Spell card list
Spells are the second most common card type, after minions.
Collectible[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
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.
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.
|Blessing of Kings||Free||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||Paladin||1|
Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
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.
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!
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!
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
Destroy a damaged enemy minion. It's okay, he deserved it.
|Fan of Knives||Free||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.
Deal 6 damage. This spell is useful for burning things. If you're looking for spells that toast things, or just warm them a little, you're in the wrong place.
Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll.
Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
Deal 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.
|Hammer of Wrath||Free||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||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.
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.
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.
Gain 1 Mana Crystal this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
|Mark of the Wild||Free||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.
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.
|Power Word: Shield||Free||Priest||1|
Give a minion +2 Health.
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
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.
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||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||Priest||2|
Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".
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.
Deal 3 damage to the enemy hero. There's something about this strike that just feels off. Sinister, even.
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.
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.
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!
Return all minions to their owner's hand.
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.
Adapt a friendly minion. Pray for salvation. If that fails, pray for extra horns or bigger teeth.
Secret: When one of your minions is attacked, give it Divine Shield. We call it the bubble machine.
Deal 3 damage.
Overkill: Summon a 5/5 Devilsaur. The card is common, but the steak is rare.
Give a minion +3 Health. Gain 3 Armor. Make like a tree... and gain armor.
Draw a card for each damaged friendly character. "You won't like me when I'm angry."
Deal 1 damage to all minions. Overload: (2) Working in a shaman's lab, it's important to be well-grounded.
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.
Restore 5 Health to a minion and your hero. By accepting this healing, you agree to the following terms…
Each player gains 2 Mana Crystals. Step 1: Grow giant evil strawberry.
Step 2: ????
Step 3: Rule Azeroth!
|Blessing of the Ancients||Common||Druid||1|
Give your minions +1/+1. Arguably the cutest blessing.
|Blessing of Wisdom||Common||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.
Deal 2 damage. Summon a 0/2 Goblin Bomb. Me throw face.
|Breath of Sindragosa||Common||Mage||1|
Deal 2 damage to a random enemy minion and Freeze it. Is it cold in here or is it just Sindragosa?
|Call of the Void||Common||Warlock||1|
Add a random Demon to your hand. "Marco!"
"Who dares summon me?!"
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.
|Circle of Healing||Common||Priest||0|
Restore 4 Health to ALL minions. It isn't really a circle.
Discover a copy of a minion in your opponent's deck. Zerek got sick of fighting over the remote.
Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
|Cone of Cold||Common||Mage||4|
Freeze a minion and the minions next to it, and deal 1 damage to them. Magi of the Kirin Tor were casting Cubes of Cold for many years before Cones came into fashion some 90 years ago.
Deal 8 damage to a minion. Overload: (3) Shamans always have the firmest handshakes.
Return all friendly minions to your hand. Impossible to cast without cackling evilly.
Set a minion's Attack and Health to 3. In his court, Uther is judge, jury, AND executioner…
Destroy a friendly minion. Restore 4 Health to your hero. "Don't worry about the fine print. Just sign here."
Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
Destroy a minion. Costs (1) less for each minion you control. Or as it’s known in troll, “De bolt, mon.”
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
Each player transforms a random minion in their hand into a Demon. Another group project where Jaraxxus doesn't do any work.
Deal 4 damage to a damaged minion. No thanks, I already devast-ate.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
Restore 6 Health to all friendly characters. Taken up an octave, it's highly effective against stained glass golems.
|Dr. Boom's Scheme||Common||Warrior||4|
Gain 1 Armor.
(Upgrades each turn!) "We did it! We blew up the vault!"
"You mean the vault door?"
"Oh. The doooor..."
Add 2 random Dragons to your hand. Not to be confused with Dragon Yodel.
Deal 2 damage to a minion. Cleans even the toughest clogs with just a flick of the wrist!
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
The next Elemental you play this turn costs (2) less. It's just lighter fluid.
Draw a card. Copy it if you played an Elemental last turn. It's just a Tempest Tantrum.
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.
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||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.
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.
Deal 2 damage. Add a 1/2 Elemental to your hand. Oh, a wise geyser eh?
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.
|Flash of Light||Common||Paladin||2|
Restore 4 health.
