of Light||Rare||Minion||General||Paladin||3||2||5|
While this minion has 3 or more Attack, it has Taunt and Lifesteal. She’s all fun and games until someone rings that stupid bell.
Battlecry: Deal 1 damage. Combo: Deal 2 instead. Perdition's Blade is Ragnaros's back-up weapon while Sulfuras is in the shop.
Taunt Recruited from the Gilnean opera house.
|Plague of Wrath||Rare||Spell||Warrior||3|
Destroy all damaged minions. "Thanks, I HATE it!"
Whenever your Hero Power kills a minion, draw a card. She prefers “Flammably Inclined.”
Whenever you play a card, gain +1/+1. "Does anyone have some extra Boar Pelts?"
Battlecry: Copy a random Beast in your hand. She gets to decide what cards go to the Hall of Fame.
Deathrattle: Draw two 1-Health minions from your deck. Pride cometh before the maul.
Combo: Deal 2 damage. The agents of SI:7 are responsible for Stormwind's covert activities. Their duties include espionage, assassination, and throwing surprise birthday parties for the royal family.
Battlecry: Your hero can't be targeted by spells or Hero Powers until your next turn. The fanciest possible way of distracting enemies with shiny things.
Deathrattle: Destroy a random enemy minion. Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!
|Spirit of the Frog||Rare||Minion||General||Shaman||3||0||3|
Stealth for 1 turn.
Whenever you cast a spell, draw a spell from your deck that costs (1) more. It is Wednesday, my dudes.
|Spirit of the Lynx||Rare||Minion||General||Hunter||3||0||3|
Stealth for 1 turn.
Whenever you summon a Beast, give it +1/+1. Much of this shrine’s power lies in the can-opener noise it makes.
Secret: When a minion attacks your hero, destroy it. Rumor has it that Deathwing brought about the Cataclysm after losing a game to this card. We may never know the truth.
Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
Battlecry: If you control a Lackey, deal 3 damage. Dr. Boom had one simple request: wasps with flippin' laser beams attached to their heads.
Summon a random friendly Beast that died this game. The gates to the Gilnean pet cemetary MUST remain locked at all times.
Battlecry: Destroy a friendly minion, then restore it to life with full Health. "Ok, here's the plan. We kill you, then bring you back." "Stronger?" "No, about the same."
Battlecry: Give adjacent minions Spell Damage +1. Sometimes he forgets and just wanders into someone else's game.
Taunt Every ten seconds it asks if you want to update.
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Battlecry and Deathrattle: Put a Secret from your deck into the battlefield. Who are you? Eh, none of my business.
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Destroy your weapon and deal its damage to all enemy minions. "Look, it's not just about waving daggers around really fast. It's a lot more complicated than that." - Shan, Rogue Trainer
Deathrattle: Summon a 1/1 Ooze with Poisonous and Rush. "Well we HAD it contained. Then you went and gave it legs!"
At the start of your turn, deal 1 damage to your hero. Like a sloppy joe for vampires.
At the start of your turn, shuffle this minion into your deck. What you see is Isiset.
Destroy a minion. Summon 2 minions of the same Cost to replace it. If only you'd let it go to voicemail...
|Defender of Argus||Rare||Minion||General||Any||4||2||3|
Battlecry: Give adjacent minions +1/+1 and Taunt. You wouldn’t think that Argus would need this much defending. But it does.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health.
If you control a Secret at the end of your turn, gain +2/+2. The ethereals are wrapped in cloth to give form to their non-corporeal bodies. Also because it's nice and soft.
At the end of your turn, both players draw a card. "Just sign this waiver, and we'll be on our way."
Battlecry: If you're holding a spell that costs (5) or more, summon two 2/2 Treants. "Greetings, my little shrubs... It's whittlin' time."
Battlecry: Your opponent summons a minion from their deck. Built by goblins, designed by a troll.
Battlecry: If you control a Secret, summon two 2/2 Hyenas. Everything the sun touches is ours—so long as it's already dead.
