Gamepedia was upgraded to MediaWiki version 1.31 on Wednesday November 14th. To learn more about the upgrade and its effects click here.

Shaman

From Hearthstone Wiki
Jump to: navigation, search

The Shaman icon.png Shaman is one of the nine classes in Hearthstone, represented by Thrall, Morgl the Oracle and King Rastakhan.

Heroes[edit | edit source]

Thrall is the default hero for shamans. Players who have unlocked the Morgl the Oracle or King Rastakhan alternate hero may choose to play as him instead when using any shaman deck. Both heroes use the same gameplay mechanics; the difference is purely cosmetic.

Thrall(319).png Morgl the Oracle(35369).png King Rastakhan.png

Background[edit | edit source]

Main article: Shaman

Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.[1]

Hero Power[edit | edit source]

Totemic Call(316).png

Hero Powers are unique abilities, specific to each class, usable used once each turn.

The shaman's Hero Power is Totemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: Healing Totem, Stoneclaw Totem, Searing Totem, or Wrath of Air Totem.


Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath of Air Totem(365).png

Totemic Call always summons a Totem the hero does not already have in play in the battlefield; if the shaman already has all 4 different Totems in play, the Hero Power cannot be used until one of them is removed. Enemy Totems and Totems in the hand are irrelevant to this determination. Totems are created directly by the Hero Power, not played from the hand or drawn from the deck. Most Totems start with 0 Attack but cards like Bloodlust or even Raid Leader can turn a board of weak Totems into a force to be reckoned with.

Replacement Hero Powers[edit | edit source]

Totemic Slam(22489).png
Lightning Jolt(22451).png
Transmute Spirit(62862).png
Bewitch(89356).png

Justicar Trueheart Battlecry and Baku the Mooneater Start of Game effect will replace Totemic Call with Totemic Slam.

Charged Hammer Deathrattle will replace the current Hero Power with Lightning Jolt.

Thrall, Deathseer Battlecry will replace the current Hero Power with Transmute Spirit, as well as replacing the hero.

Hagatha the Witch Battlecry will replace the current Hero Power with Bewitch, as well as replacing the hero.

Strategy and gameplay[edit | edit source]

Shamans are highly flexible, boasting a wide variety of class cards that lend themselves to many different methods of achieving victory. With their unique mechanic Overload, Shamans can also play very strong spell and minion cards for little mana, at the cost of losing available mana the subsequent turn. Their board control is excellent with removal and transform effects such as Lightning Storm and Hex. Shamans also have some of the strongest minions in the game, ranging from low-cost (Flametongue Totem, Totem Golem) to the late-game (Fire Elemental, Al'Akir the Windlord).

Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. Totemic Call provides a steady stream of reinforcements, although their effects are random and they are unlikely to do much without more proactive minions to support. However, cards such as Bloodlust, Thunder Bluff Valiant, Primal Fusion, and Thing from Below reward a shaman for amassing totems.

Shamans have many ways to close out a game. Bloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as Lightning Bolt and Lava Burst, or even with their own weapon - a Rockbiter Weapon-enhanced Doomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (Healing Wave, Jinyu Waterspeaker, Hallazeal the Ascended), making them very difficult to remove.

As wielders of the elemental forces, Shamans have an affinity with Elementals, possessing more Elemental synergy effects out of any other classes. Shamans have access to both early-game Elementals with tons of utility like Fire Plume Harbinger and Hot Spring Guardian and synergy effects like Earthen Might, and late-game Elemental finishers like Stone Sentinel and Kalimos, Primal Lord for a huge tempo swing.

Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Evolve, Unstable Evolution, Master of Evolution, Thrall, Deathseer, and The Storm Bringer transforms their own minions into a more costly minion, while Devolve does the opposite to their enemies. Although the effects are random, with proper setup their multiple high-cost, low-stat minions can turn into something else with stats and possible effects to better match their costs.

Shamans also have an affinity for murlocs. They can call upon lesser murlocs with cards like Primalfin Totem and Call in the Finishers and have cards that reward swarming with murlocs like Everyfin is Awesome and Unite the Murlocs. After all, the first murloc hero in Hearthstone is also a Shaman.

