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Class is the primary determinant of a hero's powers and abilities, and the strongest factor in deck selection. While each hero represents a unique character with their own personality, portrait and sounds, their class determines their Hero Power and which class-specific cards they are able to play. Each hero belongs to only one class (often multiple heroes represent each class) though all heroes of a given class function identically, using the same cards and Hero Powers.

Cards which are dual-class will have one background color on the left and another on the right. For purposes of "another class" cards, both halves must be different from the player to qualify.

New players start with only the mage class available, and must unlock the others through defeating them in matches in either Practice mode or Play mode. Unlocking all 9 original classes also unlocks various other game features: the Arena, adventures, and "Expert" difficulty Practice mode.

Hearthstone's classes mirror those of World of Warcraft, with the exception of Death Knight, which only exists as a few Uncollectible cards, and Monk, which is not currently represented at all.

Below is a list of the current classes, with a brief description of each class' notable mechanics. For more detailed information, see individual class pages.

At a glance[edit | edit source]

Demon Hunter icon.png Demon Hunter

Demon Hunter cards have a dark green frame with fel green highlights that resemble Illidari tattoos.

Icon Druid 48.png Druid

Druid cards have a brown frame with yellow highlights that resemble thorns.

Icon Hunter 48.png Hunter

Hunter cards have a forest green frame, with a thin border in the shape of leaves or shrubs.

Icon Mage 48.png Mage

Mage cards have a light blue frame, highlighted by a thick line of arcane runes.

Icon Paladin 48.png Paladin

Paladin cards have a yellow frame with rays of light eminating from around the card art.

Icon Priest 48.png Priest

Priest cards have a white frame, highlighted by a simple series of downward-pointing lines.

Icon Rogue 48.png Rogue

Rogue cards have a black border, highlighted by angular lines.

Icon Shaman 48.png Shaman

Shaman cards have a dark blue frame, highlighted by a lightning design.

Icon Warlock 48.png Warlock

Warlock cards have a purple frame, with a border of demonic sigils around the card art.

Icon Warrior 48.png Warrior

Warrior cards have a red frame, with spikes protuding from the highlight lines.

Icon DeathKnight 48.png Death Knight

  • Due to their falling to the temptation of ultimate power, Death Knights' abilities are far more powerful than that of the other class and often have large sacrificial costs to the user. The abilities of a Death Knight cannot be wielded by just anyone - only those who call on a mighty champion of darkness can use their power.

Death Knight cards have a very dark - almost black - blue frame, with frosty blue highlights and ice covering parts of the border.

Demon Hunter[edit | edit source]

Heroes[edit | edit source]

Illidan Stormrage(210710).png Aranna Starseeker.png

Demonic Illidan(60238).png Demonbane Illidan(389194).png Felravager Illidan(71061).png

Initiate Kurtrus(464453).png Adept Kurtrus(464454).png Trainer Kurtrus(464455).png

Unique mechanics[edit | edit source]

Demon Hunters have an in-your-face playstyle, using a variety of Attack-granting cards and weapons to attack directly, which combine well with cards effects that activate when their hero attacks or have scaling effects. They can use their fallen allies to fuel their power, possessing cards that become more powerful with more of their own minions lost on their turn, with many cards that generate fodder to boot. Demon Hunters are the only other class besides Warlocks to utilize demons liberally, summoning huge Fel demons to overwhelm their foes. The unique keyword for Demon Hunters is Outcast, which requires the card to be on the left or right-most side of their hand for the effect to activate. Whether it's saved for crucial moments or played out immediately, Outcast effects are powerful in either case.

Hero Power[edit | edit source]

Demon Claws(60224).png

Demon Claws has a small effect, basically the Druid's Shapeshift without the Armor gain, but uniquely it's the only basic Hero Power that costs 1 Mana as opposed to 2. This allows the Demon Hunter to use their Hero Power more efficiently and gives them more opportunities to get an attack in throughout the game. On its own it's good for removing small minions or adding up chip damage to the enemy hero, but its low cost lets them more comfortably trigger card effects that activate when your hero attacks or to give themselves a small boost with their weapon to empower card effects that scale with hero Attack damage.

Alternate Hero Powers[edit | edit source]

Journal.pngPlease add any available information to this section.

All Demon Hunters begin with Demon Claws, which can be upgraded to Demon's Bite by Justicar Trueheart or Baku the Mooneater's effect. Casting Metamorphosis will temporarily replace the current Hero Power with Demonic Blast.