Draw a card. Hey! No cameras allowed!
|Forge of Souls||Common||Warrior||2|
Draw 2 weapons from your deck. Powerful weaponry forged by Bronjahm, the Godfather of Souls.
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.
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.
Secret: After your opponent plays a minion, put 2 copies of it into your hand. It's like déjà vu, times two.
Give your hero +3 Attack this turn. Gain 3 Armor. It's rude to gnash with your mouth open.
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...
Discover a card from your opponent's class. It's the good kind of hallucination.
Restore 12 Health divided randomly among all friendly characters. It's filled with electrolytes!
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...
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.
Summon two 2/2 Treants. We'll put a happy tree right here... and give him a little friend.
Give your weapon Lifesteal this turn. No actual leeches were harmed in the creation of this card.
Give a friendly minion Lifesteal. Some might call this a lightforgery.
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
|Lost in the Jungle||Common||Paladin||1|
Summon two 1/1 Silver Hand Recruits. George and Karl were never heard from again.
|Mark of Nature||Common||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."
Secret: After your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar.
Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!"
Gain 6 Armor. Recruit a minion that costs (4) or less. The Guild used oak tress until they all turned to ash.
Add a random card to your hand (from your opponent's class). The class is always greener on the other side of the board.
Trigger a friendly minion's Deathrattle. He's a very literal dog.
|Potion of Heroism||Common||Paladin||2|
Give a minion Divine Shield. Draw a card. Also known as "Liquid Courage."
Give your hero +2 Attack this turn. Comes with an overwhelming urge to jump into the nearest open box.
|Power of the Wild||Common||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.
Copy a spell in your opponent's deck and add it to your hand. She prefers calling it "Psionic Tickling."
Summon 1 1/1 Imp.
(Upgrades each turn!) "When your first plan fails... imp-rovise."
|Rain of Toads||Common||Shaman||6|
Summon three 2/4 Toads with Taunt.
Overload: (3) "Oh, THAT'S how she brings the warts!"
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Deal 1 damage. Pew! Pew!
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.
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!
Restore 3 Health. Finally a cure for degenerates.
Secret: After your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
Each player draws 2 cards. Abstract: Analyzing systemic applications of coldlight data sets vis-a-vis shuffle-related paradigms. Conclusion: Yay, cards!
Give a minion Rush.
Draw a card. This is the happiest moment of Grik's life. We'll miss him.
Choose a minion. Add a copy of it to your hand. “The spirits spoke to me.”
"What did they say?"
"You had lethal two turns ago."
Discover a Secret. The secret is... There is no plan!
Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.
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.
Each turn this is in your hand, transform it into a random Mage spell. Next turn, this is going to be AMAZING.
Deal 1 damage to a minion and the minions next to it. Literally starstruck.
Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler.
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.
Freeze a minion. If it's already Frozen, destroy it. Lick the ice block. I triple-double-dog-dare-you.
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.
|Soul of the Forest||Common||Druid||4|
Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
|Soul of the Murloc||Common||Shaman||2|
Give your minions "Deathrattle: Summon a 1/1 Murloc." Previously thought nonexistent.
|Sound the Bells!||Common||Paladin||2|
Give a minion +1/+2. Weirdly, the bells stop ringing after 5.
Deal 4 damage to a minion and your hero. Might take a few episodes to power up.
Deal 1 damage to all minions. We've got spirit, yes we do! We've got spirit, stolen from you!
Discover a weapon (from another class). Because Thrall wouldn't lend me Doomhammer.
Secret: When a minion attacks your hero, instead it attacks one of its neighbours. You thought he was your bro-bold, but turns out he's your foe-bold.
Copy 2 cards from your opponent's deck and put them into your hand. "What do you get when you cast Thoughtsteal on an Orc? Nothing!" - Tauren joke
Deal 4 damage to a minion. Restore 4 Health to your hero. Also good for removing pesky stains.
Your hero is Immune until your next turn. Highly effective against 3 year olds.
|Tome of Intellect||Common||Mage||1|
Add a random Mage spell to your hand. Just a compilation of napkins of intellect.
Swap a minion's Attack and Health. "Help! I've fallen and I can't get down!"
Deal 2 damage.
Overkill: Summon a basic Totem. Trolls are the first group to have a totem survive atmospheric re-entry.
Give a minion +2/+2.
Gains a bonus effect in your hand. "Here, taste this." (Slurp) "What is it?" "I don't know, I found it in one of the labs."