Counters[edit | edit source]

  • Totems will be a continuous part of the game when playing against a shaman, especially the slower kinds. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. This is especially important when playing against Totem Shaman/Bloodlust decks. The totems can range from being 1/1, 0/2, or 0/3 so they are quite fragile and nonthreatening by themselves, but totems like Mana Tide Totem which allow an extra draw per turn will give an enormous advantage if left unchecked. Totems are treated as minions and can be buffed with increased Attack as well as Health so leaving too many on the field at once may become dangerous if the shaman plays cards like Raid Leader or Bloodlust, or even Flametongue Totem for unexpected trades. You may even be able to use the totems against the shaman if you play cards like Sea Giant or Flesheating Ghoul which benefit with more minions on the field, but this is rarely worth the risk of leaving them in place. Good methods of removing totems include AoE damage like Hellfire or Holy Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's Swipe can also be extremely effective against totems, especially when paired with Spell Damage.
  • Bloodlust and totem buffs like Thunder Bluff Valiant can allow the shaman to abruptly win the game if they have lots of minions on the field, so make sure to keep the number of minions the shaman has to a minimum. This includes 0-Attack Totems and other seemingly unthreatening minions. Remember that shamans often include a lot of burst damage spells like Lava Burst and Rockbiter Weapon, which when combined with a strong board can defeat even full-Health opponents.
  • When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening minions before playing your biggest minions or strong buffing spells, and keep in mind there are only 2 maximum in a deck (outside of Arena). Shamans also have Lightning Storm, so try to not have a large field when your opponent hasn't played them yet.

Unique mechanics[edit | edit source]

Overload is an ability which reduces the amount of mana available the next turn by the stated amount. Most cards with Overload have a lower printed mana cost than similar cards from other classes (for instance, compare Forked Lightning and Cleave). This allows powerful spells and minions to be played for a low mana cost, allowing the shaman to gain a great amount of value in a turn at the cost of being able to play fewer cards the next turn. The shaman has many cards allowing him to put massive power into the board in one turn, such as Bloodlust, Lightning Storm, and Lava Burst. You can also overload more mana than you will have the next turn. Cards with this ability are limited to the shaman class.

Spells[edit | edit source]

