The Grand Tournament card list
For information on the various card sets, see Card set.
Collectible[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Draw 2 cards. Overload: (2) MOMMMMMYYYYYYYYY!!!
Divine Shield His horse's name is Betsy.
Deal 3 damage.
Gain 3 Armor. You might think bashing doesn't take a lot of practice. It doesn't.
Secret: After your hero is attacked, summon a 3/3 Bear with Taunt. You'll never guess what's in that conveniently bear-sized, bear-smelling box.
Give your Taunt minions +2/+2. The best offense is a good defense.
Inspire: Gain +1 Health. Underneath all that impressive armor, he's just skin and bones. Okay, maybe just bones.
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
Whenever you equip a weapon, give it +1 Attack. The best part of buccaneering is the pants.
You can keep him, but you have to promise to feed him and clean out his tank every day!
Battlecry: Give a friendly Mech +1/+1. It takes a lot to wind him up.
Inspire: Gain Spell Damage +1. Is he aspiring or inspiring? Make up your mind!
Give a Demon +3/+3. Give your opponent a Mana Crystal. Very dangerous when attached to a demonbomb.
Inspire: Gain Windfury this turn. Check it out. You can do barrel rolls on this thing.
|Druid of the Saber||Common||Minion||General||Druid||2||2||1|
Choose One - Transform into a 2/1 with Charge; or a 3/2 with Stealth. That's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
Taunt To be honest, heckling is not the most effective form of evil.
They were originally called Cuddleguards, but they were not inspiring the proper amount of fear.
Battlecry: Deal 1 damage to a random enemy. At first he liked juggling chain saws, but then he thought, "Flames are better! Because FIRE!"
Deal 8 damage to a minion. It's on the rack next to ice lance, acid lance, and English muffin lance.
Restore 5 Health. Flash! Ahhhhhhh~
Spell Damage +1 Ironically, the natural enemy of the snobold is THE CANDLE.
Battlecry: Reveal a minion in each deck. If yours costs more, gain +1/+1. It's not HER fault you didn't put a spinning saw blade on your horse.
Whenever a character is healed, gain +2 Attack. She really likes seeing people get better. That's why she hurts them in the first place.
He's a lot cooler than Magma Rager.
Battlecry: Reveal a minion in each deck. If yours costs more, draw it. Elekk jousting is AWESOME.
Inspire: Gain +2/+2. Coming soon... to a tuskarr village near you!
Battlecry: Give a friendly minion +2 Attack. Lance Carrier is an obscure entry level position in orcish armies. A mystery, since orcs don't generally use lances.
Choose One - Deal 2 damage; or Summon two 1/1 Saplings. 2 out of 2 saplings recommend that you summon the saplings.
Inspire: Gain +1 Attack. But not the lowliest!
|Maiden of the Lake||Common||Minion||General||Any||4||2||6|
Your Hero Power costs (1). Not a good basis for a system of government.
Inspire: Give your other minions +1/+1. An elegant gorilla, for a more civilized age.
Inspire: Summon a random Murloc. Hee hee! Look at his cute little feet.
|North Sea Kraken||Common||Minion||Beast||Any||9||9||7|
Battlecry: Deal 4 damage. You have no idea how tired this guy is of being released.
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
What did the pits ever do to you?
|Power Word: Glory||Common||Spell||Priest||1|
Choose a minion. Whenever it attacks, restore 4 Health to your hero. The promise of glory is a powerful tool to get minions to do your bidding. Only slightly less powerful than the promise of an ice cream bar!
Battlecry: Restore 4 Health to each hero. Menu: Funnel cakes, carrots, popcorn, jormungar steaks. It's hard serving a diverse clientele.
|Seal of Champions||Common||Spell||Paladin||3|
Give a minion +3 Attack and Divine Shield. "Arf! Arf! Arf!" - Seal of Champions
Combo: Gain +3 Attack. He needed a break after that business in the Vale of Eternal Blossoms. Naturally, he chose to spend his vacation in an icy snowscape killing monsters.
Stealth Divine Shield He used to be a librarian. Old habits die hard.
|Silver Hand Regent||Common||Minion||General||Any||3||3||3|
Inspire: Summon a 1/1 Silver Hand Recruit. The Silver Hand is the best paladin organization. The Argent Crusaders are super jealous.
