Today, I got Reaper of Packs for purchasing Diablo III expansion "Reaper of Souls."
Saturday, March 29, 2014
Tuesday, March 11, 2014
Monday, March 10, 2014
Hearthstone - Upcoming Balance and Ranked Play Updates
Thank you for playing, testing and offering your feedback on Hearthstone as we've transitioned from closed beta to open beta. The release of Hearthstone is on the horizon, and we have a couple of additional changes to certain cards we feel it is necessary to implement before the game goes live. As we've stated, we plan to make very few card changes when the game goes live, and we will only make changes to cards if they are absolutely necessary. Making these changes now will ensure a more balanced state of the overall game into release.
We will be making changes to the following cards: Tinkmaster Overspark and Nat Pagle.
Tinkmaster Overspark is now a 3/3 (up from 2/2) and now reads: Battlecry: Transform another random minion into a 5/5 Devilsaur or a 1/1 Squirrel.
Nat Pagle now reads: At the start of your turn, you have a 50% chance to draw an extra card.
In addition to these balance changes, we have been monitoring your feedback on our Ranked Play system that we implemented with Closed Beta Patch 1.0.0.4217. Many players have felt that the start of each Ranked Play season was particularly difficult due to the fact that rankings are reset for all players, regardless of how far they progressed in rankings during that season.
After the next patch, you will receive bonus stars at the start of each season based on your performance from the previous season. This way, players that have progressed far into any given Ranked Play season will not be challenging those potentially new to the game or jumping into Ranked Play for the first time.
For example, if you attained Legend, Innkeeper (Rank 1), or Black Knight (Rank 2) rank in any given season, at the start of next season you will start off at Questing Adventurer (Rank 16) rather than Angry Chicken (Rank 25).
Expert cards that are being changed can be disenchanted for their full cost for a limited time when the patch goes live. We hope these changes will increase the variety of cards you will see at all levels of play, and make playing Hearthstone a more fun and interactive game for everyone.
We’ll see you in game!
We will be making changes to the following cards: Tinkmaster Overspark and Nat Pagle.
Tinkmaster Overspark is now a 3/3 (up from 2/2) and now reads: Battlecry: Transform another random minion into a 5/5 Devilsaur or a 1/1 Squirrel.
- Tinkmaster is a neutral card that silences and often shrinks big creatures. This reduces the amount of big, fun creatures in the environment. We think this change will increase the amount fun creatures in the environment, and bring him more in-line with his cost and overall power. Tinkmaster should still show up in certain types of decks, but will no longer be appearing in every high level deck.
Nat Pagle now reads: At the start of your turn, you have a 50% chance to draw an extra card.
- Nat Pagle will now draw a card at the start of your turn rather than at the end. Nat had too much draw power for a card that is fairly hard to counter so early in the game, making it almost an auto-include for many decks. This change reduces the power of the card and gives players more time to counter the card before it starts.
In addition to these balance changes, we have been monitoring your feedback on our Ranked Play system that we implemented with Closed Beta Patch 1.0.0.4217. Many players have felt that the start of each Ranked Play season was particularly difficult due to the fact that rankings are reset for all players, regardless of how far they progressed in rankings during that season.
After the next patch, you will receive bonus stars at the start of each season based on your performance from the previous season. This way, players that have progressed far into any given Ranked Play season will not be challenging those potentially new to the game or jumping into Ranked Play for the first time.
For example, if you attained Legend, Innkeeper (Rank 1), or Black Knight (Rank 2) rank in any given season, at the start of next season you will start off at Questing Adventurer (Rank 16) rather than Angry Chicken (Rank 25).
Expert cards that are being changed can be disenchanted for their full cost for a limited time when the patch goes live. We hope these changes will increase the variety of cards you will see at all levels of play, and make playing Hearthstone a more fun and interactive game for everyone.
We’ll see you in game!
Edited by Zeriyah on 3/10/2014 3:17 PM PDT
Saturday, March 1, 2014
Hearthstone - Season 3 Results
So after playing for in Season 3, I got to rank 14, which isn't too spectacular. I didn't spend much time on ranking. The best way to move forward would to not suck at Arena by going infinite and getting 7+ wins. Then open packs along the way. There isn't much reward for getting Legend in the rank as far as I know.
This is my Quest Log at the beginning of Season 4. Everyone is set back to rank 25.
This is my Quest Log at the beginning of Season 4. Everyone is set back to rank 25.
Friday, February 21, 2014
Hearthstone - Achievements
I've recently gotten these 3 achievements.
Chicken Dinner is awarded for winning 100 games in any mode, including against the AI the "Innkeeper."
"Crushed Them All!" is awarded for defeating every Expert AI Hero. There isn't a good way to keep track of which ones you've beaten and the last ones remaining. So it is best to start at the top and work your way down. The hardest AI for me was the Hunter deck.
My Journey to 10 for each class will get you the achievement "Got the Basics!"
These 3 achievements came around the same time. It was nice to get 500 extra gold.
Arena Mage Deck (7 wins)
This is my 4th attempt at Arena and I got this deck and won 7 games. I got 1 pack and 185 gold. Key seems to start with several minions that are 2 and 3 mana. The early game will make the mid and end game difference. The games I lost on, I didn't trade well and lost focus and just started auto playing without thinking much about the next play.
This is the top half.
This is the bottom half.
Hearthstone - Journey to 10 - Rogue Leveling Deck
Card draw and board control is how I won with Rogue. I added some Kobold Geomancer and Ogre Magi to increase the spells damage. This is my last class to level 10. I think I have learned a lot and will still play.
Monday, February 17, 2014
Hearthstone - Journey to 10 - Paladin Leveling Deck
New daily quest for today, led me to get my Paladin to level 10.
