Class
Rarity
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Doom Charge

Discover a minion in your
deck. Summon a copy that
attacks a random enemy,
then dies.

Making my way downtown...

Arcane Craftiness

Fire two missiles at random
enemy minions that each
deal 1 damage. If any
minion dies, repeat this.

Harvest Time!

Destroy a minion, then
summon two 1/1 Saplings
for that minion's owner.

Primal Power

Take 3 damage.
Gain +a3 Attack this turn. Gain d3 Armor.

With stats like that, it must be Primal.

Uber Primal Power

Gain +a3 Attack this turn. Gain d3 Armor.

With stats like that, it must be Primal.

War Commands

Draw a Neutral minion
that costs (3) or less.
It costs (0) this turn.

Amateur Mage

Deal 1 damage.
Combo: Deal 2 damage instead.

Battle Tactics

Reduce the cost of two
random Neutral minions
in your hand that cost (4)
or more by (2).

Blood Parasite

Summon a 2/1 Bloodworm with Lifesteal.

Bring on Recruits

Summon a 1/1 Silver Hand Recruit, then add one to your hand.

Call of Madness

Summon a 0/2 Voidfiend.
It steals 1 Health from the
enemy hero every turn.

Death Games

Trigger a random friendly minion's Deathrattle.

Dino Tracking

Discover a Beast from your class. Give it +1/+1.

Druidic Teaching

Restore 2 Health to a
character. If it's at full
Health, draw a card.

Elise's Might

Choose One -
+a2 Attack this turn;
or Gain d2 Armor.

Ferocious Flurry

Gain +a1 Attack and
Windfury this turn.

Fire at Thee!

Fire your Cannons twice!

Fire Away!

Fire your Cannons! Give your minions
+1 Attack.

From Golden Light

Resurrect a friendly minion with 1 Health remaining.

Gathering Storm

Gain a Corpse.
Draw a card.

Ghoul Blitz

Summon a 2/1 Ghoul
with Charge. It dies at
end of turn.

Harness the Elements

Draw a spell.
It costs (1) less.

Illidari Strike

Choose an enemy minion.
Summon two 1/1 Illidari
with Rush to attack it.

Invigorating Bloom

Reduce the Cost of
cards in your hand that
cost (5) or more by (1).

Lichborne Might

Give a friendly minion +3/+3. It dies at the end of your turn.

Modest Aspirations

Set a minion's Attack
and Health to 3.

Nature's Gifts

Choose One -
+a2 Attack this turn;
or Spell Damage +2
this turn.

New "Recruits"

Summon a 2/2 Amalgam with all minion types.

Power Up!

Give a minion Windfury
and Divine Shield.
Overload: (2)

Promote!

Give a minion +1/+1 and
Rush, Poisonous, Taunt,
Windfury, Divine Shield,
or Stealth (at random).

Roguish Maneuvers

Equip a 1/2 Dagger.
Combo: Equip a 2/2 Dagger instead.

Rush the Keep

Give your Neutral minions +1 Attack.

Scourging

Discover an Undead.

Send in the Scout

Summon a 2/2
SI:7 Scout.

Shadow Mend

Restore 2 Health to
a character. If it's still
damaged, draw a card.

Spread Shot

Deal 1 damage,
then deal 1 damage
to the enemy hero.

Survival Training

Deal 2 damage to the
enemy hero, then give a
random friendly minion
+1 Attack.

Thunderclap

If you have only Neutral minions, deal 1 damage and give -1 Attack to all enemy minions.

Totemic Power

Summon a random basic
Totem. If you're Overloaded,
summon a non-basic
Totem instead.

Uldum Treasure Cache

Discover a Treasure.

<PH>

Vile Concoction

Give a minion Poisonous.
Combo: Add a Toxin
to your hand.

Warmaster's Frenzy

Deal 1 damage to ALL
minions. Honorable Kill:
Gain +a1 Attack this turn.

Well Equipped

Equip a random weapon from your class and set its Durability to 1.

Wyrm Bolt

Deal 1 damage. If this
kills a minion, summon
a 1/3 Mana Wyrm.

"Relicologist"

Your next spell this turn
has Spell Damage +2.

Dark Arts

Look at 3 cards in your
hand. Discard one,
then draw a card.

Demon Blood

Give a random Demon in your hand +3/+2.

Demonic Transformation

Discard a random card.
Add a random Demon to
your hand with the same
cost. It costs (2) less.

Fifty percent of the time, it's a Demon every time.

Fire!

Fire your Cannons!
If they kill any minions, refresh this.

Frost Shards

Deal 1 damage.
Add a 2/1 Ice Shard that
Freezes to your hand.

Hematology

Spend up to 3 Corpses.
For each, reduce the
cost of a card in your
hand by (1).

Infernal Strike

Gain +a1 Attack this turn.
After your hero attacks
and kill a minion, get a
Second Slice.

Mind Tether

Passive. After you cast a spell, deal 1 damage to the enemy hero.

No Guts, No Glory

Deal 1 damage to a
minion. If it survives, give
it +2 Attack. If it dies,
gain d2 Armor.

Outlander

If you played an Outcast card this turn, Discover a Fel Spell.

Secret Studies

Draw a Secret.

Bolster Defenses

Passive
Neutral minions you summon this turn get +1/+2.

Bruising

Force a friendly minion
to attack a random
enemy minion.

Bubble Blower

Discover a Shaman or Paladin Battlecry minion.
Overload: (1)

Coming Soon

Coming Soon!

Coming Soon!

Coming Soon

Coming Soon!

Coming Soon!

Coming Soon

Coming Soon!

Coming Soon!

Connections

Passive
At the start of your turn,
add a random 1-Cost
minion to your hand

Gather Resourses

Passive
Your Neutral minions have "Honorable Kill: Add a random spell from any class to your hand" this turn.

Magnetic Mines

Passive. At the end of
your turn, if your hero has
Armor, shuffle a Bomb into
your opponent's deck.

Savage Secrets

Passive. After a friendly
Secret is revealed, add a
random 2-Cost Beast
to your hand.

Soulcial Studies

Passive. Whenever you
play a card that creates
Soul Fragments, summon
a 3/2 Flame Imp.

Starseeker

Passive. After you cast
4 spells in a turn, add a
Moonfire to your hand.

Stormcatcher

Passive
You can't be Overloaded.

Summon the Pack

Passive
Your Neutral minions have "Honorable Kill: Summon a 2/2 Frostwolf Cub with Stealth."

Take the Bridge!

Passive
Neutral minions you summon this turn get +2 Attack and Rush.

Temporal Loop

Start your turn over.

Temporal Loop

Start your turn over.

Temporal Loop

Start your turn over.