Demon's Bite(60483).png
Demonic Blast(211116).png
Demonic Blast(211117).png

Example Cards[edit | edit source]

Glaivebound Adept(210697).png
Feast of Souls(210674).png
Eye Beam(210693).png
Hulking Overfiend(210684).png
Altruis the Outcast(210776).png

Druid[edit | edit source]

Heroes[edit | edit source]

Malfurion Stormrage(621).png Lunara(89764).png Elise Starseeker (hero).png Dame Hazelbark(151551).png

Shan'do Malfurion.png Cenarion Malfurion(389181).png Storm's Rage Malfurion(71062).png

Unique mechanics[edit | edit source]

The druid finds great versatility through the unique Choose One ability, allowing them to choose one of two options when playing certain cards. Druids boast a large range of enchantments with which to enhance their minions, and are known for having some of the biggest class minions in the game, such as Ironbark Protector and Ancient of War. Druids can also use cards such as Innervate and Wild Growth to manipulate and accelerate their mana gain to great effect. Druids also share a bond with Beasts, with a high number of unique Beasts as well as abilities that benefit them.

Hero Power[edit | edit source]


Shapeshift offers a combination of offensive and defensive benefits. It grants the druid a small but reliable source of Armor, mitigating damage from future attacks; and grants them a temporary point of Attack. The latter allows the hero to directly attack enemies, essentially granting them a weak weapon until the end of the turn. This can be useful for removing enemy minions, trading Health (or Armor) for board control, or simply for chipping away at the enemy hero. A blend of proactive and passive benefits, Shapeshift is a reliable option, even if there is no desirable target to attack.

Alternate Hero Powers[edit | edit source]

All Druids begin with Shapeshift, which can be upgraded to Dire Shapeshift by Justicar Trueheart or Baku the Mooneater's effect. The hero card Malfurion the Pestilent will replace the current Hero Power with Plague Lord. Completing Untapped Potential awards the hero power Ossirian Tear.

Dire Shapeshift(2737).png
Plague Lord(62908).png
Ossirian Tear(90700).png

Example cards[edit | edit source]

Power of the Wild(165).png
Ancient of War(242).png

Hunter[edit | edit source]

Heroes[edit | edit source]

Rexxar(484).png Alleria Windrunner(14694).png Sylvanas Windrunner (hero).png

Wanderer Rexxar.png Giantstalker Rexxar(389180).png Dragonstalker Rexxar(71063).png Warsong Rexxar(330025).png Firefang Rexxar(464448).png

Unique mechanics[edit | edit source]

Hunters favor Beast type minions, with numerous unique Beasts available to them, and many cards such as Starving Buzzard, Houndmaster and Tundra Rhino offering synergies with them. Hunters have limited access to ranged weapons with which to deal direct damage, while the hunter Hero Power allows them to deal 2 points of unstoppable damage to the enemy hero. Hunters also employ traps in the form of secrets to counter enemy actions. Hunters also have a vast pool of synergy with Deathrattle effects. With a host of faithful beasts at their command, hunters are excellently suited to an aggressive playstyle, with strong single-target removal abilities to sweep aside any opposition.

Hero Power[edit | edit source]

Steady Shot(229).png

Steady Shot is an extremely direct and straight-forward Hero Power - it deals a small but significant amount of damage to the enemy hero. Unlike many other Hero Powers, this does not offer special synergies or boast a range of possible uses, but what it lacks in strategic complexity it makes up for in sheer effectiveness. Without Health or Armor granting effects, Steady Shot can single-handedly destroy the opponent and win the game in just 15 turns. This allows the hunter to rely upon Steady Shot's damage to make steady progress toward victory, regardless of the state of the board.

Alternate Hero Powers[edit | edit source]

All Hunters begin with Steady Shot, which can be upgraded to Ballista Shot by Justicar Trueheart or Baku the Mooneater's effect. The hero cards Deathstalker Rexxar and Zul'jin will replace the current Hero Power with Build-A-Beast and Berserker Throw respectively. Casting Dinomancy will replace the current Hero Power with Dinomancy. Completing Unseal the Vault awards the hero power Pharaoh's Warmask.