The deck below doesn't have any card drawing, but it has a lot of 2 for 1 cards. So by the time you get to round 8-10, you have virtual card advantage and some bigger creatures. The Argent Protector and Youthful Brewmaster definitely help out with the card advantage. Then play the standard good basic cards - Acidic Swamp Ooze, Shattered Sun Cleric, Chillwind Yeti, Sen'jin Shieldmasta, Boulderfist Ogre, and I exchanged the Stormwind Champions for the class specific Guardian of Kings. The heal by the Guardian of Kings just took out the steam of any rush decks or those who thought they were close to winning.
Good luck, have fun!
My basic decks have been playing a lot of the same lately. Play all of the good removal class specific spells and then add the best of the Neutral cards. You'll see the progress of the decks below. The first one isn't bad, it just isn't as good as the second.
The deck below doesn't have any card drawing, but it has a lot of 2 for 1 cards. So by the time you get to round 8-10, you have virtual card advantage and some bigger creatures. The Argent Protector and Youthful Brewmaster definitely help out with the card advantage. Then play the standard good basic cards - Acidic Swamp Ooze, Shattered Sun Cleric, Chillwind Yeti, Sen'jin Shieldmasta, Boulderfist Ogre, and I exchanged the Stormwind Champions for the class specific Guardian of Kings. The heal by the Guardian of Kings just took out the steam of any rush decks or those who thought they were close to winning.
Good luck, have fun!
Sunday, February 16, 2014
Hearthstone - Journey to 10 - Warrior Leveling Deck
I got a daily quest that encouraged me to level my warrior and paladin. I went with Warrior first.
Since you smash face with your Fiery War Axe, I added the Voodoo Doctor and the Darkscale Healer. I added the Gnomish Inventor because it lacked serious draw and answers to issues. The Warsong Commander would straight up win some games for me. I'd play Taz'Dingo and other 3 attack or lower creatures to clear up the board.
Since you smash face with your Fiery War Axe, I added the Voodoo Doctor and the Darkscale Healer. I added the Gnomish Inventor because it lacked serious draw and answers to issues. The Warsong Commander would straight up win some games for me. I'd play Taz'Dingo and other 3 attack or lower creatures to clear up the board.
Saturday, February 15, 2014
Hearthstone - Best Basic Neutral Cards
These cards will help you win when you first start out to play.
Good 1 Mana Cards
Elven Archer - 1/1 Shooter. If played correctly, it will help with card advantage. You often can take out 2-3 mana drops by the opponent.
Voodoo Doctor - 2/1 Healer. It will also take out some 2 and 3 mana drops.
Good 2 Mana Cards
Acidic Swamp Ooze - 3/2 that destroys hero weapons. This is one of the best neutral cards for tempo and value. 6 of the 9 classes can play weapons - only WoW cloth classes can't.
Bluegill Warrior - 2/1 Charge. This little guy doesn't look like much, but he is great. I look at the Charge minions as board cleaners. They cost some mana and a card, but help your board position. The are like Shock or Lightning Bolt from MTG.
Novice Engineer - 1/1 Cantrip. This is the little sister of the Gnomish Inventor. It helps thin out your deck and provide a minion. At 1 health, it is only good at dealing 1 damage to another minion.
Good 3 Mana Cards
Ironfur Grizzly - 3/3 Taunt. This guy eats up most of the previous drops thus far.
Raid Leader - 2/2 Buffer. This is the little brother of Stormwind Champion and helps clear the board in your favor. All your low drops can now trade up. The 2/1 healer (Voodoo Doctor) can now kill the 3/3 Taunt (Ironfur Grizzly).
Shattered Sun Cleric - 3/2 Buffer. Like the Raid Leader, it helps you trade up on card value. Play this buff on a 3/2 minion and then you are killing the opponents utility minions. Utility minions usually have lower damage and higher health; for example Nat Pagle.
Wolfrider - 3/1 Charge. Like the Bluegill Warrior, it helps clear the board.
Good 4 Mana Cards
Chillwind Yeti - 4/5 Big Guy. With 5 health this helps your board position, it'll sometimes eat up 3 cards of the opponent to get rid of it - that is value.
Gnomish Inventor - 2/4 Cantrip. Helps thin your deck and get you answers.
Ogre Magi - 4/4 Spell Buffer. Par for the course on damage and health, it helps your spells.
Sen'jin Shieldmasta - 3/5 Taunt. Affectionately known as "Taz Dingo," this guy can clear an entire board of Mulocs. The 5 health and forcing to be the target of attackers is really valuable at this stage in the game.
Good 5 Mana Cards
Darkscale Healer - 4/5 Healer. Play this after attacking the board in your favor. Now your minions get healed for 2 as well as your hero.
Frostwolf Warlord - 4/4, but usually much bigger. For 5 mana, it doesn't seem like a good value. But if you have only 1 other minion it is a 5 mana 5/5 and from there it only gets bigger. He usually enters the battlefield at a 7/7.
Gurubashi Berserker - 2/7 Enrage. Every time it is dealt damage it gets bigger. This plays really well into the Mage ability - damage it for 1 on the next turn and now it is a 5/6, next turn 8/5, 11/4 and so on.
Good 6 Mana Cards
Boulderfist Ogre - 6/7 Big Guy. From the IHearthU's Legendary Replacement guide, this guy is a beast. If you are low on legendaries, which most of us are, just play him in your deck. He really is just that good.
Reckless Rocketeer - 5/2 Charge. Board cleaner or finisher. This isn't as good as the rares (Argent Commander) or legendaries (Leeroy Jenkins) but is a nice option available to everyone.
