Class
Rarity
clear all

Chain Heal 1

Restore {0} Health to a
friendly character. Repeat
this on up to 2 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 3 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 4 damaged
adjacent characters.

Chain Heal 2

Restore {0} Health to a
friendly character. Repeat
this on up to 2 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 3 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 4 damaged
adjacent characters.

Chain Heal 3

Restore {0} Health to a
friendly character. Repeat
this on up to 2 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 3 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 4 damaged
adjacent characters.

Chain Heal 4

Restore {0} Health to a
friendly character. Repeat
this on up to 2 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 3 damaged
adjacent characters.@Restore {0} Health to a
friendly character. Repeat
this on up to 4 damaged
adjacent characters.

Dinner Time 3

Eat 3 Bananas and
gain Taunt this turn.

Elementary! {0}

Give a character Divine Shield.
If they lose it this turn, they
gain +{0}/+{1} and Attack
the enemies opposite them.

Elementary! 1

Give a character Divine Shield.
If they lose it this turn, they
gain +{0}/+{1} and Attack
the enemies opposite them.

Elementary! 2

Give a character Divine Shield.
If they lose it this turn, they
gain +{0}/+{1} and Attack
the enemies opposite them.

Elementary! 3

Give a character Divine Shield.
If they lose it this turn, they
gain +{0}/+{1} and Attack
the enemies opposite them.

Elementary! 4

Give a character Divine Shield.
If they lose it this turn, they
gain +{0}/+{1} and Attack
the enemies opposite them.

Embark on the Quest! 1

Give all your characters on your battlefield and bench +{0}/+{1}.

Embark on the Quest! 2

Give all your characters on your battlefield and bench +{0}/+{1}.

Embark on the Quest! 3

Give all your characters on your battlefield and bench +{0}/+{1}.

Embark on the Quest! 4

Give all your characters on your battlefield and bench +{0}/+{1}.

Embark on the Quest! 5

Give all your characters on your battlefield and bench +{0}/+{1}.

Enveloping Mist 4

Gain Taunt this turn,
and +@ Nature Damage.
Repeat for each other
friendly Dragon and Celestial.

Faerie Breath {0}

Deal {0} damage. Give your lowest Health Merc on your bench +3/+{1}.

Faerie Breath 1

Deal {0} damage. Give your lowest Health Merc on your bench +3/+{1}.

Faerie Breath 2

Deal {0} damage. Give your lowest Health Merc on your bench +3/+{1}.

Faerie Breath 3

Deal {0} damage. Give your lowest Health Merc on your bench +3/+{1}.

Faerie Breath 4

Deal {0} damage. Give your lowest Health Merc on your bench +3/+{1}.

Guiding Path {0}

Restore @ Health to all friendly characters. Advance the Golden Monkey one step.

Guiding Path 1

Restore @ Health to all friendly characters. Advance the Golden Monkey one step.

Guiding Path 2

Restore @ Health to all friendly characters. Advance the Golden Monkey one step.

Guiding Path 3

Restore @ Health to all friendly characters. Advance the Golden Monkey one step.

Guiding Path 4

Restore @ Health to all friendly characters. Advance the Golden Monkey one step.

Ironbark {0}

Gain Taunt this turn.
After you cast a Nature ability this turn,
gain +{0}/+{1}.

Ironbark 1

Gain Taunt this turn.
After you cast a Nature ability this turn,
gain +{0}/+{1}.

Ironbark 2

Gain Taunt this turn.
After you cast a Nature ability this turn,
gain +{0}/+{1}.

Ironbark 3

Gain Taunt this turn.
After you cast a Nature ability this turn,
gain +{0}/+{1}.

Ironbark 4

Gain Taunt this turn.
After you cast a Nature ability this turn,
gain +{0}/+{1}.

Mark of Nature 1

Choose One - Give a character +2 Attack; or +4 Health.

Mark of Nature 2

Choose One - Give a character +4 Attack; or +8 Health.

Mark of Nature 3

Choose One - Give a character +6 Attack; or +12 Health.

Primal Power {0}

Give a friendly Beast +@ Attack and Immune while Attacking this turn.

Primal Power 1

Give a friendly Beast +@ Attack and Immune while Attacking this turn.

Primal Power 2

Give a friendly Beast +@ Attack and Immune while Attacking this turn.

Primal Power 3

Give a friendly Beast +@ Attack and Immune while Attacking this turn.

Primal Power 4

Give a friendly Beast +@ Attack and Immune while Attacking this turn.

Riptide {0}

Deal @ damage to an enemy. After an enemy Attacks this turn, repeat this damage.

Riptide 1

Deal @ damage to an enemy. After an enemy Attacks this turn, repeat this damage.

Riptide 2

Deal @ damage to an enemy. After an enemy Attacks this turn, repeat this damage.

Riptide 3

Deal @ damage to an enemy. After an enemy Attacks this turn, repeat this damage.

Riptide 4

Deal @ damage to an enemy. After an enemy Attacks this turn, repeat this damage.