Ballista Shot(2738).png
Berserker Throw(90249).png
Pharaoh's Warmask(90818).png

Example cards[edit | edit source]

Savannah Highmane(8).png
Kill Command(488).png
Explosive Trap(344).png
King Krush(194).png

Mage[edit | edit source]

Heroes[edit | edit source]

Jaina Proudmoore(320).png Medivh(14695).png Khadgar(33184).png Kel'Thuzad(211499).png

Fire Mage Jaina.png Arcanist Jaina(389187).png Netherwind Jaina(71064).png Scholar Jaina(330026).png Apprentice Jaina(389188).png Archmage Jaina(389189).png Kul Tiran Jaina(389190).png

Unique mechanics[edit | edit source]

Mages are the undisputed masters of damaging and removal abilities, with an array of spells to cripple enemy minions and damage the opponent, from single target spells such as Pyroblast and Polymorph to multiple target options such as Arcane Explosion and Flamestrike. Mages have access to spells such as Frost Nova and Blizzard which freeze targets, preventing them from attacking for one turn, as well as spells like Fireball and Frostbolt that can be used either to remove minions or to directly damage the enemy hero. The mage can also use secrets that trigger when a certain condition is met. With a range of options to tackle threats, Mages are masters of board control, clearing or disabling enemy minions while placing their own.

Hero Power[edit | edit source]


At first glance, Fireblast can seem underwhelming compared to other Hero Powers, but its true strength lies in its tactical value. By being able to deal damage to almost any target regardless of Taunts or board state, the mage gains the power to enact a range of strategic plans, such as finishing off powerful but weakened minions, allowing for desirable trades, or even activating friendly effects like Acolyte of Pain or Amani Berserker. It can be used to add extra reach to damaging spells or attacks, to efficiently remove early threats like Murloc Raider, or simply to slowly chip away at the opponent's Health.

Alternate Hero Powers[edit | edit source]

All Mages begin with Fireblast, which can be upgraded to Fireblast Rank 2 by Justicar Trueheart or Baku the Mooneater's effect. The hero cards Frost Lich Jaina and The Amazing Reno will replace the current Hero Power with Icy Touch and What Does This Do? respectively. Completing Raid the Sky Temple awards the hero power Ascendant Scroll.

Fireblast Rank 2(2739).png
Icy Touch(62843).png
Ascendant Scroll(90706).png
What Does This Do-(184960).png

Example cards[edit | edit source]

Mana Wyrm(263).png
Archmage Antonidas(220).png

Paladin[edit | edit source]

Heroes[edit | edit source]

Uther Lightbringer(257).png Lady Liadrin(31127).png Prince Arthas(63011).png Sir Annoy-O(90144).png

Lightforged Uther.png Uther Lawbringer(389179).png Judgement Uther(71065).png Second War Uther(330023).png Horseman Uther(330024).png Guan Yu Uther(442080).png

Unique mechanics[edit | edit source]

The Paladin is a well-rounded class which focuses on strong minions and limiting your opponent's ability to use their own. The mechanic Divine Shield is most strongly associated with Paladin cards. Paladins can use weapons to attack directly, and can use secrets that trigger when a certain condition is met. Their Hero Power can be used to summon an endless supply of 1/1 minions. With spells that can heal, buff and protect minions, Paladins can potentially have some of the strongest minions in the game.

Hero Power[edit | edit source]


Reinforce provides a reliable stream of 1/1 Silver Hand Recruits. This can be useful for generally swelling the Paladin's board presence and for generating card advantage by trading for the opponent's minions. Effects like Sword of Justice and Raid Leader can be very effective at improving these weak minions. The constant presence of Recruits on the board also provides the perfect target for powerful buffs like Blessing of Kings, punishing the opponent should they ignore these seemingly weak minions.

Alternate Hero Powers[edit | edit source]

All Paladins begin with Reinforce, which can be upgraded to The Silver Hand by Justicar Trueheart or Baku the Mooneater's effect. The hero card Uther of the Ebon Blade will replace the current Hero Power with The Four Horsemen. Playing Vilefin Inquisitor will replace the current Hero Power with The Tidal Hand. Completing Making Mummies awards the hero power Emperor Wraps.