Good 7 Mana Cards
Stormwind Champion - 6/6 Buffer. Giving all other minions 1/1 helps your board position.
Good luck and have fun.
Good 1 Mana Cards
Elven Archer - 1/1 Shooter. If played correctly, it will help with card advantage. You often can take out 2-3 mana drops by the opponent.
Voodoo Doctor - 2/1 Healer. It will also take out some 2 and 3 mana drops.
Good 2 Mana Cards
Acidic Swamp Ooze - 3/2 that destroys hero weapons. This is one of the best neutral cards for tempo and value. 6 of the 9 classes can play weapons - only WoW cloth classes can't.
Bluegill Warrior - 2/1 Charge. This little guy doesn't look like much, but he is great. I look at the Charge minions as board cleaners. They cost some mana and a card, but help your board position. The are like Shock or Lightning Bolt from MTG.
Novice Engineer - 1/1 Cantrip. This is the little sister of the Gnomish Inventor. It helps thin out your deck and provide a minion. At 1 health, it is only good at dealing 1 damage to another minion.
Good 3 Mana Cards
Ironfur Grizzly - 3/3 Taunt. This guy eats up most of the previous drops thus far.
Raid Leader - 2/2 Buffer. This is the little brother of Stormwind Champion and helps clear the board in your favor. All your low drops can now trade up. The 2/1 healer (Voodoo Doctor) can now kill the 3/3 Taunt (Ironfur Grizzly).
Shattered Sun Cleric - 3/2 Buffer. Like the Raid Leader, it helps you trade up on card value. Play this buff on a 3/2 minion and then you are killing the opponents utility minions. Utility minions usually have lower damage and higher health; for example Nat Pagle.
Wolfrider - 3/1 Charge. Like the Bluegill Warrior, it helps clear the board.
Good 4 Mana Cards
Chillwind Yeti - 4/5 Big Guy. With 5 health this helps your board position, it'll sometimes eat up 3 cards of the opponent to get rid of it - that is value.
Gnomish Inventor - 2/4 Cantrip. Helps thin your deck and get you answers.
Ogre Magi - 4/4 Spell Buffer. Par for the course on damage and health, it helps your spells.
Sen'jin Shieldmasta - 3/5 Taunt. Affectionately known as "Taz Dingo," this guy can clear an entire board of Mulocs. The 5 health and forcing to be the target of attackers is really valuable at this stage in the game.
Good 5 Mana Cards
Darkscale Healer - 4/5 Healer. Play this after attacking the board in your favor. Now your minions get healed for 2 as well as your hero.
Frostwolf Warlord - 4/4, but usually much bigger. For 5 mana, it doesn't seem like a good value. But if you have only 1 other minion it is a 5 mana 5/5 and from there it only gets bigger. He usually enters the battlefield at a 7/7.
Gurubashi Berserker - 2/7 Enrage. Every time it is dealt damage it gets bigger. This plays really well into the Mage ability - damage it for 1 on the next turn and now it is a 5/6, next turn 8/5, 11/4 and so on.
Good 6 Mana Cards
Boulderfist Ogre - 6/7 Big Guy. From the IHearthU's Legendary Replacement guide, this guy is a beast. If you are low on legendaries, which most of us are, just play him in your deck. He really is just that good.
Reckless Rocketeer - 5/2 Charge. Board cleaner or finisher. This isn't as good as the rares (Argent Commander) or legendaries (Leeroy Jenkins) but is a nice option available to everyone.
Good 7 Mana Cards
Stormwind Champion - 6/6 Buffer. Giving all other minions 1/1 helps your board position.
Good luck and have fun.
Hearthstone - Journey to 10 - Shaman Leveling Deck
This is the Shaman deck that took me to level 10. The goal of this deck is to take control of the board and then play Bloodlust and end the game. Most games go to round 10 or more, and you have staying power with Boulderfist Ogre and Stormwind Champion.
This deck plays some of the stronger neutral basic cards and some of the commons I opened up. The Imp Master and Bloodlust were a nice combo, if it happens. Things to learn, the Flametongue Totem's abilities and how it impacts your current minions and summoned totems.
I'm noticing at the early levels of rank or casual play, that people are playing a lot of 1-4 mana costing cards. So if you are able to outlast the onslaught of a few minions and plays, you can stabilize and win out. This deck is 2-1 today.
This deck plays some of the stronger neutral basic cards and some of the commons I opened up. The Imp Master and Bloodlust were a nice combo, if it happens. Things to learn, the Flametongue Totem's abilities and how it impacts your current minions and summoned totems.
I'm noticing at the early levels of rank or casual play, that people are playing a lot of 1-4 mana costing cards. So if you are able to outlast the onslaught of a few minions and plays, you can stabilize and win out. This deck is 2-1 today.
Friday, February 14, 2014
Hearthstone Open Beta Review
First Impressions and Review
The game has a really nice intro, it gets you through the learning phase of the game. That only takes a couple of hours. Then you are off to make your own decks and to level the 9 classes. Mage, Jaina Proudmore, is the class with which you start. Those first interactions against PVE type of decks were fun. You get to do your first arena and experience that. After that it is casual, ranked, and arena play. There is really no valid reason to play against the AI, except to get the gold bonus achievement and unlock the other classes.
As a Free 2 Play (F2P) player, this really doesn't have sticking power in the long run. I'll keep playing for the next few weeks and possibly months, but I can easily see another game coming and taking me away from Hearthstone pretty easily - Blizzard's Diablo III Reaper of Souls expansion, Trendy's Dungeon Defenders 2 release, and/or a new season of my favorite TV shows.
Overall Review: Okay but not great.