Gain 5 Armor. Gains a bonus effect in your hand. The kobold stared at the bundle for a long time. "Ah hah!" he said. "It's a shield."
|Unleash the Hounds||Common||Hunter||3|
For each enemy minion, summon a 1/1 Hound with Charge. You must read the name of this card out loud each time you play it.
Add 2 random Deathrattle cards to your hand. Elite Tauren Chieftain's next hit single.
|Walk the Plank||Common||Rogue||4|
Destroy an undamaged minion. Pirates will fall for anything.
Deal 1 damage to all minions. "Left, right, left, right, there's none of the enemy left… Right?"
Each player equips a 2/3 Weapon and gains 6 Armor. Harrison Jones was kicked off this project.
Summon two 1/2 Poisonous Spiders. O, what a tangled web we weave, hoping spiders dodge the cleave.
Add three 2/2 Treants to your hand. An apple a day keeps the worgen at bay.
Choose One - Deal 3 damage to a minion; or 1 damage and draw a card. The talk around the Ratchet Inn is that this card is too good and should be a Legendary.
Deal 2 damage to a minion. Overload: (1) The material components for this spell are wool socks and a rug.
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Add 2 random minions to your hand. Let's see what's behind rift number one!
Freeze a minion and deal 3 damage to adjacent ones. One of our more snowbally cards.
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
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Double a minion's Attack. This card causes double the trouble AND double the fun.
Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining.
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!
Deal 5 damage randomly split among all enemies. Forecast: Cloudy with a chance of fireballs.
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
Destroy a minion. Summon 2 minions of the same Cost to replace it. If only you'd let it go to voicemail...
Corrupt every minion. Destroy them at the start of your next turn. The most terrifying of Un’goro magics is both silent… AND deadly.
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.
Draw two 1-Attack minions from your deck. "The Light is neither a particle nor a wave. It's more of a juice, really."
|Curse of Weakness||Rare||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.
Deal 2 damage to a friendly character. Discover a Demon. Wanted on three counts of gnomish possession.
Give a minion "Deathrattle: Return this to life with 1 Health." They're grateful for the help, but most minions would prefer not dying in the first place.
Copy 3 cards in your opponent's deck and add them to your hand. A mind is a terrible thing to waste. Seconds, anyone?
Draw cards until you have as many in hand as your opponent. This is not just a favor, but a divine one, like helping someone move a couch with a fold out bed!
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.
Give a friendly minion +1/+1, then gain Armor equal to its Attack. You can make your own Earthen Scales at home. Step 1: Roll around in the dirt. Step 2: Magic.
Give your weapon Poisonous. Like Deadly Poison, but deadlier.
Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health.
Discover a friendly minion that died this game. Summon it. What do you mean I don't get overtime pay for this?!
Summon a copy of a random minion in your hand. Genius is 1% inspiration, and 99% drawing your Deathwing.
Adapt your minions. The most powerful mushrooms are commonly found in boxes marked with "?".
Secret: After your opponent plays a minion, deal 6 damage to it and any excess to their hero. Sometimes it's safer NOT to read the warning signs.
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
Deal 3 damage to a minion. Summon three 1/1 Pterrordaxes. True, they're only 1/1s, but they eat as much as most 4/4s!
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
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!
|Free From Amber||Rare||Priest||8|
Discover a minion that costs (8) or more. Summon it. Bingo! Minion DNA!
|Gather Your Party||Rare||Warrior||6|
Recruit a minion. Thrilling adventure! Danger guaranteed! Loot uncertain! Death optional! Who's with me?
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
Deal 1 damage to all minion.
(Upgrades each turn!) "All shall suffer!"
"But Hagatha, those are your minions..."
"I said ALL!!!"
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.
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.
Deal 5 damage. Restore 5 Health to your hero. Often followed by Holy Smokes!
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!!
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.
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
|Lesser Amethyst Spellstone||Rare||Warlock||4|
Lifesteal. Deal 3 damage to a minion. (Take damage from your cards to upgrade.) A purple stone Azari carved
For dark hearts, craving, power-starved.