The Silver Hand(2740).png
The Four Horsemen(62913).png
The Tidal Hand(35276).png
Emperor Wraps(90725).png

Example cards[edit | edit source]

Argent Protector(191).png
Sword of Justice(567).png
Noble Sacrifice(158).png
Tirion Fordring(391).png

Priest[edit | edit source]

Heroes[edit | edit source]

Anduin Wrynn(110).png Tyrande Whisperwind(42261).png Madame Lazul(54816).png

King Anduin.png Anduin of Prophecy(389191).png 250px SI-7 Anduin(442081).png Zhuge Liang Anduin(442082).png

Survivor Xyrella(464450).png Shardseeker Xyrella(464451).png Lightweaver Xyrella(464452).png

Unique mechanics[edit | edit source]

Priests are masters of healing, and can heal themselves and their minions through their Hero Power and a range of healing spells, as well as boosting minions' health through abilities such as Power Infusion. Priests' healing and Health-buffing theme is reinforced by synergies with spells such as Inner Fire and minions such as Lightspawn. However, these masters of the light also have their shadow side, and Priests command a number of darker abilities like Shadow Word: Pain and Shadow Word: Ruin to destroy their foes. They can also use these powers to peer into their opponent's minds, using cards like Thoughtsteal and Psychic Conjurer to copy their opponent's cards, or even dominate the opponent's minions with Mind Control.

Hero Power[edit | edit source]

Lesser Heal(479).png

Lesser Heal is the Priest's key healing ability, allowing the priest to consistently restore the Health of their minions or themselves, opening up a range of strategic and synergistic options. At its simplest, it can allow priests to steadily regain Health, returning from the brink of death to full Health, something which no other class other than the Warrior can reliably achieve. This can make Priests very hard to kill, and allow them to counter the steady deterioration of their Health from enemy attacks. Conversely, the Priest can restore their minions' Health, ensuring that there is always a threatening presence on their side of the board.

Alternate Hero Powers[edit | edit source]

All Priests begin with Lesser Heal, which can be upgraded to Heal by Justicar Trueheart or Baku the Mooneater's effect. The hero cards Shadowreaper Anduin and Galakrond, the Unspeakable will replace the current Hero Power with Voidform and Galakrond's Wit respectively. Casting Shadowform will replace the current Hero Power with Mind Spike, and casting Shadowform again while Mind Spike is active will replace it with Mind Shatter. Completing Activate the Obelisk awards the hero power Obelisk's Eye.

Mind Spike(70).png
Mind Shatter(229).png
Obelisk's Eye(90797).png
Galakrond's Wit(127304).png

Example cards[edit | edit source]

Temple Enforcer(232).png
Holy Nova(671).png
Mind Control(401).png
Natalie Seline(210651).png

Rogue[edit | edit source]

Heroes[edit | edit source]

Valeera Sanguinar(2).png Maiev Shadowsong(55649).png

Cap'n Valeera.png Nightslayer Valeera(389176).png Deathmantle Valeera(71067).png Gladiator Valeera(463948).png Diao Chan Valeera(442079).png

Unique mechanics[edit | edit source]

Rogues have access to a lot of cheap cards, including several zero-mana cards. This works well with the unique Rogue ability Combo, with Combo cards granting additional effects when another card has already been played that turn. Rogues also can equip weapons and strengthen them to deal direct damage with their hero, oftentimes willing to sacrifice Health to gain good momentum. In addition to combos, Rogues specialize in Deathrattle effects and have the uncanny ability to pull out cards from other classes using cards like Pilfer.

Hero Power[edit | edit source]

Dagger Mastery(730).png

Dagger Mastery equips a 1/2 Wicked Knife, providing the Rogue with an ever-ready (if very weak) weapon. This can be useful for dispatching minions and maintaining control of the board, and can work with effects like Deadly Poison and Blade Flurry to even greater effect.

Alternate Hero Powers[edit | edit source]

All Rogues begin with Dagger Mastery, which can be upgraded to Poisoned Daggers by Justicar Trueheart or Baku the Mooneater's effect. The hero cards Valeera the Hollow and Galakrond, the Nightmare will replace the current Hero Power with Death's Shadow and Galakrond's Guile respectively. Completing Bazaar Burglary awards the hero power Ancient Blades.