Hearthstone - First Week Progress
This is my first week of play. I started open beta on 2/6/2014 according to my posting on this blog; it might be a couple of days longer. As you can see, I have 4 classes to 10 and a few others half way there. I usually let the daily quest determine which class I'm going to be playing that day. The current daily is for Hunter and Druid victories, unfortunately they are already 10.
Wednesday, February 12, 2014
Hearthstone - Journey to 10 - Warlock Rush
The idea of this Warlock rush deck is based off of this post in Reddit by the Ark. I don't have all of the basic warlock cards and not nearly all of the commons and rares. This is a simple smash face deck. Put in all of the basic/free Charge cards - Bluegill Warrior, Wolfrider, Reckless Rocketeer. Try to control the board, but mostly just hit face and win in 7-9 rounds.
Tuesday, February 11, 2014
HearthStone Board Wipes
Written by Cruz_in at Reddit.
Just thought i'd try to make handy reference list of the available board wipes available to the classes, and their costs. Not all of us remember them by heart after all :)
Just thought i'd try to make handy reference list of the available board wipes available to the classes, and their costs. Not all of us remember them by heart after all :)
Vs Druid
- 4 Mana Swipe 4 dmg to 1, 1 dmg to all (Free)
- 5 Mana Starfall 2 dmg to all (Rare)
Vs Hunter
Aoe
- 2 Mana Explosive Trap 2 dmg to all (Common)(secret)
- 4 Mana MultiShot 3 dmg to 2 targets (Free)
- 5 Mana Explosive Shot 5 dmg to 1 target and 2 dmg to adjacent minions (Rare)
Secrets
- Snipe, Deals 4 dmg to the next minion entering the board from your hand (Common)
- Freezing Trap, Return the next creep that attacks to it's owners hand, and it costs 2 more(Common)
- Explosive Trap, When the hero is attacked, deals 2 dmg too all enemies(Common)
- Misdirection, When a character attacks the hero, it attacks another random character (Rare)
- Snake Trap, When one of his minions is attacked, summons 3 1/1 snakes (Epic)
Vs Mage
AoE Pretty much never safe but
- 1 Mana Arcane Missiles 1 dmg to 3 random enemies (Free)
- 2 Mana Arcane Explotion 1 dmg to all (Free)
- 3 Mana CoC 1 dmg to 3 and freezes(Common)
- 5 Mana Blizzard 2 dmg to all and freezes (Rare)
- 7 Mana Flamestrike 4 dmg to all (Free)
Secrets
- Mirror Entity, Makes a copy of the next minion the opponent casts. (Uncommon)
- Counterspell, When your opponent casts a spell, counter it(Rare)
- Ice Barrier, gains 8 when hero is attacked (Common)
- Vaporize, destroys next creature to attack the hero (Rare)
- Ice Block, when the hero takes fatal dmg, becomes immune out the turn instead (Epic)
- Spellbender, next spell cast by opponent targets a 1/3 instead (Epic)
Vs Paladin
Aoe
- 4 Mana Consecration 2 dmg to all (Free)
- (2 Mana Trick Equality , all minions hp set to 1(Rare))
- 6 Mana Avenging Wrath 8 dmg randomly on enemy characters(Epic)
Secrets
- Repentance, the next creature cast by opponent enters with 1 health (Common)
- Redemption, when next one of his minons die, it comes back with 1 health. (Common)
- Eye for an eye, when next his hero is attacked, deals the same dmg to your hero.(Common)
- Noble Sacrefice, redirects the next attack on him or his minions to a newly summoned 2/1 (Common)
Vs Priest
- 5 Mana Holy Nova 2 dmg to all (Free)
- (4 mana Auchenai Soulpriest + Circle of Healing 4 dmg to all?(Rare+Free))
Vs Rogue
- 2 Mana Blade Flurry 1+ dmg (Destroys Weapon and deals its damage to enemies (Rare)
- 2 Mana Betrayal An enemy minion deals it's damage to the minions next to it(Common)
- 3 Mana Fan of Knives 1 dmg to all (Free)
- 6 Mana Vanish Return all minions to owners hand. (Free)
Vs Shaman
- 1 Mana Forked Lightning 2 dmg to 2 minions (Common)
- 3 Mana Lightning Storm 2-3 dmg to all enemy minions (Rare)
Vs Warlock
- 4 Mana Hellfire 3 dmg to all characters (Free)
- 4 Mana ShadowFlame Sac a minion and deal its attack to all enemy minions (Rare)
- 6 Mana Dread Infernal 1 dmg to all characters(Free)
- 8 Mana Twisting Nether Destory all minions (Epic)
Vs Warrior
- 1 Mana Whirlwind 1 dmg to all minons (Free)
- 2 Mana Cleave 2 dmg to 2 random enemy minions(Free)
- 5 Mana Brawl Destroy all minions except one random one. (Epic)
Vs Any (Neutral Creatures)
- 2 Mana Doomsayer (takes 1 turn to kill all minions 0/7, (Epic))
- 2 Mana Wild Pyromancer (1 dmg to all characters when you play a spell(Rare))
- 2 Mana Ysera's Ysera Awakens 5 dmanage to all charchters except Ysera (Dream card from Ysera)(Legendary)
- 5 Mana Abomination (Deathrattle, deal 2 dmg to all characters(Rare))
- 7 Mana Baron Geddon (At end of your turn, deal 2 damage to ALL characters(Legendary))
- 10 Mana Deathwing (Destroy all other minions and discard your hand(Legendary))
Ps! If i forgot something or made any mistakes, let me know and i'll fix it :)
Bonus, destroy minion effects
- Druid , naturalize (Free)
- Hunter, Deadly Shot(Free)
- Mage, Vaporize(Secret)(Rare) and Polymorph(Free)
- Priest, Mind control. Also SW:Pain and SW:Death for minions with power 3 or less and 5 or more, respectivly(All Free) Cabal Shadow Priest takes control of a minion with 2 or less atk(Epic)
- Rogue, Sap(Bounce) and Assasinate (Both Free)
- Shaman Hex(Transform a minion into a 0/1 frog(Free))
- Warlock, Twisting Nether (Epic), Corruption(Destroy minion at the start of your next turn), Soul Siphon(Rare)
- Warrior, Execute(a dmg'ed minion(Free)) and Brawl(Epic)
- Neutral, 5 Mana Stampeding Kodo, destroy minion with 2 attack or less.
