Thursday, February 6, 2014

Hearthstone - Spell Card Text

NameRarityClassCostDescription
BananasNoneAny1Give a minion +1/+1.
I Am MurlocNoneAny4Summon three, four, or five 1/1 Murlocs.
Power of the HordeNoneAny4Summon a random Horde Warrior.
Rogues Do It...NoneAny4Deal 4 damage. Draw a card.
The CoinNoneAny0Gain 1 Mana Crystal this turn only.
Excess ManaNoneDruid0Draw a card. (You can only have 10 Mana in your tray.)
ClawFreeDruid1Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Healing TouchFreeDruid3Restore #8 Health. 8 Health, no waiting.
InnervateFreeDruid0Gain 2 Mana Crystals this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Mark of the WildFreeDruid2Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild.
Wild GrowthFreeDruid2Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Mark of NatureCommonDruid3Choose 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."
MoonfireCommonDruid0Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
NaturalizeCommonDruid1Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Power of the WildCommonDruid2Choose 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 RoarCommonDruid3Give 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 ForestCommonDruid4Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
StarfireCommonDruid6Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
SwipeCommonDruid4Deal 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.
WrathCommonDruid2Choose 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.
BiteRareDruid4Give your hero +4 Attack this turn and 4 Armor. Chew your food!
NourishRareDruid5Choose 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.
SavageryRareDruid1Deal 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.
StarfallRareDruid5Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Force of NatureEpicDruid6Summon 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 ShotFreeHunter1Deal 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-ShotFreeHunter4Deal 3 damage to two random enemy minions. You see, it's all about throughput.
TrackingFreeHunter1Look 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 CompanionCommonHunter3Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Deadly ShotCommonHunter3Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
Explosive TrapCommonHunter2Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
Freezing TrapCommonHunter2Secret: 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 MarkCommonHunter0Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Kill CommandCommonHunter3Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
SnipeCommonHunter2Secret: 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 HoundsCommonHunter2For 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 ShotRareHunter5Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
FlareRareHunter1All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but its also great for parties!
MisdirectionRareHunter2Secret: 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 WrathEpicHunter1Give 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 TrapEpicHunter2Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes?
Arcane ExplosionFreeMage2Deal 1 damage to all enemy minions. This spell is much better than Arcane Implosion.
Arcane IntellectFreeMage3Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter.
Arcane MissilesFreeMage1Deal 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.
FireballFreeMage4Deal 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.
PolymorphFreeMage4Transform 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 ColdCommonMage4Freeze 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.
FlamestrikeCommonMage7Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll.
Frost NovaCommonMage3Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
FrostboltCommonMage2Deal 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 BarrierCommonMage3Secret: As soon as your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier.
Ice LanceCommonMage1Freeze 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 EntityCommonMage3Secret: When your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar.
Mirror ImageCommonMage1Summon two 0/2 minions with Taunt. Oh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
BlizzardRareMage6Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining.
CounterspellRareMage3Secret: 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.
VaporizeRareMage3Secret: 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 BlockEpicMage3Secret: When your hero takes fatal damage, prevent it and become Immune this turn. Ice is nice, and will suffice!
PyroblastEpicMage10Deal 10 damage. Take the time for an evil laugh after you draw this card.
SpellbenderEpicMage3Secret: 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 MightFreePaladin1Give a minion +3 Attack. "As in, you MIGHT want to get out of my way." - Toad Mackle, recently buffed.
Hammer of WrathFreePaladin4Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.
Hand of ProtectionFreePaladin1Give a minion Divine Shield. This spell has been renamed so many times, even paladins don’t know what it should be called anymore.
Holy LightFreePaladin2Restore #6 Health. If you are often bathed in Holy Light, you should consider wearing sunscreen.
Blessing of KingsCommonPaladin4Give 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 WisdomCommonPaladin1Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.
ConsecrationCommonPaladin4Deal 2 damage to all enemies. Consecrated ground glows with Holy energy. But it smells a little, too.
Eye for an EyeCommonPaladin1Secret: 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.
HumilityCommonPaladin1Change a minion's Attack to 1. This card makes something really damp. Oh wait. That's "Humidity."
Noble SacrificeCommonPaladin1Secret: When an enemy attacks, summon a 2/1 Defender as the new target. We will always remember you, "Defender!"
RedemptionCommonPaladin1Secret: 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!
RepentanceCommonPaladin1Secret: When your opponent plays a minion, reduce its Health to 1. Repentance often comes in the moment before obliteration. Curious.
Blessed ChampionRarePaladin5Double a minion's Attack. This card causes double the trouble AND double the fun.
Divine FavorRarePaladin3Draw 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!
EqualityRarePaladin2Change the Health of ALL minions to 1. We are all special unique snowflakes... with 1 Health.
Holy WrathRarePaladin5Draw a card and deal damage equal to its cost. C'mon Molten Giant!!
Avenging WrathEpicPaladin6Deal 8 damage randomly split among enemy characters. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham!
Lay on HandsEpicPaladin8Restore #8 Health. Draw 3 cards. A grammatically awkward life saver.
Holy SmiteFreePriest1Deal 2 damage. It doesn't matter how pious you are. Everyone needs a good smiting now and again.