Poisoned Daggers(2743).png
Death's Shadow(62877).png
Ancient Blades(90799).png
Galakrond's Guile(127285).png

Example cards[edit | edit source]

SI-7 Agent(286).png
Deadly Poison(87).png
Edwin VanCleef(3).png

Shaman[edit | edit source]

Heroes[edit | edit source]

Thrall(319).png Morgl the Oracle(35369).png King Rastakhan(53237).png The Thunder King(55963).png Lady Vashj (hero).png

Warchief Thrall.png Earthfury Thrall(389170).png Ten Storm Thrall(71068).png Frostwolf Thrall(464447).png Thrall, Son of Durotan(389173).png Alterac Thrall(389174).png Wolfrider Thrall(389175).png

Unique mechanics[edit | edit source]

Shamans can use Totemic Call to call Totems to their aid, a type of minions almost exclusive to shamans. With some handy utility effects, Totems can be helpful for survival or for aggressive play. Most Totems start with 0 Attack but cards like Bloodlust can turn a board of weak Totems into a force to be reckoned with. The Shaman also has access to cards with Overload. Overload allows powerful spells and minions to be cast for a low mana cost, but reduces the number of available Mana Crystals available the next turn. This allows the Shaman to deal great burst damage or to clear the board of threats for a low mana cost. Windfury is also most common among Shaman cards. In addition to a number of weapons, Elementals find themselves most at home in a Shaman's arsenal.

Hero Power[edit | edit source]

Totemic Call(687).png

Every time you use the shaman Hero Power, one of 4 different Totems will be summoned at random. You cannot summon a totem that is already on the board, so the only way to have more than one of a specific totem is to utilize cards with effects similar to Youthful Brewmaster or Ancient Brewmaster. The 4 totems are:

Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Strength Totem(464430).png

Totemic Call is useful for reliably supplying extra minions for the board, and in potentially providing critical utility, in the form of a Taunt, bonus Attack, or healing. While most Totems have 0 Attack and therefore cannot be used to attack, various spells and effects such as Flametongue Totem or Bloodlust can be used to grant them additional Attack (and Health), or allow them to be used in other ways.

Alternate Hero Powers[edit | edit source]

All Shamans begin with Totemic Call, which can be upgraded to Totemic Slam by Justicar Trueheart or Baku the Mooneater's effect. The hero cards Thrall, Deathseer, Hagatha the Witch, and Galakrond, the Tempest will replace the current Hero Power with Transmute Spirit, Bewitch, and Galakrond's Fury respectively. Charged Hammer's Deathrattle will replace the current Hero Power with Lightning Jolt. Completing Corrupt the Waters awards the hero power Heart of Vir'naal.

Totemic Slam(2742).png
Lightning Jolt(22451).png
Transmute Spirit(62862).png
Heart of Vir'naal(90702).png
Galakrond's Fury(151494).png

Example cards[edit | edit source]

Lightning Storm(676).png
Earth Elemental(124).png
Mana Tide Totem(613).png
Al'Akir the Windlord(335).png

Warlock[edit | edit source]

Heroes[edit | edit source]

Gul'dan(618).png Nemsy Necrofizzle.png Mecha-Jaraxxus(89858).png N'Zoth(368707).png

Shadow Gul'dan.png Felheart Gul'dan(389184).png Nemesis Gul'dan(71069).png

Unique mechanics[edit | edit source]

Warlocks are notable for their ability to summon demons. These underpriced minions generally come with a battlecry that is negative for the Warlock (e.g. discard cards or dealing damage to the hero) balancing their unusually low cost. Specializing in sucking the soul from their enemies, Warlocks also have a number of dark direct damage spells at their disposal. One of the Warlock's most iconic abilities is their Hero Power Life Tap, which allows them to sacrifice their own health in order to draw an additional card from their deck. This means that Warlocks will rarely suffer an empty hand - so long as they are willing to pay the price.

Hero Power[edit | edit source]

Life Tap(300).png

Life Tap is a powerful tactical Hero Power, allowing the Warlock to draw a card in exchange for both 2 mana and 2 Health. This can be very effective for both early game and late game decks, allowing Handlocks to quickly build a large hand of cards, or an aggressive Zoolock to consistently flood the board with cheaper minions.

Alternate Hero Powers[edit | edit source]

All Warlocks begin with Life Tap, which can be upgraded to Soul Tap by Justicar Trueheart or Baku the Mooneater's effect. Summoning Lord Jaraxxus will replace the current Hero Power with INFERNO!. The hero cards Bloodreaver Gul'dan and Galakrond, the Wretched will replace the current Hero Power with Siphon Life and Galakrond's Malice respectively. Completing Supreme Archaeology awards the hero power Tome of Origination.