- Neutral, 3 Mana Big Game Hunter, destroy minion with 7 attack or more. (Epic)
- Neutral, 5 Mana Black Knight, destroy minion with taunt. (Legendary)
- Neutral, 1 Mana HUngry Crab, destroy a murloc(Epic)
Thank you all commenters, it seems i did a poor job at first :) Edit:Added secrets as well :)
GL HF :)
Sunday, February 9, 2014
Hearthstone - Journey to 10 - Priest Starter Deck
This is the deck I used to get my priest to 10. It is slower than snot, seriously. 2 of the games went like this.
Versus Warlock - opponent ran out of cards and I let the "Fatigue" kill him, I had control of the board, but wanted to get a win by "Fatigue."
Versus Warrior - I ran out of cards and used Holy Nova and taunt creatures to stabilize at the end. I used my Lesser Heal (Hero Power +2 heal) to keep myself up. Either way, these games lasted a lot longer than the Murloc deck.
The strategy is to stabilize at the beginning and take control of the board for victory. Ironbeak Owl does break Corruption on one of your own creatures.
Saturday, February 8, 2014
Hearthstone - Journey to 10 Hunter
This basic hunter deck has some good synergies. The beast help each other out. This didn't win as much as the Druid Murloc Deck, but did fine for the Daily Quest. The Reckless Rocketeer was the champion. If it was in your hand come 6-8 mana, you'd more than likely win; breaking through the defenses or hitting them straight to the face.
Friday, February 7, 2014
Hearthstone - Journey to 10 Druid - Murloc Rush
This is my Druid Murloc Rush Deck. It, like my other decks, is meant to win/lose in a hurry. This won more than it lost. Good luck to anyone else that tries it.
Hearthstone - Journey to 10 Mage
Mage was my first class to 10 with the following deck. I included some cards that were opened in the first few packs.
Thursday, February 6, 2014
Hearthstone - Weapon Card Text
Name
|
Rarity
|
Class
|
Cost
|
Attack
|
Health
|
Description
|
Eaglehorn Bow | Rare | Hunter | 3 Mana | 3 Attack | 2 Health | Whenever a Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy. |
Gladiator's Longbow | Epic | Hunter | 7 Mana | 5 Attack | 2 Health | Your hero is Immune while attacking. The longbow allows shots to be fired from farther away and is useful for firing on particularly odorous targets. |
Ashbringer | Legendary | Paladin | 5 Mana | 5 Attack | 3 Health | |
Light's Justice | Free | Paladin | 1 Mana | 1 Attack | 4 Health | Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him. |
Sword of Justice | Epic | Paladin | 3 Mana | 1 Attack | 5 Health | Whenever you summon a minion, give it +1/+1 and this loses 1 Durability. I dub you Sir Loin of Beef! |
Truesilver Champion | Common | Paladin | 4 Mana | 4 Attack | 2 Health | Whenever your hero attacks, restore 2 Health to it. It Slices, it Dices. You can cut a tin can with it. (But you wouldn't want to.) |
Assassin's Blade | Common | Rogue | 5 Mana | 3 Attack | 4 Health | Guaranteed to have been owned by a real assassin. Certificate of authenticity included. |
Perdition's Blade | Rare | Rogue | 3 Mana | 2 Attack | 2 Health | Battlecry: Deal 1 damage. Combo: Deal 2 instead. Perdition's Blade is Ragnaros's back-up weapon while Sulfuras is in the shop. |
Wicked Knife | Free | Rogue | 1 Mana | 1 Attack | 2 Health | |
Doomhammer | Epic | Shaman | 5 Mana | 2 Attack | 8 Health | Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence. |
Stormforged Axe | Common | Shaman | 2 Mana | 2 Attack | 3 Health | Overload: (1) Yo, that's a nice axe. |
Arcanite Reaper | Common | Warrior | 5 Mana | 5 Attack | 2 Health | No… actually you should fear the Reaper. |
Battle Axe | None | Warrior | 1 Mana | 2 Attack | 2 Health | |
Blood Fury | None | Warrior | 3 Mana | 3 Attack | 8 Health | |
Fiery War Axe | Free | Warrior | 2 Mana | 3 Attack | 2 Health | During times of tranquility and harmony, this weapon was called by its less popular name, Chilly Peace Axe. |
Gorehowl | Epic | Warrior | 7 Mana | 7 Attack | 1 Health | Attacking a minion costs 1 Attack instead of 1 Durability. Grommash Hellscream's famous axe. Somehow this ended up in Prince Malchezaar's possession. Quite the mystery! |
Heavy Axe | None | Warrior | 1 Mana | 1 Attack | 3 Health |
Hearthstone - Spell Card Text
Name | Rarity | Class | Cost | Description |
Bananas | None | Any | 1 | Give a minion +1/+1. |
I Am Murloc | None | Any | 4 | Summon three, four, or five 1/1 Murlocs. |
Power of the Horde | None | Any | 4 | Summon a random Horde Warrior. |
Rogues Do It... | None | Any | 4 | Deal 4 damage. Draw a card. |
The Coin | None | Any | 0 | Gain 1 Mana Crystal this turn only. |
Excess Mana | None | Druid | 0 | Draw a card. (You can only have 10 Mana in your tray.) |
Claw | Free | Druid | 1 | Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go. |
Healing Touch | Free | Druid | 3 | Restore #8 Health. 8 Health, no waiting. |
Innervate | Free | Druid | 0 | Gain 2 Mana Crystals this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them. |
Mark of the Wild | Free | Druid | 2 | Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild. |
Wild Growth | Free | Druid | 2 | Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99! |
Mark of Nature | Common | Druid | 3 | Choose One - Give a minion +4 Attack; or +4 Health and Taunt. Druids call it the "Mark of Nature." Everyone else calls it "needing a bath." |
Moonfire | Common | Druid | 0 | Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3 |
Naturalize | Common | Druid | 1 | Destroy a minion. Your opponent draws 2 cards. Another one bites the dust. |
Power of the Wild | Common | Druid | 2 | Choose One - Give your minions +1/+1; or Summon a 3/2 Panther. Never look a panther in the eye. Or is it 'Always look a panther in the eye'? Well, it's one of those. |
Savage Roar | Common | Druid | 3 | Give your characters +2 Attack this turn. What do they roar? Nobody can quite tell, but it sounds like "Elephant Macho Breeze". It's probably not that, though. |
