Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Destroy a Demon. Restore 5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
Choose an enemy minion. At the start of your turn, destroy it. It starts with stealing a pen from work, and before you know it, BOOM! Corrupted!
Deal 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 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.
Deal 2 damage. Restore 2 Health to your hero. "I've just sucked one year of your life away."
Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.
|Call of the Void||Common||Warlock||1|
Add a random Demon to your hand. "Marco!"
"Who dares summon me?!"
Destroy a friendly minion. Restore 4 Health to your hero. "Don't worry about the fine print. Just sign here."
Give a friendly minion +4/+4 until end of turn. Then, it dies. Horribly. We cannot even describe how horrible the death is. It's CRAZY bad! Maybe worse than that. Just don't do it.
Deal 4 damage to a minion and your hero. Might take a few episodes to power up.
|Curse of Rafaam||Common||Warlock||2|
Give your opponent a 'Cursed!' card. While they hold it, they take 2 damage on their turn. This is what happens when Rafaam stubs his toe unexpectedly.
Deal 3 damage. If you're looking to make an "Emo" deck, this card is perfect!
Deal 2 damage to a minion. If it's a friendly Demon, give it +2/+2 instead. Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP
Give a Demon +3/+3. Give your opponent a Mana Crystal. Very dangerous when attached to a demonbomb.
Each player transforms a random minion in their hand into a Demon. Another group project where Jaraxxus doesn't do any work.
Deal 2 damage to a minion. Cleans even the toughest clogs with just a flick of the wrist!
Summon 1 1/1 Imp.
(Upgrades each turn!) "When your first plan fails... imp-rovise."
Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.
Destroy a minion and one of your Mana Crystals. There's a fine line between "potion" and "grenade". Wait. Actually, there's not.
Summon four 1/1 Imps. Like a knitting circle, but less evil.
Summon a 1/1 Candle, 2/2 Broom, and 3/3 Teapot. This is what happens when you tell Khadgar to set the table.
Destroy a minion. Costs (1) less for each minion you control. Or as it’s known in troll, “De bolt, mon.”
Spend all your Mana. Summon that many 1/1 Tentacles. Actually, C'Thun gives his full support for this ritual.
Deal 2 damage to a friendly character. Discover a Demon. Wanted on three counts of gnomish possession.
Destroy a friendly minion. Give your minions +1/+1. There’s no “Aiiiieeee” in “Team.”
Discard your lowest Cost card. Deal 2 damage to all minions. The first warning sign of an oncoming warlock temper tantrum.
Give the left-most minion in your hand +2/+2. People called him a soulless monster. We're not sure this is better.
Corrupt every minion. Destroy them at the start of your next turn. The most terrifying of Un’goro magics is both silent… AND deadly.
|Curse of Weakness||Rare||Warlock||2|
Give all enemy minions -2 Attack until your next turn. Warlocks refer to this as a "balance change."
Deal 1 damage to all minions. If any die, cast this again. This spell was originally designed to help warlocks clean up their hard drives.
Shuffle your hand into your deck. Draw that many cards. It's coming from inside the deck!
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 2 damage to all minions except Demons. Demons are not angry most of the time. You have to play this card in order to really bring it out of them.
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 9 damage randomly split among ALL characters Most citizens of Darkshire wear those surgical masks to prevent spreading Madness to tourists.
Choose a friendly minion. Destroy it and a random enemy minion. Stand right... there. Perfect, perfect! Now don't move.
|Fist of Jaraxxus||Rare||Warlock||4|
When you play or discard this, deal 4 damage to a random enemy. * Not actually Jaraxxus' fist.
Deal 2-4 damage to a minion. Summon a 1/1 Imp for each damage dealt. The shrapnel is waaaaay worse than the explosion.
|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.
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!
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!
Deal 5 damage to all characters. Kazakus has a squad of imps bottling Felfire round-the-clock and he *still* can't keep up with demand.
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.
The next spell you cast this turn costs Health instead of Mana. Help save mana. Donate blood today!
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
Choose a friendly minion. Your opponent gains control of it. Never look a gift minion in the mouth.
Destroy all minions. Discard your hand. RUN FROM SKY CANDLES! THEY BURN! RUN!
|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.
Deal 5 damage to a minion. If it's a friendly Demon, give it +5/+5 instead. Virtually every member of the pro demon lobby is a warlock. Weird.
Destroy 2 random enemy minions. Discard 2 random cards. A prime example of lose-lose negotiating.
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.
Summon copies of all Demons you control. "Zerek! Stay out of my lab!"
Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.
Destroy half of each player's deck. “YOU SIGNED WHAT?!”
Destroy all minions. Draw a card for each. We ran out of space for "DOOOOOOOOOOOM!!!!!"
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…”
Draw 3 cards. At the end of your turn, discard them. Worst field trip ever.
|Showing all 58 cards|
The following spells are generated by other warlock cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
While this is in your hand, take 2 damage at the start of your turn.
Open a permanent portal that summons 3/2 Imps.
|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.
