Class
Rarity
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Wyrm Bolt

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

Herding Horn

After you play a Beast,
summon a copy of it and
lose 1 Durability.

The more the hairier.

Reno's Crafty Lasso

After your hero attacks, copy a card from your opponent's hand.

Reno always had a way of… taking what he wanted.

Academic Research

Gain @ empty Mana |4(Crystal, Crystals).
(Upgrades each time
a friendly minion dies)
.

The other explorers underestimate the power of careful study and historical research.

Acquired Allies

Return a minion to its owner's hand and shuffle two copies of
it into your deck.

"Come with me if you want to chop things into little pieces."

Chaos Storm

After you play a card with Overload this turn, add an Overload card to your hand.

Storm's at one.

Contagion Concoction

Infect a minion with
"Deathrattle: Deal 3
damage to your hero,
then infect a neighbor."

Varieties include viscous and extra viscous.

Finley's Pith Helmet

Give all friendly minions +2 Health.
Shuffle this card into your deck.

A noble knight's helm can inspire an army, and Sir Finley's is no different.

Mask of Mimicry

Choose a minion.
Minions in your hand become copies of it.

Necrotic Poison

Destroy a minion.

Reno's Lucky Hat

Give a minion +2/+2 and Spell Damage +2.

Reno claims his hat is brimming with powers, but mostly it’s just brim.

Reno's Magical Torch

Deal @ damage.
Combo: Shuffle a copy of this card into your deck that deals 1 more damage.

A handy torch used by explorers and empowered with magical might.

Slate's Syringe

Steal up to 4 Attack and
Health from an enemy minion.
Give those stats to a random
friendly Beast.

Try our new patented Scholomade. It’s high in electrolytes!

Stalker's Supplies

Shuffle each Improved Secret into your deck. Allied: Hunter.

There's a few traps, but it's mostly just bait.

Stroke of Midnight

Echo
Destroy a random enemy minion.

Amalgamation

This has all minion types.

Deck Swabbie

At the end of your turn, fire your Cannons!

I am a pirate and I’m swabbing the deck, swabby swabby deck, swabbin' the deck.

Fluctuating Totem

Stealth for 1 turn. At the end of your turn, evolve adjacent minions.

Think carefully about board position when placing this treasure.

Frostwolf Cub

Stealth

Giant Locust

Ice Shard

Freeze any character damaged by this minion.

Loyal Henchman

Start of Game: Draw this.
Taunt. Each turn this is in
your hand, gain +1/+1.

Risen Ghoul

Rush
Doesn't leave a Corpse.

"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.

Archmage Staff

At the start of your turn,
add a random Mage
spell to your hand.

Blade of Quel'Delar

Wand of Dueling

Your Hero Power deals 1 extra damage. After each use, lose 1 Durability.

You know what time it be.

Draconic Munition

For the rest of the game, your Cannons deal 1 extra damage.

Just like cannon balls but… spicy

Enhance-a-matic

Add a random spell from each class to your hand.

For the Alliance!

Start of Game: Draw this.
Shuffle 15 Tradeable spells
into your deck that Discover
a spell from the Alliance.

Hey, it's no "For the Horde," but it still sounds nice.

For the Horde!

Start of Game: Draw this.
Shuffle 15 Tradeable spells
into your deck that Discover
a spell from the Horde.

Now that's what I call a warcry.

Hunter's Insight

Reduce the Cost of all cards in your hand by (1).

Journey to the East

Quest: Take 25 damage on your turns. Reward: Transform into Uber Diablo.

Sometimes the destination IS better than the journey.

Marvelous Mycelium

Discover a Choose One
card, then shuffle it into your deck. It has both effects combined. Repeat 3 times.

Why not both?

Sow the Seeds

Give all minions in your deck +1/+1.

Spyglass

Put a copy of a random card in your opponent's hand into yours. It costs (3) less.

Ancient Guardian

Bloated Zombie

Bloodhound

Rush

Bloodworm

Lifesteal

Crimson

Whenever your hero is healed, this minion gains that much Attack and Health.

(Don't Fear) The Healer

Ghoul

Party Portal

Whenever you cast a spell, summon a random minion of the same Cost.

Relentless Ghoul

Charge
At the end of your turn,
this minion dies.

Risen Groom

Doesn't leave a Corpse.

Scion of the Deep

The third spell you cast each turn costs Health instead of Mana.

I'd like to be...far away from him!

Shadowshell Informant

Shambling Zombie

Reborn

SI:7 Scout

Deathrattle: Add a random card to your hand (from your opponent's class).

Weeping Ghost

Weeping Ghost

Weeping Ghost

Lifesteal

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.

[PH] Passive Treasure 12

Not Yet Defined.

[PH] Passive Treasure 13

Not Yet Defined.

1-Cost Warriors

1-Health Crusaders

3-piece Combo

Absolute Destruction

All Shall Serve

Passize
After the first time a friendly Demon dies in a turn, draw a minion from your deck and
give it +1 Attack.

All Together Now

Passive
Your Battlecry cards cost (1) less, but not less than (2).

Amalgamate

Destroy all friendly minions.
Summon an Amalgamation
with their combined
Attack and Health.

Anger Management

Anything Will Do

Arcane Anomalies

Arcane Flux

Passive
After you cast your first Arcane spell in a turn, Discover a card from your class.

Arcanite Crystal

Passive
After you cast an Arcane spell, reduce the Cost of a card in your hand by (1), but not less than (1).

Arctic Armor

Passive
After the first time you Freeze an enemy each turn, gain 2 Armor.

Ashes of Outlands

Avenging Armaments

Passive
After a friendly minion loses its Divine Shield, give it +2/+1.

Back to School

Bag of Coins

Add 3 Coins to your hand.