The first to bow, the warlock Rin,
Embraced the darkness, slew her kin.
|Lesser Diamond Spellstone||Rare||Priest||7|
Resurrect 2 different friendly minions. (Cast 4 spells to upgrade.) A diamond, white, this stone the eighth
A precious jewel for those of faith
A whispered prayer restores the lost
But none among them know the cost.
|Lesser Emerald Spellstone||Rare||Hunter||6|
Summon two 3/3 Wolves. (Play a Secret to upgrade.) An emerald stone for Tauren hands
Who sought its strength to save their lands
Their tribes now lost, their rage released
Who's hunting now? And who's the beast?
|Lesser Jasper Spellstone||Rare||Druid||1|
Deal 2 damage to a minion. (Gain 3 Armor to upgrade.) In ancient woods, elves fought the curse
The demon's shadow to disperse
But hatred raged and frail souls turned
Now horned and hooved their forests burned.
|Lesser Mithril Spellstone||Rare||Warrior||7|
Summon one 5/5 Mithril Golem. (Equip a weapon to upgrade.) To dwarves of stone the demon called
With promises of might, enthralled
In grasping greed they found their doom
Forever bound in mithril tombs.
|Lesser Onyx Spellstone||Rare||Rogue||5|
Destroy 1 random enemy minion. (Play 3 Deathrattle cards to upgrade.) The trolls of old embraced the gift
A jewel of black for daggers swift
No party lasts who finds the stone
Those wielding it soon stand alone.
|Lesser Pearl Spellstone||Rare||Paladin||2|
Summon a 2/2 Spirit with Taunt. (Restore 3 Health to upgrade.) In ages old, when Ancients broke
Azari of the Legion spoke
To tempt the mortals: gems of power
The weak succumbed, their souls devoured.
|Lesser Ruby Spellstone||Rare||Mage||2|
Add a random Mage spell to your hand. (Play two Elementals to upgrade.) The final stone undid its master
Spun into wards by nameless caster
Azari wailed a savage roar
Now sealed in nether, evermore.
|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...
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Secret: When your opponent cast a spell, add a copy to your hand that costs (0). Nice spell. YOINK!
|Mark of the Loa||Rare||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.
Force each minion to attack another random minion. Black Friday gets worse every year.
Draw a card, then add a copy of it to your hand. Jinx!
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.
Choose a friendly minion. Summon a copy of it. Dang, I'm looking pretty hot!
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
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.
Discover a Mech. If you have 10 Mana Crystals, keep all 3 cards. They told Dr. Boom he could only pick one. He disagreed.
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.
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
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!
|Revenge of the Wild||Rare||Hunter||2|
Summon your Beasts that died this turn. My roommates only use Revenge of the Passive Aggressive.
|Roll the Bones||Rare||Rogue||2|
Draw a card. If it has Deathrattle, cast this again. Call it: Heads or Tailbone…
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.
Deal 4 damage to a minion. If you played an Elemental last turn, this costs (1). The hoof.
The hoof is on fire.
Summon a 5/5 copy of a random minion in your deck. Difficult to bottle up and sell. But it packs a punch.
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!
Discard your lowest Cost card. Deal 2 damage to all minions. The first warning sign of an oncoming warlock temper tantrum.
Set the Attack and Health of all minions to 1. Actually works by enlarging the rest of the world.
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.
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
Give a minion +2/+6 and Taunt. When it dies, summon a Stegodon. What beats cavalry? Dinosaur cavalry.
Summon a 1/5 Scarab with Taunt. If your opponent has more minions, cast this again. In the past, plagues were spread by mice or fleas. These days they're spread by elves.
Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Give a minion "Also damages minions next to whomever this attacks." Infinitely preferable to mopping strikes.
Choose a minion.
Shuffle 1 copy of it into your deck.
(Upgrades each turn!) "Many minions equals many treasures for king. Kobold arithmetic!"
Summon 1/1 copies of 2 friendly Deathrattle minions that died this game. If you're experiencing resurrection sickness, press 1.
|Unleash the Beast||Rare||Hunter||6|
Summon a 5/5 Wyvern with Rush. The Kirin Tor has always been lax in enforcing leash laws.
Choose a friendly minion. Destroy it and a random enemy minion. Stand right... there. Perfect, perfect! Now don't move.
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Secret: When a minion attacks your hero, destroy it. Rumor has it that Deathwing brought about the Cataclysm after losing a game to this card. We may never know the truth.
Deal 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.