Soul of the Forest | Common | Druid | 4 | Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word. |
Starfire | Common | Druid | 6 | Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced. |
Swipe | Common | Druid | 4 | Deal 4 damage to an enemy and 1 damage to all other enemies. When a bear rears back and extends his arms, he's about to Swipe! ... or hug. |
Wrath | Common | Druid | 2 | Choose One - Deal 3 damage to a minion; or 1 damage and draw a card. The talk around the Ratchet Inn is that this card is too good and should be a Legendary. |
Bite | Rare | Druid | 4 | Give your hero +4 Attack this turn and 4 Armor. Chew your food! |
Nourish | Rare | Druid | 5 | Choose One - Gain 2 Mana Crystals; or Draw 3 cards. Druids take nourishment from many things: the power of nature, the songbird's chirp, a chocolate cake. |
Savagery | Rare | Druid | 1 | Deal damage equal to your hero's Attack to a minion. It is true that some druids are savage, but others still enjoy a quiet moment and a spot of tea. |
Starfall | Rare | Druid | 5 | Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is. |
Force of Nature | Epic | Druid | 6 | Summon three 2/2 Treants with Charge that die at the end of the turn. "I think I'll just nap under these trees. Wait... AAAAAHHH!" - Blinkfizz, the Unfortunate Gnome |
Arcane Shot | Free | Hunter | 1 | 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. |
Multi-Shot | Free | Hunter | 4 | Deal 3 damage to two random enemy minions. You see, it's all about throughput. |
Tracking | Free | Hunter | 1 | Look at the top three cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck! |
Animal Companion | Common | Hunter | 3 | Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth. |
Deadly Shot | Common | Hunter | 3 | Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though. |
Explosive Trap | Common | Hunter | 2 | Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you! |
Freezing Trap | Common | Hunter | 2 | Secret: When an enemy minion attacks, return it to its owner's hand and it costs (2) more. "Dang, that's cold." - appropriate response to Freezing Trap, or a mean joke. |
Hunter's Mark | Common | Hunter | 0 | Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter. |
Kill Command | Common | Hunter | 3 | Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded. |
Snipe | Common | Hunter | 2 | Secret: When your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm. |
Unleash the Hounds | Common | Hunter | 2 | For each enemy minion, summon a 1/1 Hound with Charge. You must read the name of this card out loud each time you play it. |
Explosive Shot | Rare | Hunter | 5 | Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck. |
Flare | Rare | Hunter | 1 | All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but its also great for parties! |
Misdirection | Rare | Hunter | 2 | Secret: When a character attacks your hero, instead he attacks another random character. Sometimes it's as simple as putting on a fake mustache and pointing at someone else. |
Bestial Wrath | Epic | Hunter | 1 | Give a Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance. |
Snake Trap | Epic | Hunter | 2 | Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes? |
Arcane Explosion | Free | Mage | 2 | Deal 1 damage to all enemy minions. This spell is much better than Arcane Implosion. |
Arcane Intellect | Free | Mage | 3 | Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter. |
Arcane Missiles | Free | Mage | 1 | Deal 3 damage randomly split among enemy characters. You'd think you'd be able to control your missiles a little better since you're a powerful mage and all. |
Fireball | Free | Mage | 4 | Deal 6 damage. This spell is useful for burning things. If you're looking for spells that toast things, or just warm them a little, you're in the wrong place. |
Polymorph | Free | Mage | 4 | Transform a minion into a 1/1 Sheep. There was going to be a pun in this flavor text, but it just came out baa-d. |
Cone of Cold | Common | Mage | 4 | Freeze a minion and the minions next to it, and deal 1 damage to them. Magi of the Kirin Tor were casting Cubes of Cold for many years before Cones came into fashion some 90 years ago. |
Flamestrike | Common | Mage | 7 | Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll. |
Frost Nova | Common | Mage | 3 | Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically. |
Frostbolt | Common | Mage | 2 | 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. |
Ice Barrier | Common | Mage | 3 | Secret: As soon as your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier. |
Ice Lance | Common | Mage | 1 | Freeze a character. If it was already Frozen, deal 4 damage instead. The trick is not to break the lance. Otherwise, you have "Ice Pieces." Ice Pieces aren't as effective. |
Mirror Entity | Common | Mage | 3 | Secret: When your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar. |
Mirror Image | Common | Mage | 1 | Summon two 0/2 minions with Taunt. Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO |
Blizzard | Rare | Mage | 6 | Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining. |
Counterspell | Rare | Mage | 3 | Secret: When your opponent casts a spell, Counter it. What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face. |
Vaporize | Rare | Mage | 3 | Secret: When a minion attacks your hero, destroy it. Rumor has it that Deathwing brought about the Cataclysm after losing a game to this card. We may never know the truth. |
Ice Block | Epic | Mage | 3 | Secret: When your hero takes fatal damage, prevent it and become Immune this turn. Ice is nice, and will suffice! |
Pyroblast | Epic | Mage | 10 | Deal 10 damage. Take the time for an evil laugh after you draw this card. |
Spellbender | Epic | Mage | 3 | Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target. While it's fun to intercept enemy lightning bolts, a spellbender much prefers to intercept opposing Marks of the Wild. It just feels meaner. And blood elves... well, they're a little mean. |