Destroy a minion. Shuffle 3 Worthless Imps into your deck. With your complexion, Imp Balm is a great demonizer.
|Keeper of the Grove||Rare||Minion||General||Druid||4||2||2|
Choose One - Deal 2 damage; or Silence a minion. These guys just show up and start Keeping your Groves without even asking.
|Kirin Tor Tricaster||Rare||Minion||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
Battlecry: Deal 3 damage to the enemy hero. Restore 3 Health to your hero. In a pinch, he'll also settle for Holy Water: Zero.
Battlecry: Randomly toss 3 hats to other minions. Each hat gives +1/+1. He's entirely bonkers. All the best goblins are.
|Mark of the Loa||Rare||Spell||Druid||4|
Choose One -
Give a minion +2/+4 and Taunt; or Summon two 3/2 Raptors. Ah, yes. Mark. The mightiest Loa.
Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams.
|Master of Disguise||Rare||Minion||General||Rogue||4||4||4|
Battlecry: Give a friendly minion Stealth until your next turn. She's actually a male tauren. People don't call him "Master of Disguise" for nothing.
Battlecry: Gain +3 Attack this turn. She only needs two commands: "Heel" and "Sic 'em!"
Whenever you play an Echo card, gain +1/+1. One little Mistwraith sitting in a tree. M-I-S-T-I-N-G.
Deal 4 damage. If you have 12 or less Health, deal 6 instead. "If you only use one ability, use Mortal Strike." - The Warrior Code, Line 6
Deathrattle: Draw 2 Murlocs from your deck. He was destined for the soup. One way or another…
Battlecry: If this is the only minion in the battlefield, gain +3/+3. Listen to the mew-sic of the night.
Battlecry: Shuffle 3 Portals into your deck. When drawn, summon a 2/2 Demon with Rush. No longer allowed to be "it" when playing demon tag.
Draw a Beast from your deck and double its Health. Somebody’s been eating their funnel cakes.
Draw two Pirates from your deck. Combo: Draw a Weapon. And a bowl of chips. And some of those little cocktail weenies!
Deathrattle: Summon three 1/1 Microbots. It's a car!
*Whomp whomp whomp*
It's a robot!
It's... three.. smaller robots!
Deathrattle: Return a random enemy minion to your opponent's hand. "Here, you dropped this."
Battlecry: If you're holding a Dragon, gain +1 Attack and Rush. A popular local alternative to bananas.
Deal 4 damage to a minion. If you played an Elemental last turn, this costs (1). The hoof.
The hoof is on fire.
Gain control of an enemy minion with 3 or less Attack until end of turn. You can rationalize it all you want, it's still a mean thing to do.
Destroy a friendly minion and deal its Attack damage to all enemy minions. Start with a powerful minion and stir in Shadowflame and you have a good time!
Battlecry: Destroy a random enemy Secret. What will she destroy? It's a secret!
|Spirit of the Shark||Rare||Minion||General||Rogue||4||0||3|
Stealth for 1 turn.
Your minions' Battlecries and Combos trigger twice. It has Stealth, but its ominous theme music keeps giving it away.
|Spirit of the Tiger||Rare||Minion||General||Paladin||4||0||3|
Stealth for 1 turn.
Whenever you cast a spell, summon a Tiger with stats equal to its Cost. Less of a cantrip and more of a cat-nip.
Battlecry: Draw a spell from your deck that costs (5) or more. Best drank after a stiff gale.
At the start of your turn, this has a 50% chance to fall asleep. There is E.V.I.L. here that DOES sleep.
Battlecry: Gain +1 Health for each card in your hand. Twilight drakes feed on Mystical Energy. And Tacos.
Deal 4 damage to a minion. Costs (0) if you're holding a card from another class. A vengeful and vicarious vanguard against violent villains or vexed victims.
Whenever you cast a spell, summon a 1/1 Violet Apprentice. If you don't pay attention, you may be turned into a pig. And then you get your name on the board.
Deal 4 damage to a minion. If a minion died this turn, this costs (1). Emeriss uses Wing Blast. It's super effective!