Soul Tap(2744).png
Siphon Life(62935).png
Tome of Origination(90699).png
Galakrond's Malice(127284).png

Example cards[edit | edit source]

Flame Imp(85).png
Lord Jaraxxus(482).png

Warrior[edit | edit source]

Heroes[edit | edit source]

Garrosh Hellscream(635).png Magni Bronzebeard(14693).png Deathwing(127345).png Annhylde(330022).png

Corrupt Garrosh.png Garrosh of Might(389167).png Garrosh of Wrath(71070).png Nagrand Garrosh(330021).png Lü Bu Garrosh(442078).png

Young Rokara(464444).png Recruit Rokara(464445).png Rokara of the Horde(464446).png

Unique mechanics[edit | edit source]

The Warrior can equip a range of weapons to attack their foes directly. Armor can also be easily gained from their Hero Power to remain at sustainable Health. Warrior cards feature an emphasis on effects that trigger when a minion is damaged, cards that target damaged minions, and minions that can Charge or Rush onto the battlefield. Warriors are a class of opposites, with cards that focus on viscerally entering the fray to deal direct damage and cards that protect the Warrior from harm.

Hero Power[edit | edit source]

Armor Up!(725).png

Armor Up! allows the warrior to build a substantial stack of defensive Armor, acting as an extra barrier to enemy attacks. In contrast to Health, Armor can be stacked indefinitely. Armor Up! is a reliable option, effectively healing the warrior for 2 Health, but allowing the hero's combined defensive value to far exceed the maximum Health limit of 30. Shield Slam can even allow Armor to be used offensively.

Alternate Hero Powers[edit | edit source]

All Warriors begin with Armor Up!, which can be upgraded to Tank Up! by Justicar Trueheart or Baku the Mooneater's effect. Completing Fire Plume's Heart and equipping Sulfuras will replace the current Hero Power with DIE, INSECT!. The hero cards Scourgelord Garrosh and Galakrond, the Unbreakable will replace the current Hero Power with Bladestorm and Galakrond's Might respectively, while the hero card Dr. Boom, Mad Genius will replace the current Hero Power with Big Red Button, which itself cycles through five unique Hero Powers at random (Blast Shield, Delivery Drone, KABOOM!, Micro-Squad and Zap Cannon). Completing Hack the System awards the hero power Anraphet's Core.

Tank Up!(2745).png
DIE, INSECT!(55711).png
Anraphet's Core(90769).png
Galakrond's Might(151327).png

Big Red Button(89828).png
Blast Shield(89832).png
Delivery Drone(89831).png
Zap Cannon(89830).png

Example cards[edit | edit source]

Frothing Berserker(69).png
Shield Slam(50).png
Grommash Hellscream(643).png

Death Knight[edit | edit source]

Heroes[edit | edit source]

  • None

Unique mechanics[edit | edit source]

The Death Knight is a special class unique to a small set of uncollectible cards. It has no associated heroesHero Powers, or collectible cards; instead, Death Knight cards are generated by The Lich King, Arfus, and Transfer Student on the Knights of the Frozen Throne battlefield.

The Lich King(62922).png
Transfer Student(211509).png

Example cards[edit | edit source]

Death Coil(63052).png
Anti-Magic Shell(63054).png
Doom Pact(63050).png
Army of the Dead(63049).png

Related cards[edit | edit source]

While the accessibility of all class cards and Hero Powers is determined by the hero's class, the following cards have effects that are specifically dependent on class.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Babbling Book Rare Minion General Mage 1 1 1 Battlecry: Add a random Mage spell to your hand.
Font of Power Rare Spell Arcane Mage 1 Discover a Mage minion. If your deck has no minions, keep all 3.
Lock and Load Epic Spell General Hunter 1 Each time you cast a spell this turn, add a random Hunter card to your hand.
Pilfer Common Spell General Rogue 1 Add a random card from another class to your hand.
Swashburglar Common Minion Pirate Rogue 1 1 1 Battlecry: Add a random card from another class to your hand.
Wand Thief Common Minion General 1 1 2 Combo: Discover a Mage spell.
Evocation Legendary Spell Arcane Mage 2 Fill your hand with random Mage spells. At the end of your turn, discard them.
Peon Common Minion General Any 2 2 3 Frenzy: Add a random spell from your class to your hand.
Sethekk Veilweaver Epic Minion General Priest 2 2 3 After you cast a spell on a minion, add a Priest spell to your hand.
Shadowjeweler Hanar Legendary Minion General Rogue 2 1 4 After you play a Secret, Discover a Secret from a different class.
Wandmaker Common Minion General Any 2 2 2 Battlecry: Add a 1-Cost spell from your class to your hand.
War Cache Rare Spell General Warrior 3 Add a random Warrior minion, spell, and weapon to your hand.
Onyx Magescribe Common Minion Dragon Any 6 4 9 Spellburst: Add 2 random spells from your class to your hand.
High Exarch Yrel Legendary Minion General Paladin 8 7 5 Battlecry: If your deck has no Neutral cards, gain Rush, Lifesteal, Taunt, and Divine Shield.
Solarian Prime None Minion Demon Mage 9 7 7 Spell Damage +1
Battlecry: Cast 5 random Mage spells (targets enemies if possible).
Showing all 15 cards
Babbling Book(475143).png
Font of Power(210792).png
Lock and Load(475110).png
Wand Thief(329872).png
Sethekk Veilweaver(210748).png
Shadowjeweler Hanar(210715).png
War Cache(475142).png
Onyx Magescribe(329862).png
High Exarch Yrel(388942).png
Solarian Prime(211059).png

Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Bewitch None Hero Power Shaman Passive Hero Power
After you play a minion, add a random Shaman spell to your hand.
Shifting Scroll Common Spell Arcane Mage Each turn this is in your hand, transform it into a random Mage spell.
Babbling Book Rare Minion General Mage 1 1 1 Battlecry: Add a random Mage spell to your hand.
Bazaar Burglary Legendary Spell General Rogue 1 Quest: Add 4 cards from other classes to your hand.
Reward: Ancient Blades.
Dragon's Hoard Rare Spell General Rogue 1 Discover a Legendary minion from another class.
Hallucination Common Spell Nature Rogue 1 Discover a card from your opponent's class.
Lock and Load Epic Spell General Hunter 1 Each time you cast a spell this turn, add a random Hunter card to your hand.
Malygos's Tome None Spell Arcane Mage 1 Add 3 random Mage spells to your hand.
Shimmerfly Rare Minion Beast Hunter 1 1 1 Deathrattle: Add a random Hunter spell to your hand.
Swashburglar Common Minion Pirate Rogue 1 1 1 Battlecry: Add a random card from another class to your hand.
Tome of Intellect Common Spell Arcane Mage 1 Add a random Mage spell to your hand.
Witch's Apprentice Common Minion Beast Shaman 1 0 1 Taunt
Battlecry: Add a random Shaman spell to your hand.
Ascendant Scroll None Hero Power Mage 2 Hero Power
Add a random Mage spell to your hand. It costs (2) less.
Clever Disguise Common Spell General Rogue 2 Add 2 random spells from another class to your hand.
Galakrond's Wit None Hero Power Priest 2 Hero Power
Add a random Priest minion to your hand.
Greater Ruby Spellstone Rare Spell Fire Mage 2 Add 3 random Mage spells to your hand.
Grimestreet Informant Rare Minion General 2 1 1 Battlecry: Discover a Hunter, Paladin or Warrior card.
Lesser Ruby Spellstone Rare Spell Fire Mage 2 Add a random Mage spell to your hand. (Play two Elementals to upgrade.)
Mana Cyclone Epic Minion Elemental Mage 2 2 2 Battlecry: For each spell you've cast this turn, add a random Mage spell to your hand.
Pick Pocket Rare Spell General Rogue 2 Echo
Add a random card to your hand (from your opponent's class).
Renounce Darkness Epic Spell Holy Warlock 2 Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less.
Ruby Spellstone Rare Spell Fire Mage 2 Add 2 random Mage spells to your hand. (Play two Elementals to upgrade.)
Shimmering Tempest Common Minion Elemental Mage 2 2 1 Deathrattle: Add a random Mage spell to your hand.
Stolen Steel Common Spell General Rogue 2 Discover a weapon (from another class).
Twisted Knowledge Common Spell Shadow Warlock 2 Discover 2 Warlock cards.
Underbelly Fence Rare Minion General Rogue 2 2 3 Battlecry: If you're holding a card from another class, gain +1/+1 and Rush.
Undercity Huckster Rare Minion General Rogue 2 2 2 Deathrattle: Add a random card to your hand (from your opponent's class).
Wyrmrest Purifier Epic Minion General Any 2 3 2 Battlecry: Transform all Neutral cards in your deck into random cards from your class.
Blink Fox Common Minion Beast Rogue 3 3 3 Battlecry: Add a random card to your hand (from your opponent's class).
Burgle Rare Spell General Rogue 3 Add 2 random cards to your hand (from your opponent's class).
Dune Sculptor Rare Minion General Mage 3 3 3 After you cast a spell, add a random Mage minion to your hand.
Hunter's Pack Common Spell General Hunter 3 Add a random Hunter Beast, Secret, and weapon to your hand.
Kabal Courier Rare Minion General 3 2 2 Battlecry: Discover a Mage, Priest or Warlock card.