Replace your hand with random Demons.
|Grasp the Future||Free||Warlock||4|
Draw 2 cards.
They cost (2) less.
Lifesteal. Deal 5 damage to a minion. (Take damage from your cards to upgrade.)
|Greater Amethyst Spellstone||Rare||Warlock||4|
Lifesteal. Deal 7 damage to a minion.
|Showing all 14 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Battlecry: Discard a random card. Warlocks have it pretty good.
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Battlecry: Draw a card. Deal 2 damage to your hero. Kobolds sort books using a gooey decimal system.
Whenever you discard a card, draw a card. Malchezaar used to have an imp named Dobby working for him, but there was a tragic accident.
Deathrattle: Summon a 1/1 Shadowbeast. It's like a pinata! A lame disgusting horrific pinata.
Battlecry: Destroy a friendly minion and gain +2/+2. Have some! This drink is to die for!
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
Battlecry: Discover a 1-Cost card. I'm offering you a bargain here! This amazing vacuum cleaner for your soul!
Battlecry: Destroy a friendly minion to add 2 random Lackeys to your hand. You do not want to be on the business end of this intellect!
Battlecry: Deal 2 damage to your hero. Fortunately he has an even number of fingers.
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.
After you summon a minion, gain +1 Attack. Democracy in action!
Battlecry: Summon a copy of this minion. What's worse than finding two imps in your lab? Only finding one of them.
Battlecry: If your hero took damage this turn, summon two 1/1 Bats. Happily married with two kids. It was love at first bite.
Whenever this minion takes damage, discard a random card. The problem is that he carries those cards in his mouth.
|Imp Gang Boss||Common||Demon||Warlock||3||2||4|
Whenever this minion takes damage, summon a 1/1 Imp. His imp gang likes to sneak into Stormwind to spraypaint "Ragnaros Rulez" on the Mage Tower.
Battlecry: Discard your lowest Cost card. "Reck less!? ME WRECK MOAR!"
Battlecry: Give your Demons +1/+1. The trick is soaking the crystals in warm milk to soften them up.
Battlecry: Add a random Potion to your hand. Sure you could have that Polymorph potion, but wouldn't you rather have this mystery potion? It could be anything. Even a Polymorph potion!
Battlecry: Discard two random cards. Guaranteed to track tar all over your carpet.
Battlecry: Destroy a friendly minion to Adapt twice. For better results, feed your pterrordax low-fat, high-fiber minions.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Deathrattle: Put a random Demon from your hand into the battlefield. "Void! Here, void! Here, buddy!"
Whenever your hero takes damage on your turn, gain +2/+2. "Evil Eye Watcher of Doom" was the original name, but marketing felt it was a bit too aggressive.
Has +3 Attack during your opponent's turn. Hi, Tar here. Long time lurking, first time taunting…
|Usher of Souls||Common||General||Warlock||5||5||6|
Whenever a friendly minion dies, give your C'Thun +1/+1 (wherever it is). Nothing unburdens your soul like a good ushing!
When you draw this, restore 4 Health to your hero. She's got a big brood and a big mood.
Battlecry: Deal 3 damage to all other characters. The Kabal print this on every package of illicit Mana Crystals: WARNING - DO NOT PUT WITHIN REACH OF ABYSSALS. THIS IS NOT APPROVED FOR USE BY FLAMING DEMONS OF ANY KIND.
|Blood Troll Sapper||Common||General||Warlock||7||5||8|
After a friendly minion dies, deal 2 damage to the enemy hero. Main supplier of Blood Troll Syrup to the Intercontinental Hut of Funnel Cakes.
They were originally called Cuddleguards, but they were not inspiring the proper amount of fear.
Battlecry: If you have 6 other minions, gain +4/+4. The Reliquary considers itself the equal of the League of Explorers. The League of Explorers doesn't.
Battlecry: Discard a random card. Deathrattle: Draw a card. Do NOT be late with your overdue fines.
|Mistress of Pain||Rare||Demon||Warlock||2||1||4|
Lifesteal Her sister is the Mistress of Pane who sells windows and shower doors.
|Spirit of the Bat||Rare||General||Warlock||2||0||3|
Stealth for 1 turn.
After a friendly minion dies, give a minion in your hand +1/+1. Nah nah nah nah, nah nah nah nah, nah nah nah nah, nah nah nah nah
|Tiny Knight of Evil||Rare||Demon||Warlock||2||3||2|
Whenever you discard a card, gain +1/+1. "No, no, no. I asked for a tiny JESTER of evil."
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Battlecry: Discover a Mage, Priest or Warlock card. Hey, you park your kodo under a harpy nest, you get what you deserve.
Battlecry: Gain +1 Attack for each damage your hero has taken this turn. Why did the demon cross the streams? To get to The Other Side.
If you discard this minion, summon it. From the secret research labs of the Swiss Army.
Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
At the start of your turn, deal 1 damage to your hero. Like a sloppy joe for vampires.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
At the end of your turn, deal 2 damage to a non-Mech minion. The box says, "New and improved, with 200% more fel!"