For Wild format listings, see Shaman/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
Ancestral Healing Free Shaman 0
Restore a minion to full Health and give it TauntI personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Bloodlust Free Shaman 5
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Frost Shock Free Shaman 1
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Hex Free Shaman 4
Transform a minion into a 0/1 Frog with TauntIf you Hex a Murloc... it really isn't much of a change, is it?
Rockbiter Weapon Free Shaman 2
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Totemic Might Free Shaman 0
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Windfury Free Shaman 2
Give a minion WindfuryWindfury is like Earthfury and Firefury, but more light and airy.
Beakered Lightning Common Shaman 0
Deal 1 damage to all minions. Overload: (2) Working in a shaman's lab, it's important to be well-grounded.
Crushing Hand Common Shaman 2
Deal 8 damage to a minion. Overload: (3) Shamans always have the firmest handshakes.
Earth Shock Common Shaman 1
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Elementary Reaction Common Shaman 2
Draw a card. Copy it if you played an Elemental last turn. It's just a Tempest Tantrum.
Forked Lightning Common Shaman 1
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.
Healing Rain Common Shaman 3
Restore 12 Health divided randomly among all friendly characters. It's filled with electrolytes!
Ice Fishing Common Shaman 2
Draw 2 Murlocs from your deck. Glow fish, war fish... blow fish, more fish...
Lightning Bolt Common Shaman 1
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Tidal Surge Common Shaman 4
Deal 4 damage to a minion. Restore 4 Health to your hero. Also good for removing pesky stains.
Zap! Common Shaman 0
Deal 2 damage to a minion. Overload: (1) The material components for this spell are wool socks and a rug.
Ancestral Spirit Rare Shaman 2
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Avalanche Rare Shaman 4
Freeze a minion and deal 3 damage to adjacent ones. One of our more snowbally cards.
Blazing Invocation Rare Shaman 1
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Earthen Might Rare Shaman 2
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Eureka! Rare Shaman 6
Summon a copy of a random minion in your hand. Genius is 1% inspiration, and 99% drawing your Deathwing.
Feral Spirit Rare Shaman 3
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Lava Burst Rare Shaman 3
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lesser Sapphire Spellstone Rare Shaman 7
Summon 1 copy of a friendly minion. (Overload 3 Mana Crystals to upgrade.) A stone of blue, embraced with glee
By murloc lords beneath the sea
Soon numberless they swarmed the shore
First two, then four, then more...and more...
Lightning Storm Rare Shaman 3
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Primal Talismans Rare Shaman 3
Give your minions "Deathrattle: Summon a random basic Totem." All that remained from the first kobold colony: a single talisman and the word "Flamestrike."
Volcano Rare Shaman 5
Deal 15 Damage randomly split across all minions. Overload: (2) Many young shaman summon a volcano as their first school project.
Voltaic Burst Rare Shaman 1
Summon two 1/1 Sparks with Rush.
Overload: (1) Batteries have three components: Cathode, Anode, and Overload.
Cryostasis Epic Shaman 2
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
Far Sight Epic Shaman 3
Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Spirit Echo Epic Shaman 3
Give your minions "Deathrattle: Return this to your hand." I guess you can say they’re… “soul survivors.”
Unstable Evolution Epic Shaman 1
Transform a friendly minion into one that costs (1) more. Repeatable this turn. They grow up so fast.
The Storm Bringer Legendary Shaman 7
Transform your minions into random Legendary minions. Finally, Electra can work from home.
Unite the Murlocs Legendary Shaman 1
Quest: Summon 10 Murlocs.
Reward: Megafin. Form feet and legs! Form arms and body! Oh. Sorry. I was thinking about Mechafin.
Showing all 35 cards
Ancestral Healing(216).png
Bloodlust(256).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Totemic Might(367).png
Windfury(146).png
Beakered Lightning(89947).png
Crushing Hand(76998).png
Earth Shock(77).png
Elementary Reaction(89939).png
Forked Lightning(530).png
Healing Rain(77008).png
Ice Fishing(62884).png
Lightning Bolt(10).png
Tidal Surge(55555).png
Zap!(89439).png
Ancestral Spirit(526).png
Avalanche(62921).png
Blazing Invocation(89446).png
Earthen Might(89447).png
Eureka!(89855).png
Feral Spirit(214).png
Lava Burst(679).png
Lesser Sapphire Spellstone(73330).png
Lightning Storm(676).png
Primal Talismans(76923).png
Volcano(52581).png
Voltaic Burst(89866).png
Cryostasis(62846).png
Far Sight(107).png
Spirit Echo(55514).png
Unstable Evolution(76931).png
The Storm Bringer(89892).png
Unite the Murlocs(55470).png


Uncollectible

For Wild format listings, see Shaman/Wild format

The following spells are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity Class Cost Description
Greater Sapphire Spellstone Rare Shaman 7
Summon 3 copies of a friendly minion. 
Sapphire Spellstone Rare Shaman 7
Summon 2 copies of a friendly minion. (Overload 3 Mana Crystals to upgrade.) 
Showing all 2 cards
Greater Sapphire Spellstone(73334).png
Sapphire Spellstone(73333).png

Minions[edit | edit source]