Secret: When one of your minions is attacked, summon a 2/3 Poisonous Cobra. Snakes on a frozen plain.
Deal 15 Damage randomly split across all minions. Overload: (2) Many young shaman summon a volcano as their first school project.
Summon two 1/1 Sparks with Rush.
Overload: (1) Batteries have three components: Cathode, Anode, and Overload.
Secret: When an enemy attacks your hero, summon a 3-Cost minion as the new target. Not all who wander are lost. This one is lost though, for sure.
Deal 4 damage to a minion. If a minion died this turn, this costs (1). Emeriss uses Wing Blast. It's super effective!
Summon a random friendly Beast that died this game. The gates to the Gilnean pet cemetary MUST remain locked at all times.
|A New Challenger...||Epic||Paladin||7|
Discover a 6-Cost minion. Summon it with Taunt and Divine Shield. … Arrives? Approaches? TELL US ALREADY!
Shuffle 10 cards from your opponent's class into your deck. They cost (1). The tenth Pyroblast really felt like overkill.
Deal 8 damage randomly split among all enemies. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham!
|Bane of Doom||Epic||Warlock||5|
Deal 2 damage to a character. If that kills it, summon a random Demon. My advice to you is to avoid Doom, if possible.
Give a friendly Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance.
|Big Bad Voodoo||Epic||Shaman||2|
Give a friendly minion "Deathrattle: Summon a random minion that costs (1) more." Murlocs practice Small Nice Voodoo.
Deal 2 damage to all minions.
Overkill: Add a random Mage spell to your hand. If you’re burning and you know it, wave your hands!
The next spell you cast this turn costs Health instead of Mana. Help save mana. Donate blood today!
|Book of Specters||Epic||Mage||2|
Draw 3 cards. Discard any spells drawn. Known throughout the land as the Spooky-nomicon.
Choose Twice - Draw a card; Give your minions +1 Attack; Gain 6 armor. Three paths diverged in a darkened hall, and I -
I took the one less traveled by.
And got eaten by a slime.
Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club?
|Bring It On!||Epic||Warrior||2|
Gain 10 Armor. Reduce the Cost of minions in your opponent's hand by (2). Brrr, it's cold in here. Let's hope she doesn't have an Auctioneer!
|Call to Arms||Epic||Paladin||5|
Recruit 3 minions that cost (2) or less. More personal than a text to arms.
Deal 3 damage to a random enemy. Repeat for each of your Pirates. Why fire your cannons strategically when you can fire them all at once?
Destroy all minions. Discard your hand. RUN FROM SKY CANDLES! THEY BURN! RUN!
Destroy your opponent's left and right-most minions. "It could be worse!" "It's worse."
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
Destroy all friendly minions. For each one, summon a random minion from your deck. It's always darkest just before you find the light switch.
|Dead Man's Hand||Epic||Warrior||2|
Shuffle a copy of your hand into your deck. I got two pair, Rags and Armorsmiths. What you got?
Reveal a weapon from your deck. Deal its Attack to all minions. Oh look. A Gorehowl.
|Deck of Wonders||Epic||Mage||5|
Shuffle 5 Scrolls into your deck. When drawn, cast a random spell. "Pick a card, any card. Wait! No! Not that one!" - Last words of previous owner
Your Hero Power becomes 'Give a Beast +2/+2' Anyone can dinomance. Just put your lips together and RAAWWWAARGGGH.
Set a minion's Attack and Health to 10. Comes with fries and a drink.
Throw your weapon at a minion. It deals its damage, then returns to your hand. Guaranteed to return your weapon directly to your hand! (Wear gloves. Thick ones.)
Reveal a spell from your deck. Deal damage equal to its Cost to all minions. "C'mon Hucklemuck. She'll never notice if we take just one little coin."
Summon a minion from each player's deck. They attack each other. If you don't fight to the death, it's Duel Yielding.
Summon copies of all Demons you control. "Zerek! Stay out of my lab!"
Choose an enemy minion. At the start of your turn, take control of it. Once you both get comfortable, darkness is actually pretty snuggly.
Secret: After your hero takes damage, become Immune this turn. Works on weapons, missiles, and taxes.
Replace your deck with copies of "Discover a card." It turns out cards DO grow on trees!