Battlecry: Add a random spell to each player's hand. Does he sling spells, or do his spells linger about. Who can say?
Overload: (1) What happens when you glue a buncha totems together.
Taunt He was so excited to get season tickets to this year's Grand Tournament. He normally doesn't get them at first and has to buy them from Ogre scalpers.
Inspire: Restore 2 Health to your hero. The medic tournament is less entertaining than the Grand Tournament.
Battlecry: Summon a random basic Totem. Turns out the tuskarr aren't real choosy about their totems.
Combo: Deal 1 damage. Almost went to play for Stormwind before signing with Undercity.
Your Silver Hand Recruits have +1 Attack. He doesn't even get Sundays off. Every day he's hostling.
Battlecry: Give a friendly Beast +3 Health. She was born to be something. She is just not quite sure what yet...
Whenever this minion takes damage, also deal that amount to your hero. After playing against 5 Annoy-O-Trons, any normal guard will become a Wrathguard.
Battlecry: If you're holding a Dragon, gain +1 Attack and Charge. "Put more spikes on her. No, more spikes. What part of 'more spikes' do you not understand? MORE SPIKES!" - Alexstrasza
Battlecry: Reveal a minion in each deck. If yours costs more, +1 Durability. The stripes make it look like a candy cane, but we recommend against licking it.
Can't attack. Inspire: Can attack as normal this turn. Who argent watches the Argent Watchman?
Battlecry: Reveal a minion in each deck. If yours costs more, gain Charge. Yep. It's a horse... wearing armor... going to war.
|Ball of Spiders||Rare||Spell||Hunter||6|
Summon three 1/1 Webspinners. "THEY'RE EVERYWHERE GET THEM OFF!!!" - Everyone
Add 2 random class cards to your hand (from your opponent's class). Yoink!
Inspire: Return this minion to your hand. Meets monthly with the gladiators to discuss career goals.
Secret: When your turn starts, give your minions +1/+1. Competition can be an inspiration to improve oneself. Or kill all the competitors.
Put a copy of an enemy minion into your hand. "Are you interested in... HEALTH benefits?!"
Whenever this minion attacks a hero, add the Coin to your hand. He has a giant collection of purses now. One for every outfit!
Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal. She loves mana crystals, she hates mana crystals. So fickle!
Battlecry: Gain +1/+1 for each friendly Totem. It's nice to find a real craftsman in this day and age of mass-produced totems.
Secret: When a friendly minion dies, summon a random minion with the same Cost. Burning man, brah.
Your Hero Power deals 1 extra damage. And he can't get up.
Battlecry: The next time you use your Hero Power, it costs (2) less. Good fencers make good neighbors, right?
|Fist of Jaraxxus||Rare||Spell||Warlock||4|
When you play or discard this, deal 4 damage to a random enemy. * Not actually Jaraxxus' fist.
Restore 7 Health. Reveal a minion in each deck. If yours costs more, Restore 14 instead. Favored by shaman who study the art of restoration and healing, this spell would feel smug, if it had feelings.
Battlecry: Deal 3 damage to this minion. Don't worry. With a little skin cream he's going to clear right up.
Battlecry: If you have a minion with Taunt, gain +1 Durability. "King's Attacker" is a shield. Funny, huh?
|Knight of the Wild||Rare||Minion||General||Druid||7||6||6|
Whenever you summon a Beast, reduce the Cost of this card by (1). He gets a discount on the tournament entry fee because he is his own horse.
Battlecry: Silence a Demon. When there's something strange (say, a gibbering demon) in your neighborhood, who are you going to call?
Battlecry: Reveal a minion in each deck. If yours costs more, gain Taunt and Divine Shield. Needs just a few more ratings points to become Grandmaster Jouster.
50% chance to attack the wrong enemy. This champion has learned from the best. Except for his target selection.
Transform a minion into a 4/2 Boar with Charge. It's always Huffer.
Deal 2 damage to a minion and the minions next to it. pow POW pow
Battlecry: If you have a Beast, summon a random Beast. Not getting trampled is really the trick here.
Battlecry: Your opponent's Hero Power costs (5) more next turn. Listen all y'all it's a saboteur!
Inspire: Give your hero +2 Attack this turn. Maybe if you whistle a tune it will soothe him. Yeah... Try that.
Battlecry: If you have a Pirate, gain +1/+1. I have great deal for you... for 4 damage to your face!