Battlecry: If you have 15 or less Health, gain +3/+3 and Taunt. The hook is just an accessory. He can reave just fine without it.
Battlecry: The next Murloc you play this turn costs Health instead of Mana. Pretty harmless unless you're a Seadevil.
At the end of your turn, deal 1 damage to all enemy minions. He's deathspicable.
Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Deathrattle: Summon a random minion you discarded this game. As that old saying goes: "you don't get into dinomancing to make friends."
Deathrattle: Recruit a Demon. If you don't keep up with your payments, it'll be a repossessed lackey.
Inspire: Destroy a random minion for each player. We like to call him "Wesley".
Battlecry: Remove the top card from your opponent's deck. She prefers the term "Glampire."
Battlecry: Discover a spell.
Deal damage to your hero equal to its Cost. Ear to the ground, he carefully interpreted the chittering noises: “You wanna cast a spell? I wanna cast a spell!”
Battlecry: Destroy a friendly minion and gain its Attack and Health. He's on the hunt for Togwaggle's missing rat.
After you summon a minion, deal 5 damage to your Hero. Get the ingredients wrong on ONE healing potion and they take your license. What a world!
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.
Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.
Battlecry: If your hero took damage this turn, gain Lifesteal. The itsy bitsy spiders climbed up the village wall. Then came the witch and the spiders ate them all.
Battlecry: If you have 10 Mana Crystals, summon 2 copies of this minion. They don't just find the truth. They give it a ten second head start, then hunt it down.
At the end of each turn, destroy this minion if it's your only one. The Dark Animus is evil and mysterious and huge and unable to write sentences that utilize proper grammar.
At the end of your turn, add a random Demon to your hand. She ships illicit mana crystals around the world in packages marked: FUNNEL CAKE.
Battlecry: Add 3 random cards you discarded this game to your hand. Reduce, reuse, resoul.
Deathrattle: Summon three 1/3 Demons with Taunt. Never let it hold your checkbook.
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
Whenever you discard this, give it +2/+2 and return it to your hand. A bit of a snob: still refuses to drive anything with automatic transmission.
|High Priestess Jeklik||Legendary||General||Warlock||4||3||4|
When you discard this, add 2 copies of it to your hand. If you love Jeklik, set her free. YOU CAN'T GET RID OF HER.
Battlecry: If your deck has no duplicates, create a custom spell. The mysterious leader of the Kabal is NOT a dragon, and does NOT deal in illegal potions. Any public statements to the contrary will be met with litigation and Dragonfire Potions.
Has +1 Attack for each card you've discarded this game. As a young blood-princess she learned the proper way for a lady to curtsy, how to address fellow members of royalty, and how to bite them.
Deathrattle: Swap this with a minion from your deck. She will NOT STOP until she gets tenure.
Minions in your hand have Echo. Summon an unlimited* number of minions!** *Six **Wisps
|Rin, the First Disciple||Legendary||General||Warlock||6||3||6|
Deathrattle: Add 'The First Seal' to your hand. Signed and sealed, she delivers oblivion.
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.
Battlecry: Replace your hand and deck with Legendary minions. Minions must wash hands before being LIQUIDATED AND REPLACED BY SOMEONE BETTER.
Battlecry: The next spell you cast this turn costs Health instead of Mana. Even after all this time, Gul'dan still makes Cho'gall go get donuts and coffee.
Battlecry: Deal 2 damage to all other minions. If any die, repeat this Battlecry. Betrayed the Alliance. Betrayed the Horde. All for 200 achievement points and a sweet, sweet hat.
|Fel Lord Betrug||Legendary||Demon||Warlock||8||5||7|
Whenever you draw a minion, summon a copy with Rush that dies at end of turn. Nobody else likes rush hour.
|Hir'eek, the Bat||Legendary||Beast||Warlock||8||1||1|
Battlecry: Fill your board with copies of this minion. REPEL’S EFFECT WORE OFF.
|Krul the Unshackled||Legendary||Demon||Warlock||9||7||9|
Battlecry: If your deck has no duplicates, summon all Demons from your hand. Spicklefizz pondered his life choices as he looked at the chain around his neck. "Become a warlock," they said. "You get to enslave demons," they said.
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Your other Demons have +2/+2. Your hero is Immune. Mal'Ganis doesn't like being betrayed, so if you discard him, watch out.
|Showing all 83 cards|
Uncollectible[edit | edit source]
The following minions are generated by other warlock cards and effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
At the end of your turn, summon two 3/2 Imps.
|Azari, the Devourer||None||Demon||Warlock||10||10||10|
Battlecry: Destroy your opponent's deck.
Battlecry: Discard a random minion. Deathrattle: Summon it.
You are out of demons! At least there are always imps...
|Showing all 25 cards|
Weapons[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Skull of the Man'ari||Legendary||Warlock||5||0||3|
At the start of your turn, summon a Demon from your hand. Don't trust the skull.
|Showing all 2 cards|