Blessing of Might | Free | Paladin | 1 | Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed. |
Hammer of Wrath | Free | Paladin | 4 | Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc. |
Hand of Protection | Free | Paladin | 1 | Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore. |
Holy Light | Free | Paladin | 2 | Restore #6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen. |
Blessing of Kings | Common | Paladin | 4 | Give a minion +4/+4. (+4 Attack/+4 Health) Given the number of kings who have been assassinated, are you sure you want their blessing? |
Blessing of Wisdom | Common | Paladin | 1 | Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn. |
Consecration | Common | Paladin | 4 | Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too. |
Eye for an Eye | Common | Paladin | 1 | Secret: When your hero takes damage, deal that much damage to the enemy hero. Justice sometimes takes the form of a closed fist into a soft cheek. |
Humility | Common | Paladin | 1 | Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity." |
Noble Sacrifice | Common | Paladin | 1 | Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!" |
Redemption | Common | Paladin | 1 | Secret: When one of your minions dies, return it to life with 1 Health. I am not sure how you get demptioned the first time. It’s a mystery! |
Repentance | Common | Paladin | 1 | Secret: When your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious. |
Blessed Champion | Rare | Paladin | 5 | Double a minion's Attack. This card causes double the trouble AND double the fun. |
Divine Favor | Rare | Paladin | 3 | Draw cards until you have as many in hand as your opponent. This is not just a favor, but a divine one, like helping someone move a couch with a fold out bed! |
Equality | Rare | Paladin | 2 | Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health. |
Holy Wrath | Rare | Paladin | 5 | Draw a card and deal damage equal to its cost. C'mon Molten Giant!! |
Avenging Wrath | Epic | Paladin | 6 | Deal 8 damage randomly split among enemy characters. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham! |
Lay on Hands | Epic | Paladin | 8 | Restore #8 Health. Draw 3 cards. A grammatically awkward life saver. |
Holy Smite | Free | Priest | 1 | Deal 2 damage. It doesn't matter how pious you are. Everyone needs a good smiting now and again. |
Mind Blast | Free | Priest | 2 | Deal 5 damage to the enemy hero. This spell blasts you directly in the MIND. |
Power Word: Shield | Free | Priest | 1 | Give a minion +2 Health. |
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility. | ||||
Shadow Word: Pain | Free | Priest | 2 | Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy". |
Circle of Healing | Common | Priest | 0 | Restore #4 Health to ALL minions. It isn't really a circle. |
Divine Spirit | Common | Priest | 2 | Double a minion's Health. Double the trouble. Double the fun! |
Holy Nova | Common | Priest | 5 | Deal 2 damage to all enemies. Restore #2 Health to all friendly characters. If the Holy Light forsakes you, good luck casting this spell. Also, you're probably a jerk. |
Inner Fire | Common | Priest | 1 | Change a minion's Attack to be equal to its Health. Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens. |
Mind Control | Common | Priest | 10 | Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall." |
Mind Vision | Common | Priest | 1 | Put a copy of a random card in your opponent's hand into your hand. I see what you did there. |
Shadow Word: Death | Common | Priest | 3 | Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target. |
Silence | Common | Priest | 0 | Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler. |
Thoughtsteal | Common | Priest | 3 | Copy 2 cards from your opponent's deck and put them into your hand. "What do you get when you cast Thoughtsteal on an Orc? Nothing!" - Tauren joke |
Holy Fire | Rare | Priest | 6 | Deal 5 damage. Restore #5 Health to your hero. Often followed by Holy Smokes! |
Mass Dispel | Rare | Priest | 4 | Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams. |
Shadow Madness | Rare | Priest | 4 | Gain control of an enemy minion with 3 or less Attack until end of turn. You can rationalize it all you want, it's still a mean thing to do. |
Mindgames | Epic | Priest | 4 | Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game. |
Shadowform | Epic | Priest | 3 | Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage. If a bright light shines on a priest in Shadowform… do they cast a shadow? |
Assassinate | Free | Rogue | 5 | Destroy an enemy minion. If you don't want to be assassinated, move to the Barrens and change your name. Good luck! |
Backstab | Free | Rogue | 0 | Deal 2 damage to an undamaged minion. It's funny how often yelling "Look over there!" gets your opponent to turn around. |
Deadly Poison | Free | Rogue | 1 | 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. |
Sap | Free | Rogue | 2 | Return an enemy minion to your opponent's hand. Rogues love sappy movies. |
Sinister Strike | Free | Rogue | 1 | Deal 3 damage to the enemy hero. There's something about this strike that just feels off. Sinister, even. |
Betrayal | Common | Rogue | 2 | An enemy minion deals its damage to the minions next to it. Everyone has a price. Gnomes, for example, can be persuaded by stuffed animals and small amounts of chocolate. |
Cold Blood | Common | Rogue | 1 | Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!" |
Conceal | Common | Rogue | 1 | Give your minions Stealth until your next turn. Rogues conceal everything but their emotions. You can't get 'em to shut up about feelings. |
Eviscerate | Common | Rogue | 2 | Deal 2 damage. Combo: Deal 4 damage instead. There is a high cost to Eviscerating your opponent: It takes a long time to get blood stains out of leather armor. |