Battlecry: Give a minion Taunt. Come at me, bro.
|Spawn of Shadows||Rare||Minion||General||Priest||4||5||4|
Inspire: Deal 4 damage to each hero. What did you expect to happen? He's a Spawn. Of Shadows.
|Thunder Bluff Valiant||Rare||Minion||General||Shaman||5||3||6|
Inspire: Give your Totems +2 Attack. Allowing totems to attack is not cheating. I mean, there isn't anything in the rule books about it.
|Tiny Knight of Evil||Rare||Minion||Demon||Warlock||2||3||2|
Whenever you discard a card, gain +1/+1. "No, no, no. I asked for a tiny JESTER of evil."
Battlecry: Reveal a minion in each deck. If yours costs more, restore 7 Health to your hero. Just could not be talked out of using his turtle for the joust...
Inspire: Destroy a random minion for each player. We like to call him "Wesley".
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. Keeping tabs on the Grand Tournament is priority #1 for the five mighty Dragonflights!
Deal 2 damage to a minion. This spell gets double bonus from Spell Damage. Now with 100% more blast!
Gain 10 Mana Crystals. Discard your hand. Hey! Moon! Can I have some mana crystals?
|Beneath the Grounds||Epic||Spell||Rogue||3|
Shuffle 3 Ambushes into your opponent's deck. When drawn, you summon a 4/4 Nerubian. Can you hold these eggs for just a second? I promise they're not full of giant enraged undead spider things.
Deathrattle: Your Hero Power becomes 'Deal 2 damage.' You can only pick it up if you are worthy.
You can use your Hero Power any number of times. The Grand Tournament has a "No dragons allowed" policy, but it's rarely enforced.
Swap the Attack and Health of all minions. This minion is really powerful!
Whenever you play a card with Battlecry, gain +1/+1. The crowd ALWAYS yells lethal.
Destroy 2 random enemy minions. Discard 2 random cards. A prime example of lose-lose negotiating.
Deathrattle: At the end of the turn, summon a Dreadsteed. Crescendo himself summoned this steed, riding it to victory in the Grand Tournament. Wherever he rides, an army of riders ride behind him, supporting the legendary champion.
Deal 4-5 damage to all minions. Overload: (5) I'm not a shaman or anything, but isn't Elemental Destruction the opposite of what they want to do?
|Enter the Coliseum||Epic||Spell||Paladin||6|
Destroy all minions except each player's highest Attack minion. You have to get past the vendors first. So many are lost to shopping...
Costs (1) less for each time you used your Hero Power this game. Don't ask him about the beard. JUST DON'T.
You can use your Hero Power twice a turn. He'll never admit it, but he pushes you hard because he really cares about you.
Battlecry: Add a random Paladin card to your hand. A veteran of a number of crusades, she is a force for light and goodness. Her latest crusade is against goblin telemarketers.
Inspire: Summon a 3/5 War Kodo. Someone called her a Rhinorider, and she's NOT HAPPY.
|Lock and Load||Epic||Spell||Hunter||2|
Each time you cast a spell this turn, add a random Hunter card to your hand. Rexxar narrowed his eyes, grabbed his machine gun, and said: "It's go time. Lock and load."
This card pays homage to that special moment.
Also damages the minions next to whomever he attacks. Playing him also gets you into the Magnataur Beta.
|Master of Ceremonies||Epic||Minion||General||Any||3||4||2|
Battlecry: If you have a minion with Spell Damage, gain +2/+2. Goes by "MC ElfyElf".
Destroy a minion.
Add a random minion to your opponent's hand. Is this a noun or a verb? We will never know.
Battlecry: Put one of each Secret from your deck into the battlefield. He may sound surly and antisocial, but he's actually just really shy.
Your Hero Power gives this weapon +1 Attack instead of replacing it. How much more poisoned can a blade get? The answer is a lot. A lot more poisoned.
Inspire: Add a 2/2 Squire to your hand. Join the Argent Crusade! We have attractive tabards and you get to carry really nice swords!
When you draw this, deal 1 damage to your minions. A little better than Sea Minus Reaver.
Whenever you draw a card, reduce its Cost by (1). Hopes to be promoted to "Shadowfriend" someday.
Battlecry: Copy your opponent's Hero Power. Hey! Let me try that...