Thunderclap {0}

Deal {0} damage to all enemies, then reduce their Attack by {1} this turn.

Blessing of the Ancients

Twinspell
Give your minions +1/+1.

Arguably the cutest blessing.

Blessing of the Ancients

Give your minions +1/+1.

Charged Call

Discover a @-Cost
minion and summon it.
(Upgraded for each Overload
card you played this game!)

You have a collect call from "AL'AKIR, LORD OF AIR AND THE FOUR WINDS." Do you accept these charges?

Claws of Terror

Deal 1 damage to a random enemy minion. Repeat 4 times.

Deadly Weapons 101

Give your weapon +2/+2. Combo: Also give it Poisonous.

Deadly Weapons 102 was canceled due to low enrollment.

Elemental Destruction

Deal 4-5 damage to all minions. Overload: (2)

I'm not a shaman or anything, but isn't Elemental Destruction the opposite of what they want to do?

Ensmallen

Reduce the Cost and Attack of minions in your deck by (1).

Come on, you know- I ensmallen, you ensmallen? He she me Ensmallen? Ensmallogy: the study of ensmallening?! IT'S FIRST GRADE.

Evolving Spores

Adapt your minions.

The most powerful mushrooms are commonly found in boxes marked with "?".

Feral Spirit

Summon two 2/3 Spirit Wolves with Taunt. Overload: (1)

  • Type: Ability
  • Class: Shaman
  • Rarity: Rare
  • Set: Legacy
  • Faction: Neutral
  • Spell School: Nature
  • Cost to Craft: 100 / 800 (Golden)
  • Disenchanting Yield: 20 / 100 (Golden)
  • Artist: Clint Langley
  • Collectible

Spirit wolves are like regular wolves with pom-poms.

Feral Spirit

Summon two 2/3 Spirit Wolves with Taunt. Overload: (1)

Spirit wolves are like regular wolves with pom-poms.

Flash of Lightning

Draw a card.
Next turn, your Nature spells cost (1) less.

  • Type: Ability
  • Class: Shaman
  • Rarity: Epic
  • Set: TITANS
  • Spell School: Nature
  • Cost to Craft: 400 / 1600 (Golden)
  • Disenchanting Yield: 100 / 400 (Golden)
  • Artist: Vladimir Kafanov
  • Collectible

FLASH! AAAAAAAAA

Frost Lotus Blossom

Draw 2 cards.
Gain 10 Armor.

Frost Lotus Seedling

Draw 1 card.
Gain 5 Armor.
(Blossoms in @ |4(turn, turns).)

  • Type: Ability
  • Class: Druid
  • Rarity: Rare
  • Set: TITANS
  • Spell School: Nature
  • Cost to Craft: 100 / 800 (Golden)
  • Disenchanting Yield: 20 / 100 (Golden)
  • Artist: Melvin Chan
  • Collectible

Really bad flavor text. <i>(Blossoms in 1 expansion.)</i>

Fungal Fortunes

Draw 3 cards. Discard any minions drawn.

Far superior to a beanstalk boondoggle.

Healing Rain

Restore 12 Health randomly split among all friendly characters.

It's filled with electrolytes!

Healing Touch

Restore 8 Health.

8 Health, no waiting.

Healing Wave

Restore 8 Health. Reveal a minion in each deck. If yours costs more, restore 16 instead.

Favored by shaman who study the art of restoration and healing, this spell would feel smug, if it had feelings.

Healing Wave

Restore 8 Health. Reveal a minion in each deck. If yours costs more, restore 16 instead.

Favored by shaman who study the art of restoration and healing, this spell would feel smug, if it had feelings.

Hex

Transform a minion into a 0/1 Frog with Taunt.

If you Hex a Murloc... it really isn't much of a change, is it?

Hex

Transform a minion into a 0/1 Frog with Taunt.

Hex

Transform a minion into a 0/1 Frog with Taunt.

If you Hex a Murloc... it really isn't much of a change, is it?

Infest

Give your minions "Deathrattle: Add a random Beast to your hand."

The best part is the look on their face when you jump out of the cake! Err… corpse.

Jade Blossom

Summon a{1} {0} Jade Golem. Gain an empty Mana Crystal.@Summon a Jade Golem. Gain an empty Mana Crystal.

Meditating under a jade blossom is said to grant you wisdom, unless you have a pollen allergy.

Jade Lightning

Deal 3 damage. Summon a{1} {0} Jade Golem.@Deal 3 damage. Summon a Jade Golem.

Jade Lightning, goooo Jade Lightning!

Jade Lightning

Deal 3 damage. Summon a{1} {0} Jade Golem.@Deal 3 damage. Summon a Jade Golem.

Jade Lightning, goooo Jade Lightning!

Landscaping

Summon two 2/2 Treants.

We'll put a happy tree right here... and give him a little friend.

Landscaping

Summon two 2/2 Treants.

We'll put a happy tree right here... and give him a little friend.

Lightning Breath

Deal 4 damage to a
minion. If you're holding
a Dragon, also damage
its neighbors.