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.
|Force of Nature||Epic||Druid||5|
Summon three 2/2 Treants. "I think I'll just nap under these trees. Wait... AAAAAHHH!" - Blinkfizz, the Unfortunate Gnome
Put one of each Secret from your deck into the battlefield. The secret is in the frosting.
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
The next spell you cast this turn costs 3 less. Discover a spell. When you're awake at 3 AM and can't stop thinking about that time you called your teacher "mom."
Secret: After your opponent plays three cards in a turn, draw 2 cards. Find your own wisdom. Perhaps behind the couch.
Deal 2 damage to a minion. If it's Frozen, draw a card. This may appear weak at frost glance, but it's actually a very ice spell.
Draw a 7, 8, 9, and 10-Cost minion from your deck. It's not juicy at all. IT'S JUST MESSING WITH YOUR HEAD.
|Lay on Hands||Epic||Paladin||8|
Restore 8 Health. Draw 3 cards. A grammatically awkward life saver.
Reduce the Attack of an enemy minion by 1 until your next turn.
(Upgrades each turn!) "What's that you're dreaming?
You're weak and you're screaming!
It must be my scheming..."
Give your Silver Hand Recruits +2/+2 and Taunt. Ding!
Transform your Mana Crystals into 2/2 Treants. Recover the mana when they die. If you truly love your mana, set it free.
Discover a minion from your deck. Draw all three cards if they are three Beasts. "Hello? Yes, this is Huffer."
Deal 15 damage to a minion and 3 damage to adjacent ones. When you absolutely, positively, have to kill all the dinosaurs.
Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game.
Trigger a friendly minion's Deathrattle twice. Two near-death experiences for the price of one!
|Power Word: Replicate||Epic||Priest||5|
Choose a friendly minion. Summon a 5/5 copy of it. Available as a bundle, along with Power Words: Detonate, Animate, Annihilate, and Paper Weight.
The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto
Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Draw a minion and a spell from your deck. Swap their Costs. Mined exclusively from the dark side of the moon.
Shuffle all minions into your opponent's deck. Everybody! Hit the deck!
Deal 10 damage. Take the time for an evil laugh after you draw this card.
Secret: After your opponent plays three cards in a turn, summon a 6/6 Rat. MISSING: One giant rat. Please return to King Togwaggle.
Spend all your Armor. Deal that much damage to all minions. Look. Cautious Flurries will only get you so far in life.
Discover a copy of a spell in your deck. This one’s a bird. And here’s a bunny!
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?
Deal 1 damage to a minion for each Armor you have. "What is a better weapon? The sharp one your enemies expect, or the blunt one they ignore?" - The Art of Warrior, Chapter 9
Copy the lowest Cost minion in your hand. It's like déjà vu, times two.
Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes?
Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target. While it's fun to intercept enemy lightning bolts, a spellbender much prefers to intercept opposing Marks of the Wild. It just feels meaner. And blood elves... well, they're a little mean.
Give your minions "Deathrattle: Return this to your hand." I guess you can say they’re… “soul survivors.”
Secret: When one of your minions is attacked, summon a copy of it. Sometimes you get punched so hard they see double.
Each time you play a Beast this turn,
add a random Beast to your hand. Many hunters long for the pitter-patter of enormous feet.
Summon a random Beast from your hand and give it Rush. The Gurubashi Arena has an extremely permissive policy on pets in the workplace.
Summon copies of your damaged minions. Being hurt can make you another person.
|Surrender to Madness||Epic||Priest||3|
Destroy 3 of your Mana Crystals. Give all minions in your deck +2/+2. Never give up, always surrender!
|The Beast Within||Epic||Hunter||1|
Give a friendly Beast +1/+1, then it attacks a random enemy minion. Undoes years of obedience school training.
|To My Side!||Epic||Hunter||6|
Summon an Animal
Companion, or 2 if your
deck has no minions. I hunt alone. Well, me and Misha. And Huffer. And Leokk.
Deal 2 damage to a minion. If it survives, give it Poisonous. What doesn't kill you makes you toxic.
Choose a friendly minion. Your opponent gains control of it. Never look a gift minion in the mouth.
Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.
Deal 5 damage. Draw 5 cards. Gain 5 Armor. Summon a 5/5 Ghoul. Ghouls in the pipe, five by five.
Summon two random 2-Cost minions (improved by Spell Damage). Sometimes science is more art than science. A lot of people don't get that.