Battlecry: Give a friendly Beast Immune this turn. Takes way better care of her pets than her brother, Unstablemaster.
Battlecry: If you're holding a Dragon, gain +1 Attack and Taunt. A result of magical experiments carried out by the Black Dragonflight, it's not his fault that he's a vicious killer.
Whenever another minion takes damage, destroy it. With the help of his trusty sidekick Dreadscale, the giant jormungar Acidmaw is ready to face any knight!
Deathrattle: Return this to your hand and summon a 4/4 Nerubian. Was actually a pretty nice guy before, you know, the whole Lich King thing.
Your minions cost (1). Call her "Tweety". She'll find it real funny. I PROMISE.
Whenever your hero takes damage, this minion takes it instead. Bolf keeps coming in 2nd at the Grand Tournament. It might be his year this year, if Lebron doesn't enter.
Deathrattle: If you're holding a Dragon, deal 3 damage to all minions. Chillmaw keeps trying to ruin the Grand Tournament, and she would've done it too, if it weren't for those dang kids!
Inspire: Summon a random Legendary minion. She sees into your past and makes you face your fears. Most common fear: Getting Majordomo out of Sneed's Old Shredder.
At the end of your turn, deal 1 damage to all other minions. Let's be clear about this: ACIDMAW is the sidekick.
|Eadric the Pure||Legendary||Minion||General||Paladin||7||3||7|
Battlecry: Change all enemy minions' Attack to 1. Nobody rocks a monocle like Eadric.
Whenever you target this minion with a spell, deal 3 damage to a random enemy. HATES being called "the wonder twins".
Whenever you target this minion with a spell, gain Divine Shield. LOVES being called "the wonder twins".
|Gormok the Impaler||Legendary||Minion||General||Any||4||4||4|
Battlecry: If you have at least 4 other minions, deal 4 damage. Gormok has been giving impaling lessons in a small tent near the tournament grounds. For only 25g you too could learn the fine art of impaling!
Can't attack heroes. This massive yeti just closes his eyes and charges at the nearest target. The nearest Target is a couple blocks away and has sick deals on skateboards.
Battlecry: Replace your starting Hero Power with a better one. It's like putting racing stripes and a giant spoiler on your hero power.
Inspire: Add a random spell to your hand. The ethereals have their own jousting tournament, and Saraad is the reigning champion. Also he won the ethereal hot dog eating contest.
Deathrattle: Add 3 copies of Arcane Missiles to your hand. A masterless shamurai.
Costs (1) less for each friendly Pirate. What's more boss than riding a parrot with a jawbone for a shoulderpad while wielding a giant hook-lance-thing and wearing a pirate hat? NOTHING.
Battlecry: Give all minions in your hand and deck +1/+1. Calling the mist doesn't sound all that great. "Ooooh, it is slightly damp now!"
|The Skeleton Knight||Legendary||Minion||General||Any||6||7||4|
Deathrattle: Reveal a minion in each deck. If yours costs more, return this to your hand. Apparently it really was just a flesh wound.
Battlecry: Draw 3 cards. Put any minions you drew directly into the battlefield. Leader of the Alliance! Father of Anduin! Also he likes to play Arena, and he averages 12 wins.
Cards you draw from your Hero Power cost (0). He can summon anything, even a FEARSOME DOOMGUARD*.
*He's pretty sure this is going to work out.
|Showing all 132 cards|
Uncollectible[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Ballista Shot||None||Hero Power||Hunter||2|
Deal 3 damage to the enemy hero.
|Dire Shapeshift||None||Hero Power||Druid||2|
Gain 2 Armor and +2 Attack this turn.
|Fireblast Rank 2||None||Hero Power||Mage||2|
Deal 2 damage.
Restore 4 Health.
|Lightning Jolt||None||Hero Power||Shaman||2|
Deal 2 damage.
|Poisoned Daggers||None||Hero Power||Rogue||2|
Equip a 2/2 Weapon.
|Soul Tap||None||Hero Power||Warlock||2|
Draw a card.
|Tank Up!||None||Hero Power||Warrior||2|
Gain 4 Armor.
|The Silver Hand||None||Hero Power||Paladin||2|
Summon two 1/1 Recruits.
|Totemic Slam||None||Hero Power||Shaman||2|
Summon a Totem of your choice.
|Showing all 18 cards|
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