Mind BlastFreePriest2Deal 5 damage to the enemy hero. This spell blasts you directly in the MIND.
Power Word: ShieldFreePriest1Give a minion +2 Health.
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
Shadow Word: PainFreePriest2Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".
Circle of HealingCommonPriest0Restore #4 Health to ALL minions. It isn't really a circle.
Divine SpiritCommonPriest2Double a minion's Health. Double the trouble. Double the fun!
Holy NovaCommonPriest5Deal 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 FireCommonPriest1Change a minion's Attack to be equal to its Health. Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.
Mind ControlCommonPriest10Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
Mind VisionCommonPriest1Put a copy of a random card in your opponent's hand into your hand. I see what you did there.
Shadow Word: DeathCommonPriest3Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target.
SilenceCommonPriest0Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler.
ThoughtstealCommonPriest3Copy 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 FireRarePriest6Deal 5 damage. Restore #5 Health to your hero. Often followed by Holy Smokes!
Mass DispelRarePriest4Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams.
Shadow MadnessRarePriest4Gain 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.
MindgamesEpicPriest4Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game.
ShadowformEpicPriest3Your 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?
AssassinateFreeRogue5Destroy an enemy minion. If you don't want to be assassinated, move to the Barrens and change your name. Good luck!
BackstabFreeRogue0Deal 2 damage to an undamaged minion. It's funny how often yelling "Look over there!" gets your opponent to turn around.
Deadly PoisonFreeRogue1Give 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.
SapFreeRogue2Return an enemy minion to your opponent's hand. Rogues love sappy movies.
Sinister StrikeFreeRogue1Deal 3 damage to the enemy hero. There's something about this strike that just feels off. Sinister, even.
BetrayalCommonRogue2An 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 BloodCommonRogue1Give a minion +2 Attack. Combo: +4 Attack instead. "I'm cold blooded, check it and see!"
ConcealCommonRogue1Give your minions Stealth until your next turn. Rogues conceal everything but their emotions. You can't get 'em to shut up about feelings.
EviscerateCommonRogue2Deal 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 KnivesCommonRogue3Deal 1 damage to all enemy minions. Draw a card. I wouldn't say I LOVE knives, but I'm definitely a fan.
ShadowstepCommonRogue0Return 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.
ShivCommonRogue2Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry.
SprintCommonRogue7Draw 4 cards. Rogues are not good joggers.
VanishCommonRogue6Return all minions to their owner's hand.
Blade FlurryRareRogue2Destroy 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
HeadcrackRareRogue3Deal 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.
PreparationEpicRogue0The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto
Ancestral HealingFreeShaman0Restore 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 ShockFreeShaman1Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
HexFreeShaman3Transform 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 WeaponFreeShaman1Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
WindfuryFreeShaman2Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
BloodlustCommonShaman5Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Earth ShockCommonShaman1Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Forked LightningCommonShaman1Deal 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 BoltCommonShaman1Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Totemic MightCommonShaman0Give your Totems +2 Health. Totem-stomping is no longer recommended.
Ancestral SpiritRareShaman2Choose a minion. When that minion is destroyed, return it to the battlefield. It was just a flesh wound.
Feral SpiritRareShaman3Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Lava BurstRareShaman3Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lightning StormRareShaman3Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Far SightEpicShaman3Draw 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 LifeFreeWarlock3Deal 2 damage. Restore #2 Health to your hero. "I've just sucked one year of your life away."
HellfireFreeWarlock4Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.
Shadow BoltFreeWarlock3Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
CorruptionCommonWarlock1Choose 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!
DemonfireCommonWarlock2Deal 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 CoilCommonWarlock1Deal 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 OverwhelmingCommonWarlock1Give 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 PactCommonWarlock0Destroy a Demon. Restore #5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
Sense DemonsCommonWarlock3Put 2 random Demons from your deck into your hand. Generally demons are pretty obvious and you don’t need a spell to sense them.
SoulfireCommonWarlock0Deal 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.
ShadowflameRareWarlock4Destroy 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 SoulRareWarlock6Destroy 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 DoomEpicWarlock5Deal 2 damage to a character. If that kills it, summon a random Demon. My advice to you is to avoid Doom, if possible.
Twisting NetherEpicWarlock8Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.
ChargeFreeWarrior3Give a friendly minion +2 Attack and Charge. "Guys! Guys! Slow down!" - some kind of non-warrior minion
ExecuteFreeWarrior1Destroy a damaged enemy minion. It's okay, he deserved it.
Heroic StrikeFreeWarrior2Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
Battle RageCommonWarrior2Draw a card for each damaged friendly character. "You won't like me when I'm angry."
CleaveCommonWarrior2Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second…
Inner RageCommonWarrior0Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
RampageCommonWarrior2Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Shield BlockCommonWarrior3Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
SlamCommonWarrior2Deal 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.
WhirlwindCommonWarrior1Deal 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.
Commanding ShoutRareWarrior2Your 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 StrikeRareWarrior4Deal 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!RareWarrior1If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
BrawlEpicWarrior5Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club?
Shield SlamEpicWarrior1Deal 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

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