Destroy a minion. Gains a bonus effect in your hand. The terms of service are constantly changing.
Transform a friendly minion into one that costs (1) more. Repeatable this turn. They grow up so fast.
Choose a friendly minion. Summon a copy of it with 1 Health remaining. "I… I dreamed I accidentally crafted a golden Millhouse! It was so REAL!"
Destroy half of each player's deck. “YOU SIGNED WHAT?!”
Deal 3 damage to a minion. If that kills it, add a Coin to your hand. Wanted: Dead or Undead.
Summon a 1/1 Wisp for each card in your hand. We didn't actually fire the guy who named Dark Wispers.
|Awaken the Makers||Legendary||Priest||1|
Quest: Summon 7 Deathrattle minions.
Reward: Amara, Warden of Hope. They keep hitting the Snooze button.
|Fire Plume's Heart||Legendary||Warrior||1|
Quest: Play 7 Taunt Minions.
Reward: Sulfuras. Why does an active volcano need to be defended? To save its ash.
Summon 3 minions from your deck. They attack enemy minions, then die. It used to be a Ba-zooka but we ran out of sheep.
|Floop's Glorious Gloop||Legendary||Druid||1|
Whenever a minion dies this turn, gain 1 Mana Crystal this turn only. How much gloop could Floop's Gloop gloop if Floop's Gloop could gloop gloop?
Quest: Summon 5 minions with 5 or more attack.
Reward: Barnabus. Forming the Golakka Crater was the end of Barnabus' disastrous career as a dancer.
|Kangor's Endless Army||Legendary||Paladin||7|
Resurrect 3 friendly Mechs. They keep any Magnetic upgrades. "That's three, Kangor. Three isn't endless."
- Countess Ashmore
Quest: Discard 6 cards.
Reward: Nether Portal. They asked, “And what must we give in return?” Gul’dan lowered his hood and answered: “Six… cards…”
|Luna's Pocket Galaxy||Legendary||Mage||7|
Change the Cost of minions in your deck to (1). Luna became head of the astronomy department when her boss invented the Pocket Black Hole.
|Myra's Unstable Element||Legendary||Rogue||5|
Draw the rest of your deck. What could go wrong?
|Open the Waygate||Legendary||Mage||1|
Quest: Cast 6 spells that didn't start in your deck.
Reward: Time Warp. Although powerful, the incantation is simple. It’s just a jump to the left, and then a step to the right.
Summon 3 random minions from your hand. Give them Rush. Dr. Boom ends his motivational speeches by dropping the mechs.
|The Caverns Below||Legendary||Rogue||1|
Quest: Play five minions with the same name. Reward: Crystal Core. Why can't it ever be The Taverns Below?
|The Last Kaleidosaur||Legendary||Paladin||1|
Quest: Cast 6 spells on your minions. Reward: Galvadon. “Impossible!” exclaimed the Silver Hand Recruit, his eyes filled with fear. Uther shook his head, turning the crystal until it caught the light: “Life finds a way.”
|The Marsh Queen||Legendary||Hunter||1|
Quest: Play seven 1-Cost minions.
Reward: Queen Carnassa. Question: What's scarier, one giant angry dinosaur or 15 smaller vicious ones? Answer: AHHHHHHH THEY FOUND MEEEEEE
Draw 3 cards. At the end of your turn, discard them. Worst field trip ever.
|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.
|Zerek's Cloning Gallery||Legendary||Priest||9|
Summon a 1/1 copy of each minion in your deck. Cloning can be a jarring experience.
|Showing all 382 cards|
Uncollectible[edit | edit source]
Uncollectible spells cannot be collected by players or directly placed into decks. However, they can be obtained during play through the effects of other cards. The Coin is the exception: at the start of each game it is placed in the hand of the player who is chosen to go second.
|Name / Desc||Rarity||Class||Cost||Description|
|Anti-Magic Shell||None||Death Knight||4|
Give your minions +2/+2 and "Can't be targeted by spells or Hero Powers."
|Army of the Dead||None||Death Knight||6|
Remove the top 5 cards of your deck. Summon any minions removed.
Casts When Drawn
You take 5 damage.
Casts when Drawn
Take 3 damage. After you draw, shuffle two copies of this into your deck.
For the rest of the game, your minions are 4/4.