For Wild format listings, see Shaman/Wild format

All classes can also use neutral minions in their decks. See Minion.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Fire Elemental Free Elemental Shaman 6 6 5
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Flametongue Totem Free Totem Shaman 2 0 3
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.
Windspeaker Free General Shaman 4 3 3
Battlecry: Give a friendly minion WindfuryIs there anything worse than a Windspeaker with halitosis?
Air Elemental Common Elemental Shaman 1 2 1
Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Brrrloc Common Murloc Shaman 2 2 2
Battlecry: Freeze an enemy. He may be frozen fish, but he fights fresh!
Drakkari Defender Common General Shaman 3 2 8
Taunt
Overload: (3) Sometimes, the best defense is an offensive troll.
Dust Devil Common Elemental Shaman 1 3 1
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Ghost Light Angler Common Murloc Shaman 2 2 2
Echo BoOooOogrglgrlgrlooOoOoo!
Hot Spring Guardian Common Elemental Shaman 3 2 4
Taunt
Battlecry: Restore
3 Health. NONE SHALL PASS until at least an hour after eating.
Kobold Hermit Common General Shaman 2 1 1
Battlecry: Choose a basic Totem. Summon it. To truly understand candles, it takes YEARS of quiet contemplation.
Menacing Nimbus Common Elemental Shaman 2 2 2
Battlecry: Add a random Elemental to your hand. Electra stores her elementals in the cloud.
Unbound Elemental Common Elemental Shaman 3 2 4
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Witch's Apprentice Common Beast Shaman 1 0 1
Taunt
Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog?
Fire Plume Harbinger Rare Elemental Shaman 2 1 1
Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Mana Tide Totem Rare 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.
Murkspark Eel Rare Beast Shaman 2 2 3
Battlecry: If your deck has only even-Cost cards, deal 2 damage. Makes shockingly good unagi.
Murmuring Elemental Rare Elemental Shaman 2 1 1
Battlecry: Your next Battlecry this turn triggers twice. Déjà Dude.
Primalfin Totem Rare Totem Shaman 2 0 3
At the end of your turn,
summon a 1/1 Murloc. Emits a sound only murlocs can hear, which is good because it’s REALLY annoying.
Storm Chaser Rare Elemental Shaman 4 3 4
Battlecry: Draw a spell from your deck that costs (5) or more. Best drank after a stiff gale.
Voodoo Hexxer Rare General Shaman 5 2 7
Taunt
Freeze any character damaged by this minion. The Silver Hand recruits shuddered in terror when they saw the dreaded totem of the Hexxer: A tiny little snowman, impaled with pins.
Bogshaper Epic Elemental Shaman 7 4 8
Whenever you cast a spell, draw a minion from your deck. The tricky part is getting them to HOLD their shape.
Earth Elemental Epic Elemental Shaman 5 7 8
Taunt
Overload: (3) Nothing beats rock.
Omega Mind Epic General Shaman 2 2 3
Battlecry: If you have 10 Mana Crystals, your spells have Lifesteal this turn. Has a side-business selling her lipstick shade, "Omega Red."
Snowfury Giant Epic Elemental Shaman 11 8 8
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Stone Sentinel Epic Elemental Shaman 7 4 4
Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with TauntHe and his friends just want to rock out.
Thunderhead Epic Elemental Shaman 4 3 5
After you play a card with Overload, summon two 1/1 Sparks with Rush. Most of his friends are still Metalheads.
Totem Cruncher Epic Beast Shaman 4 2 3
Taunt
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Windshear Stormcaller Epic General Shaman 5 5 5
Battlecry: If you control all 4 basic Totems, summon Al'akir the Windlord. Don't ever doubt Al'Akir's love for basic totems.
Al'Akir the Windlord Legendary Elemental Shaman 8 3 5
Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Electra Stormsurge Legendary Elemental Shaman 3 3 3
Battlecry: Your next spell this turn casts twice. "The coin? You used me for THE COIN!?"
Grumble, Worldshaker Legendary Elemental Shaman 6 7 7
Battlecry: Return your other minions to your hand. They cost (1). The grumbling grew to a mighty rumbling, and out of the caverns the kobolds came tumbling.
Kalimos, Primal Lord Legendary Elemental Shaman 8 7 7
Battlecry: If you played an Elemental last turn, cast an Elemental Invocation. All that's missing is a little heart.
Moorabi Legendary General Shaman 6 4 4
Whenever another minion is Frozen, add a copy of it to your hand. Most disturbing is how Moorabi covers all those frozen minions with flavored syrup.
Shudderwock Legendary General Shaman 9 6 6
Battlecry: Repeat all other Battlecries from cards you played this game (targets chosen randomly)Beware the Shudderwock, my son. We're fresh out of vorpal daggers.
Showing all 34 cards
Fire Elemental(636).png
Flametongue Totem(390).png
Windspeaker(151).png
Air Elemental(55549).png
Brrrloc(62874).png
Drakkari Defender(62887).png
Dust Devil(129).png
Ghost Light Angler(89436).png
Hot Spring Guardian(55564).png
Kobold Hermit(76922).png
Menacing Nimbus(89806).png
Unbound Elemental(51).png
Witch's Apprentice(89354).png
Fire Plume Harbinger(55557).png
Mana Tide Totem(613).png
Murkspark Eel(89343).png
Murmuring Elemental(76971).png
Primalfin Totem(55596).png
Storm Chaser(89874).png
Voodoo Hexxer(61826).png
Bogshaper(89394).png
Earth Elemental(124).png
Omega Mind(89885).png
Snowfury Giant(62918).png
Stone Sentinel(55467).png
Thunderhead(89873).png
Totem Cruncher(89414).png
Windshear Stormcaller(76921).png
Al'Akir the Windlord(335).png
Electra Stormsurge(89804).png
Grumble, Worldshaker(76891).png
Kalimos, Primal Lord(55473).png
Moorabi(62845).png
Shudderwock(89437).png