Fan of Knives | Common | Rogue | 3 | Deal 1 damage to all enemy minions. Draw a card. I wouldn't say I LOVE knives, but I'm definitely a fan. |
Shadowstep | Common | Rogue | 0 | Return a friendly minion to your hand. It costs (2) less. Rogue dance troops will sometimes Shadowstep away at the end of a performance. Crowds love it. |
Shiv | Common | Rogue | 2 | Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry. |
Sprint | Common | Rogue | 7 | Draw 4 cards. Rogues are not good joggers. |
Vanish | Common | Rogue | 6 | Return all minions to their owner's hand. |
Blade Flurry | Rare | Rogue | 2 | Destroy your weapon and deal its damage to all enemies. "Look, it's not just about waving daggers around really fast. It's a lot more complicated than that." - Shan, Rogue Trainer |
Headcrack | Rare | Rogue | 3 | Deal 2 damage to the enemy hero. Combo: Return this to your hand next turn. When all else fails, nothing beats a swift whack upside the head. |
Preparation | Epic | Rogue | 0 | The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto |
Ancestral Healing | Free | Shaman | 0 | 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. |
Frost Shock | Free | Shaman | 1 | Deal 1 damage to an enemy character and Freeze it. FROST SHOCK! |
Hex | Free | Shaman | 3 | 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? |
Rockbiter Weapon | Free | Shaman | 1 | Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock. |
Windfury | Free | Shaman | 2 | Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy. |
Bloodlust | Common | Shaman | 5 | Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!! |
Earth Shock | Common | Shaman | 1 | Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"? |
Forked Lightning | Common | Shaman | 1 | Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set. |
Lightning Bolt | Common | Shaman | 1 | Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt! |
Totemic Might | Common | Shaman | 0 | Give your Totems +2 Health. Totem-stomping is no longer recommended. |
Ancestral Spirit | Rare | Shaman | 2 | Choose a minion. When that minion is destroyed, return it to the battlefield. It was just a flesh wound. |
Feral Spirit | Rare | Shaman | 3 | Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms. |
Lava Burst | Rare | Shaman | 3 | Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth! |
Lightning Storm | Rare | Shaman | 3 | Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid. |
Far Sight | Epic | Shaman | 3 | Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't. |
Drain Life | Free | Warlock | 3 | Deal 2 damage. Restore #2 Health to your hero. "I've just sucked one year of your life away." |
Hellfire | Free | Warlock | 4 | Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help. |
Shadow Bolt | Free | Warlock | 3 | Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know! |
Corruption | Common | Warlock | 1 | 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! |
Demonfire | Common | Warlock | 2 | 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 |
Mortal Coil | Common | Warlock | 1 | 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 Overwhelming | Common | Warlock | 1 | 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. |
Sacrificial Pact | Common | Warlock | 0 | Destroy a Demon. Restore #5 Health to your hero. This is the reason that Demons never really become friends with Warlocks. |
Sense Demons | Common | Warlock | 3 | Put 2 random Demons from your deck into your hand. Generally demons are pretty obvious and you don’t need a spell to sense them. |
Soulfire | Common | Warlock | 0 | 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. |
Shadowflame | Rare | Warlock | 4 | 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! |
Siphon Soul | Rare | Warlock | 6 | 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. |
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. |
Twisting Nether | Epic | Warlock | 8 | Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions. |
Charge | Free | Warrior | 3 | Give a friendly minion +2 Attack and Charge. "Guys! Guys! Slow down!" - some kind of non-warrior minion |
Execute | Free | Warrior | 1 | Destroy a damaged enemy minion. It's okay, he deserved it. |
Heroic Strike | Free | Warrior | 2 | Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike. |
Battle Rage | Common | Warrior | 2 | Draw a card for each damaged friendly character. "You won't like me when I'm angry." |
Cleave | Common | Warrior | 2 | Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second… |
Inner Rage | Common | Warrior | 0 | Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside. |
Rampage | Common | Warrior | 2 | Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH! |
Shield Block | Common | Warrior | 3 | Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS. |
Slam | Common | Warrior | 2 | Deal 2 damage to a minion. If it survives, draw a card. "Dun da dun, dun da dun": if you've heard an ogre sing this, it's too late. |
Whirlwind | Common | Warrior | 1 | Deal 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding. |
Commanding Shout | Rare | Warrior | 2 | Your minions can't be reduced below 1 Health this turn. Draw a card. "Shout! Shout! Let it all out!" - Advice to warriors-in-training |
Mortal Strike | Rare | Warrior | 4 | Deal 4 damage. If your hero has 12 or less Health, deal 6 damage instead. "If you only use one ability, use Mortal Strike." - The Warrior Code, Line 6 |
Upgrade! | Rare | Warrior | 1 | If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP. |
Brawl | Epic | Warrior | 5 | Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club? |
Shield Slam | Epic | Warrior | 1 | Deal 1 damage to a minion for each Armor you have. "What is a better weapon? The sharp one your enemies expect, or the blunt one they ignore?" - The Art of Warrior, Chapter 9 |
Subscribe to:
Posts (Atom)