Battlecry: Draw a minion from your deck with the lowest mana cost. She rids villages of annoying pests, like rats and children.
Battlecry: If you've restored 10 Health this game, gain +4/+4 and Taunt. YOU WERE A TEMPLAR, JONDAR!
Taunt. Deathrattle: Deal 2 damage to ALL characters. Abominations enjoy Fresh Meat and long walks on the beach.
Overkill: Summon another Arena Patron. Everybody with a ticket get in here!
Battlecry: Add a random minion from another class to your hand. Premium muggings at a discount price.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Double a minion's Attack. This card causes double the trouble AND double the fun.
Battlecry: If you played an Elemental last turn, draw a card. Next step: Marshmallow elementals.
Battlecry: If a minion died this turn, gain Poisonous. Fits easily into overhead luggage bins.
Battlecry: Destroy all enemy Secrets. Empty your pockets, I know you’ve got a Wandering Monster in there!
Deathrattle: Destroy a random enemy minion. It's always nice to steal a familiar face.
Whenever you draw a card, gain +1/+1. Experts worry that curios are a gateway to face-collecting.
Battlecry: Deal 5 damage randomly split among all minions except Mechs. Star player on the inter-office Boomball team.
Battlecry: If you're holding a Dragon, gain 5 Armor. The third little dragon made his armor out of adamantite.
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
Overkill: Give a minion in your hand +2/+2. Only two things in life are certain: death and axes.
After a friendly minion attacks, gain +1 Attack. Tree puns arboring.
Deal 1 damage to all minion.
(Upgrades each turn!) "All shall suffer!"
"But Hagatha, those are your minions..."
"I said ALL!!!"
Deal 4 damage to a minion. If that kills it, add a copy of it to your hand. For a healthier option, try Holy Water: Zero.
Draw a card and deal damage equal to its cost. C'mon Molten Giant!!
Copy all Beasts in your hand. Not sure I'd call it a good party if everyone ends up beside themselves.
Force each minion to attack another random minion. Black Friday gets worse every year.
|Naga Sand Witch||Rare||Minion||General||Mage||5||5||5|
Battlecry: Change the Cost of spells in your hand to (5). 5 mana footlong, anyone?
Deathrattle: If this minion has 4 or more Attack, resummon it. Mwahahaha! You'll never catch him this time!
Give your minions Divine Shield. Shield yourself in righteousness! It feels like a warm fuzzy blanket.
Set the Attack and Health of all minions to 1. Actually works by enlarging the rest of the world.
Battlecry: Destroy a random enemy minion with 2 or less Attack. This Kodo is so big that he can stampede by himself.
Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Battlecry: If you're holding a spell that costs (5) or more, deal 4 damage. What, did you expect the Sunreavers to be coldages?
Battlecry: Lose 1 Health for each card in your opponent's hand. You know what they say about people with big hands? Small bears.
Battlecry: Discover a spell that costs (5) more. We ran out of jars, so we started putting brains in other stuff.
Divine Shield The Argent Dawn stands vigilant against the Scourge, as well as people who cut in line at coffee shops.
Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining.
Deathrattle: Summon a Deathrattle minion from your hand. Also does weddings.
Deathrattle: Draw a Combo card from your deck. She was an ordinary castaway... until she found that cursed volleyball.
Summon a copy of a random minion in your hand. Genius is 1% inspiration, and 99% drawing your Deathwing.
Whenever you cast a spell, draw a card. He used to run the black market auction house, but there was just too much violence and he had to move.
Summon a random minion with Cost equal to your Armor (up to 10). This metal is so heavy it will satisfy your iron requirements for the next year.
Choose One - Summon a 6/6 Ancient with Taunt; or Restore 12 Health. Amazing that it's been hidden, given the twenty-foot treant splashing around in it.
Deal 5 damage. Restore 5 Health to your hero. Often followed by Holy Smokes!
Deathrattle: Restore 3 Health to your hero. Gesundheit!
Battlecry: Fill each player's board with 1/1 Imps. Does he summon because of his madness, or is he mad from all the summoning?