Casts When Drawn
Snuff out a candle.
|Death and Decay||None||Death Knight||3|
Deal 3 damage to all enemies.
|Death Coil||None||Death Knight||2|
Deal 5 damage to an enemy, or restore 5 Health to a friendly character.
|Death Grip||None||Death Knight||2|
Steal a minion from your opponent's deck and add it to your hand.
|Doom Pact||None||Death Knight||5|
Destroy all minions. Remove the top card from your deck for each minion destroyed.
Return a minion to its owner's hand.
Draw a card. (You can only have 10 Mana in your tray.)
Casts When Drawn
Summon a 2/2 Felhound with Rush.
Give a minion +2/+2.
Open a permanent portal that summons 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.
Deal 1 damage.
|Scroll of Wonder||None||Mage||5|
Casts When Drawn
Cast a random spell.
Casts When Drawn
Summon a 4/4 Spider.
Gain 1 Mana Crystal this turn only.
|The Final Seal||None||Warlock||5|
Summon a 6/6 Demon . Add 'Azari, the Devourer' to your hand.
|The First Seal||None||Warlock||5|
Summon a 2/2 Demon. Add 'The Second Seal' to your hand.
|The Fourth Seal||None||Warlock||5|
Summon a 5/5 Demon. Add 'The Final Seal' to your hand.
|The Second Seal||None||Warlock||5|
Summon a 3/3 Demon. Add 'The Third Seal' to your hand.
|The Third Seal||None||Warlock||5|
Summon a 4/4 Demon. Add 'The Fourth Seal' to your hand.
Take an extra turn.
Draw a card. Fill your hand with copies of it.
Add 5 Journey to Un'Goro cards to your hand.
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.
Give a minion +1/+1.
|Elixir of Hope||Common||Priest||3|
Give a minion +2/+2 and "Deathrattle: Return this minion to your hand."
|Elixir of Life||Common||Priest||3|
Give a minion +2/+2 and Lifesteal.
|Elixir of Purity||Common||Priest||3|
Give a minion +2/+2 and Divine Shield.
|Elixir of Shadows||Common||Priest||3|
Give a minion +2/+2. Summon a 1/1 copy of it.
Gain 5 Armor. Summon a 5/5 Golem.
Gain 5 Armor. Deal 5 damage.
Gain 5 Armor. Equip a 5/2 weapon.
|Tower Shield +10||Common||Warrior||6|
Gain 5 Armor. Gain 10 more Armor.
Lifesteal. Deal 5 damage to a minion. (Take damage from your cards to upgrade.)
Resurrect 3 different friendly minions. (Cast 4 spells to upgrade.)
Summon three 3/3 Wolves. (Play a Secret to upgrade.)
|Greater Amethyst Spellstone||Rare||Warlock||4|
Lifesteal. Deal 7 damage to a minion.
|Greater Diamond Spellstone||Rare||Priest||7|
Resurrect 4 different friendly minions.
|Greater Emerald Spellstone||Rare||Hunter||6|
Summon four 3/3 Wolves.
|Greater Jasper Spellstone||Rare||Druid||1|
Deal 6 damage to a minion.
|Greater Mithril Spellstone||Rare||Warrior||7|
Summon three 5/5 Mithril Golems.
|Greater Onyx Spellstone||Rare||Rogue||5|
Destroy up to 3 random enemy minions.
|Greater Pearl Spellstone||Rare||Paladin||2|
Summon a 6/6 Spirit with Taunt.
|Greater Ruby Spellstone||Rare||Mage||2|
Add 3 random Mage spells to your hand. (Play two Elementals to upgrade.)
|Greater Sapphire Spellstone||Rare||Shaman||7|
Summon 3 copies of a friendly minion.
Deal 4 damage to a minion. (Gain 3 Armor to upgrade.)
Summon two 5/5 Mithril Golems. (Equip a weapon to upgrade.)
Destroy up to 2 random enemy minions. (Play 3 Deathrattle cards to upgrade.)
Summon a 4/4 Spirit with Taunt. (Restore 3 Health to upgrade.)
Add 2 random Mage spells to your hand. (Play two Elementals to upgrade.)
Summon 2 copies of a friendly minion. (Overload 3 Mana Crystals to upgrade.)
Destroy a minion. Add 2 Coins to your hand.
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|By card set||Standard|