× Rarity
clear all


Hero Power
Summon a 1/1 Silver Hand Recruit.


Hero Power
Summon a 1/1 Silver Hand Recruit.


Hero Power
+1 Attack this turn.
+1 Armor.


Hero Power
+1 Attack this turn.
+1 Armor.


Hero Power
+1 Attack this turn.
+1 Armor.


Hero Power
Increase your weapon's attack by 1

Steady Shot

Hero Power
Deal 2 damage to the enemy hero.@Hero Power
Deal 2 damage.

Steady Shot

Hero Power
Deal 2 damage to the enemy hero.@Hero Power
Deal 2 damage.

The Silver Hand

Hero Power
Summon two 1/1 Recruits.

The Silver Hand

Hero Power
Summon two 1/1 Recruits.

The Silver Hand

Hero Power
Summon two 1/1 Recruits.

Totemic Call

Hero Power
Summon a random Totem.

Totemic Call

Hero Power
Summon a random Totem.

Totemic Call

Hero Power
Summon a random Totem.

Totemic Call

Hero Power
Summon a random Totem.

Fiery War Axe

Arcane Explosion

Deal 1 damage to all enemy minions.

This spell is much better than Arcane Implosion.

Call Mediva

Summon a random Mediva


[x]Deal 2 damage to
two random enemy

Hey you two…could you stand next to each other for a second…


For the rest of the game,
your Hero Power can target minions.

Divine Spirit

Double a minion's Health.

Double the trouble. Double the fun!


Destroy a damaged enemy minion.

It's okay, he deserved it.


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.

Generous Spirit

[x]Choose a friendly minion.
Give it to your opponent
and draw 3 cards.

Heroic Strike

Give your hero +4 Attack this turn.

Really, if you're a hero, this is <i>every</i> strike.

Holy Light

Restore 6 Health.

If you are often bathed in Holy Light, you should consider wearing sunscreen.

Hunter's Mark

Change a minion's Health to 1.

Never play 'Hide and Go Seek' with a Hunter.

Mark of the Wild

Give a minion Taunt and +2/+2.
(+2 Attack/+2 Health)

Not to be confused with Jim of the Wild.

Rockbiter Weapon

Give a friendly character +3 Attack this turn.

This would be real handy if your enemy is made of rock.


Return an enemy minion to your opponent's hand.

Rogues love sappy movies.

Shadow Word: Pain

Destroy a minion with 3 or less Attack.

A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".


Deal 1 damage.
Draw a card.

Rogues are experts at SHIV-al-ry.

Wild Growth

Gain an empty Mana Crystal.


Give a minion Windfury.

Windfury is like Earthfury and Firefury, but more light and airy.

Acidic Swamp Ooze

Battlecry: Destroy your opponent's weapon.

Oozes love Flamenco. Don't ask.

Bloodfen Raptor

"Kill 30 raptors." - Hemet Nesingwary

Bluegill Warrior


He just wants a hug. A sloppy... slimy... hug.


Battlecry: Discard a random card.

This puppy chews up cards instead of shoes.

Flametongue Totem

Adjacent minions have +2 Attack.

Frostwolf Grunt


Grunting is what his father did and his father before that. It's more than just a job.

Kobold Geomancer

Spell Damage +1

In the old days, Kobolds were the finest candle merchants in the land. Then they got pushed too far...

Murloc Tidehunter

Battlecry: Summon a 1/1 Murloc Scout.

"Death will rise, from the tides!"

Novice Engineer

Battlecry: Draw a card.

"Half of this class will not graduate… since they'll have been turned to chickens." - Tinkmaster Overspark, teaching Gizmos 101.

River Crocolisk

Edward "Lefty" Smith tried to make luggage out of a river crocolisk once.

Light's Justice

Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him.

Wicked Knife

Wicked Knife

Arcane Missiles

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.

Arcane Shot

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.

Blessing of Might

Give a minion +3 Attack.

"As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.


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. Gain 2 Armor.

The claw decides who will stay and who will go.


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, BOOOM! Corrupted!

Deadly Poison

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.


Destroy a damaged enemy minion.

Frost Shock

Deal 1 damage to an enemy character and Freeze it.


Hand of Protection

Give a minion Divine Shield.

This spell has been renamed so many times, even paladins don’t know what it should be called anymore.

Hand of Salvation

Secret: When your second minion dies in a turn, return it to life.

Holy Smite

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."

Hunter's Mark

Change a minion's Health to 1.

Mind Vision

Put a copy of a random card in your opponent's hand into your hand.

I see what you did there.

Mirror Image

Summon two 0/2 minions with Taunt.

Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO

Mortal Coil

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.

Power Word: Shield

Give a minion +2 Health.
Draw a card.

Sure the extra protection is nice, but the shield really reduces visibility.


Restore 5 Health to your hero.

Because you're worth it!

Sinister Strike

Deal 3 damage to the enemy hero.

There's something about this strike that just feels off. Sinister, even.

Smoke Bomb

Give a minion Stealth until your next turn. Draw a card.


[x]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.


Look at the top 3 cards of your deck. Draw one and discard the others.

For the person who just cannot decide what card to put into a deck!


Deal 1 damage to ALL minions.

The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.

Elven Archer

Battlecry: Deal 1 damage.

Don't bother asking her out on a date. She'll shoot you down.

Goldshire Footman


If 1/2 minions are all that is defending Goldshire, you would think it would have been overrun years ago.

Grimscale Oracle

Your other Murlocs have +1 Attack.

These are the brainy murlocs. It turns out that doesn’t mean much.

Healing Totem

At the end of your turn, restore 1 Health to all friendly minions.

Murloc Raider

Mrrraggglhlhghghlgh, mrgaaag blarrghlgaahahl mrgggg glhalhah a bghhll graggmgmg Garrosh mglhlhlh mrghlhlhl!!

Northshire Cleric

Whenever a minion is healed, draw a card.

They help the downtrodden and distressed. Also they sell cookies.

Searing Totem

Silver Hand Recruit

Stoneclaw Totem


Stonetusk Boar


This card is boaring.

Timber Wolf

Your other Beasts have +1 Attack.

Other beasts totally dig hanging out with timber wolves.



No relation to "The Voidsteppers", the popular Void-based dance troupe.

Voodoo Doctor

Battlecry: Restore 2 Health.

Voodoo is an oft-misunderstood art. But it <i>is</i> art.

Wrath of Air Totem

Spell Damage +1


Encounter new obstacles!

Ancestral Healing

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.


Deal 2 damage to an undamaged minion.

It's funny how often yelling "Look over there!" gets your opponent to turn around.

Bottled Madness

Replace your hand with random Demons.

Crackling Doom

Deal 12 damage to all minions.
Overload: (10)


Gain 2 Mana Crystals this turn only.


Gain 1 Mana Crystal this turn only.

Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.


Deal 1 damage.

"Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3

Sacrificial Pact

Destroy a Demon. Restore 5 Health to your hero.

This is the reason that Demons never really become friends with Warlocks.

Soldiers of the Cold Dark

Draw 4 cards.


[x]Deal 4 damage.
Discard a random card.

Spreading Flames

Draw 4 cards.


Summon Big Bad Ragnaros again, he will start at 15000 health.

Totemic Might

Give your Totems +2 Health.

Totem-stomping is no longer recommended.

Avatar of the Coin

You lost the coin flip, but gained a friend.