Uncollectible[edit | edit source]

For Wild format listings, see Shaman/Wild format

The following minions are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Megafin None Murloc Shaman 5 8 8
Battlecry: Fill your hand with random Murlocs. 
Rock Elemental None Elemental Shaman 2 2 3
Taunt 
Stone Elemental None Elemental Shaman 1 1 1
 
Healing Totem Free Totem Shaman 1 0 2
At the end of your turn, restore 1 Health to all friendly minions. 
Searing Totem Free Totem Shaman 1 1 1
 
Stoneclaw Totem Free Totem Shaman 1 0 2
Taunt 
Wrath of Air Totem Free Totem Shaman 1 0 2
Spell Damage +1 
Spirit Wolf Rare General Shaman 2 2 3
Taunt 
Showing all 8 cards
Megafin(55472).png
Rock Elemental(55480).png
Stone Elemental(55597).png
Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath of Air Totem(365).png
Spirit Wolf(451).png

Weapons[edit | edit source]

For Wild format listings, see Shaman/Wild format

Shamans have access to a limited range of weapons.

Name / Desc Rarity Class Cost Atk HP Description
Stormforged Axe Common Shaman 2 2 3
Overload: (1) Yo, that's a nice axe.
Ice Breaker Rare Shaman 3 1 3
Destroy any Frozen minion damaged by this. A great way to end a conversation.
Doomhammer Epic Shaman 5 2 8
Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
The Runespear Legendary Shaman 8 3 3
After your hero attacks, Discover a spell and cast it with random targets. When asked what the runes do, the tauren smith smiled: "A little of this, a little of that..."
Showing all 4 cards
Stormforged Axe(152).png
Ice Breaker(61813).png
Doomhammer(172).png
The Runespear(76869).png


Hero card

For Wild format listings, see Shaman/Wild format

See Hero card.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Hagatha the Witch Legendary Hero card Shaman 8
Battlecry: Deal 3 damage to all minions. Curse-bringer, tree-twister, mother of wretched things…Hanzo main.
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."
Showing all 2 cards
Hagatha the Witch(89355).png
Thrall, Deathseer(62861).png


Leveling rewards[edit | edit source]

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are soulbound, and cannot be crafted or disenchanted.

Levels up to 10 award new basic class cards, while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

All shaman start with the following class cards.


Ancestral Healing(216).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Windfury(146).png

Level 2-10[edit | edit source]

Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.

Bloodlust(256).png

Level 2
Flametongue Totem(390).png

Level 4
Totemic Might(367).png

Level 6
Windspeaker(151).png

Level 8
Fire Elemental(636).png

Level 10

Level 11-60[edit | edit source]

Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.

Ancestral Healing(216) Gold.png

Level 15/20
Windfury(146) Gold.png

Level 23/26
Totemic Might(367) Gold.png

Level 28/30
Frost Shock(233) Gold.png

Level 32/34
Rockbiter Weapon(491) Gold.png

Level 36/38
Bloodlust(256) Gold.png

Level 40/42
Flametongue Totem(390) Gold.png

Level 43/44
Windspeaker(151) Gold.png

Level 45/46
Hex(270) Gold.png

Level 47/48
Fire Elemental(636) Gold.png

Level 49/50
Magma Rager(362) Gold.png

Level 51/52
Frostwolf Warlord(604) Gold.png

Level 53/54
Booty Bay Bodyguard(27) Gold.png

Level 55/56
Frostwolf Grunt(663) Gold.png

Level 57/58
Reckless Rocketeer(560) Gold.png

Level 59/60

References[edit | edit source]