Recipe: One dragon, four wool socks, thick shag carpet.

Lightning Storm

Deal 3 damage to all enemy minions. Overload: (1)

  • Type: Ability
  • Class: Shaman
  • Rarity: Rare
  • Set: Core (2023)
  • Faction: Neutral
  • Spell School: Nature
  • Cost to Craft: 100 / 800 (Golden)
  • Disenchanting Yield: 20 / 100 (Golden)
  • Artist: Christopher Moeller
  • Collectible

An umbrella won't be effective, I'm afraid.

Lightning Storm

Deal 3 damage to all enemy minions. Overload: (2)

An umbrella won't be effective, I'm afraid.

Lightning Storm

Deal 3 damage to all enemy minions. Overload: (1)

  • Type: Ability
  • Class: Shaman
  • Rarity: Rare
  • Set: Legacy
  • Faction: Neutral
  • Spell School: Nature
  • Cost to Craft: 100 / 800 (Golden)
  • Disenchanting Yield: 20 / 100 (Golden)
  • Artist: Christopher Moeller
  • Collectible

An umbrella won't be effective, I'm afraid.

Mark of Nature

Choose One - Give a minion +4 Attack; or +4 Health and Taunt.

  • Type: Ability
  • Class: Druid
  • Rarity: Common
  • Set: Legacy
  • Faction: Neutral
  • Spell School: Nature
  • Cost to Craft: 40 / 400 (Golden)
  • Disenchanting Yield: 5 / 50 (Golden)
  • Artist: Clint Langley
  • Collectible

Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."

Mulch

Destroy a minion.
Add a random minion to your opponent's hand.

Is this a noun or a verb? We will never know.

Mutating Injection

Give a minion +4/+4 and Taunt.

Nature's Champion

Return a friendly minion to your hand and give it +5/+5.

Pendant of Earth

Discover a minion
from your deck. Restore
Health to your hero
equal to its Cost.

Eaaaarrrrthhhhhh Pendaaaannnttttt Poweeerrrrrrrrrrr!!!!!!!!

Plot of Sin

Summon two 2/2
Treants. Infuse (@): Two
5/5 Ancients instead.

It's a great plot, but it's riddled with holes.

Plot of Sin

Infused
Summon two 5/5 Ancients.

Primordial Wave

Transform enemy minions
into ones that cost (1) less
and friendly minions into
ones that cost (1) more.

A primordial hello to you too!

Rest and Relaxation

Draw two minions. Gain Armor equal to their combined Health.

Revive Pet

Discover a friendly Beast that died this game. Summon it.

Best friends never really leave.

Seaweed Strike

Deal 4 damage to a minion.
If you played a Naga while
holding this, also give your
hero +4 Attack this turn.

Even as mechs, fish will still end up wrapped in seaweed.

Serpentshrine Portal

Deal 3 damage.
Summon a random
3-Cost minion.
Overload: (1)

This is why you never flush a three-cost minion.

Serpentshrine Portal

Deal 3 damage.
Summon a random
3-Cost minion.
Overload: (1)

This is why you never flush a three-cost minion.

Shellshot

Deal 3 damage to a
random enemy minion.
Repeat this with 1
less damage.

Precision over accuracy.

Soul of the Forest

Give your minions "Deathrattle: Summon a 2/2 Treant."

  • Type: Ability
  • Class: Druid
  • Rarity: Common
  • Set: Legacy
  • Faction: Neutral
  • Spell School: Nature
  • Cost to Craft: 40 / 400 (Golden)
  • Disenchanting Yield: 5 / 50 (Golden)
  • Artist: Markus Erdt
  • Collectible

"Reforestation" is suddenly a terrifying word.

Soul of the Forest

Give your minions "Deathrattle: Summon a 2/2 Treant."

"Reforestation" is suddenly a terrifying word.

Stormstrike

Deal 3 damage to a minion. Give your hero +3 Attack this turn.

When your phone is at 5%.

Tidal Surge

Lifesteal
Deal 5 damage to a minion.

Also good for removing pesky stains.

Tidal Surge

Lifesteal
Deal 5 damage to a minion.

Also good for removing pesky stains.

Turn the Tides

Give your hero +3 Attack
this turn. Summon a 3/3
Elemental with Rush.
Overload: (1)

  • Type: Ability
  • Class: Shaman
  • Rarity: Common
  • Set: TITANS
  • Spell School: Nature
  • Cost to Craft: 40 / 400 (Golden)
  • Disenchanting Yield: 5 / 50 (Golden)
  • Artist: Konstantin Turovec
  • Collectible

T I D E S

Wild Spirits

Summon two different
Dormant Wildseeds.
Make your Wildseeds
awaken 1 turn sooner.

Wait, this card just released! It should be Standard Spirits!

Ancient Endurance

Gain Taunt for 1 turn.
Gain +{0}/+{0} for each friendly character.

Banana Split {0}

Summon a copy of a Beast, give it Windfury and Rush. It dies at the end of the turn.

Chum Bucket

Fill your board with Random Darkshore Murlocs.