Deathrattle: Summon a 7/7 Mechanical Dragon. "Well if I didn't build the whelp and YOU didn't build the whelp…"
Battlecry: For each card in your hand, deal 1 damage to a random enemy. Some say the world will end in fire. Some say in ice. Why not BOTH?
At the end of your turn, deal 1 damage to all other characters. We asked, "Where do the missiles go?" and he answered, "Yes."
Choose One - Gain 2 Mana Crystals; or Draw 3 cards. Druids take nourishment from many things: the power of nature, the songbird's chirp, a chocolate cake.
Give a minion +4/+4, Divine Shield, and Taunt. Life hack: Sneeze near a pharaoh.
Deathrattle: Summon two 2/2 Hyenas. In the jungle, the mighty jungle, the lion gets slowly consumed by hyenas.
Whenever this minion takes damage, summon a 2/3 Mech with Taunt. Insecurity detected. Alerting hugbots.
Destroy a minion. Restore 3 Health to your hero. You probably should avoid siphoning your own soul. You might create some kind of weird infinite loop.
Deathrattle: Add two 1/1 Sparks with Rush to your hand. Preferred weapon of Dr. Boom's orthodontist.
Taunt. Divine Shield She doesn’t ACTUALLY walk on the Sun. It's just a name. Don’t worry!
|Swarm of Locusts||Rare||Spell||Hunter||6|
Summon seven 1/1 Locusts with Rush. Good things never come in swarms.
Choose One - Give your other minions +1/+1; or Summon two 2/2 Treants. That racial bonus to Herbalism finally paid off.
|Unleash the Beast||Rare||Spell||Hunter||6|
Summon a 5/5 Wyvern with Rush. The Kirin Tor has always been lax in enforcing leash laws.
Deal 5 damage to all minions, then deal 2 damage to all minions. Shake it, sh-sh-sh-shake it like a Kalimdor fissure.
Whenever you cast a spell, summon a random 3-Cost Beast. *Taps roof of mammoth* "You can fit so many squirrels in this thing!"
Battlecry: Summon two 1/2 Mechs with Taunt and Divine Shield. "I shall build a mighty golden paladin! And he will GREET the WORLD!"
Rush. Costs (1) less for each minion on the battlefield. He's here to shape *clap* you up!
Whenever a friendly minion is healed, summon a 3/3 Whelp. Everywhelp, get in here!
Restore 5 Health to all characters. Draw 5 cards. It's a high five followed by a low tide.
Stealth Just mail him a package with a name and 10,000 gold. He'll take care of the rest.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Deathrattle: Deal 3 damage to all minions. And you always thought they wore the candles just for fun.
After this minion survives damage, summon a copy of it. It's always accepting of the less successful adventurers.
At the end of your turn, summon a 1/1 Scarab with Taunt. The end result of one of the greatest wrap battles of all time.
Whenever you cast a spell, gain +2/+2. Likes her magic with a pinch of salt.
|Gilnean Royal Guard||Rare||Minion||General||Any||8||3||8|
Divine Shield, Rush
Each turn this is in your hand, swap its Attack and Health. Admittedly, they kind of dropped the ball with Prince Liam.
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
|The Forest's Aid||Rare||Spell||Druid||8|
Summon five 2/2 Treants. Delicious Forest's Aid! Made from real forests.
Battlecry: Summon a copy of this minion. Also known as an ancient copy machine.
Summon 3 friendly minions that died this game. One's company, two's a crowd, and three's a "mass" resurrection, apparently.
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Summon 2 copies of a minion in your deck. The first dimensional ripper had a point.
The second fell flat.
The THIRD one really started to take shape!
Costs (1) less for each spell you've cast this game. Trolls can regenerate lost limbs, but this is what they do with the leftovers.
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Uncollectible[edit | edit source]
The following cards are uncollectible.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Each turn this is in your hand, swap its Attack and Health.
|Gilnean Royal Guard||Rare||Minion||General||Any||8||8||3|
Divine Shield, Rush
Each turn this is in your hand, swap its Attack and Health.
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