Lifeweaver Rare Minion General Druid 3 2 5 Whenever you restore Health, add a random Druid spell to your hand.
Messenger Raven Common Minion Beast Mage 3 3 2 Battlecry: Discover a Mage minion.
Shaku, the Collector Legendary Minion General Rogue 3 2 3 Stealth. Whenever this minions attacks, add a random card to your hand (from your opponent's class).
Witch's Cauldron Epic Minion General Any 3 0 4 Whenever a friendly minion dies, add a random Shaman spell to your hand.
Academic Espionage Epic Spell General Rogue 4 Shuffle 10 cards from your opponent's class into your deck. They cost (1).
Hench-Clan Burglar Common Minion Pirate Rogue 4 4 3 Battlecry: Discover a spell from another class.
Lightforged Zealot Rare Minion General Paladin 4 4 2 Battlecry: If your deck has no Neutral cards, equip a 4/2 Truesilver Champion.
Lilian Voss Legendary Minion General Rogue 4 4 5 Battlecry: Replace spells in your hand with random spells (from your opponent's class).
Obsidian Shard Rare Weapon Rogue 4 3 3 Costs (1) less for each card you've played from another class.
Professor Putricide Legendary Minion General Hunter 4 5 4 After you play a Secret, put another random Hunter Secret into the battlefield.
Spectral Cutlass Epic Weapon Rogue 4 2 2 Lifesteal
Whenever you play a card from another class, gain +1 Durability.
Vendetta Rare Spell General Rogue 4 Deal 4 damage to a minion. Costs (0) if you're holding a card from another class.
Bazaar Mugger Rare Minion General Rogue 5 3 5 Rush
Battlecry: Add a random minion from another class to your hand.
Blast Wave Epic Spell Fire Mage 5 Deal 2 damage to all minions.
Overkill: Add a random Mage spell to your hand.
Cabalist's Tome Epic Spell Arcane Mage 5 Add 3 random Mage spells to your hand.
Cobalt Spellkin Rare Minion Dragon Any 5 3 5 Battlecry: Add two 1-Cost spells from your class to your hand.
Ethereal Peddler Rare Minion General Rogue 5 5 6 Battlecry: If you're holding any cards from another class, reduce their Cost by (2).
Lotus Agents Rare Minion General 5 5 3 Battlecry: Discover a Druid, Rogue or Shaman card.
Lyra the Sunshard Legendary Minion Elemental Priest 5 3 5 Whenever you cast a spell, add a random Priest spell to your hand.
Grand Crusader Epic Minion General Any 6 5 5 Battlecry: Add a random Paladin card to your hand.
Lightforged Crusader Epic Minion General Paladin 7 7 7 Battlecry: If your deck has no Neutral cards, add 5 random Paladin cards to your hand.
Tess Greymane Legendary Minion General Rogue 8 6 6 Battlecry: Replay every card from another class you've played this game (targets chosen randomly).
Nefarian Legendary Minion Dragon Any 9 8 8 Battlecry: Add 2 random spells to your hand (from your opponent's class).
Showing all 56 cards
Shifting Scroll(77017).png
Babbling Book(42028).png
Bazaar Burglary(90798).png
Dragon's Hoard(127303).png
Lock and Load(22258).png
Malygos's Tome(127312).png
Tome of Intellect(90140).png
Witch's Apprentice(89354).png
Ascendant Scroll(90706).png
Clever Disguise(90831).png
Galakrond's Wit(127304).png
Greater Ruby Spellstone(76899).png
Grimestreet Informant(49627).png
Lesser Ruby Spellstone(76897).png
Mana Cyclone(90608).png
Pick Pocket(89408).png
Renounce Darkness(33136).png
Ruby Spellstone(76898).png
Shimmering Tempest(55561).png
Stolen Steel(90294).png
Twisted Knowledge(184973).png
Underbelly Fence(90565).png
Undercity Huckster(33135).png
Wyrmrest Purifier(151374).png
Blink Fox(89423).png
Dune Sculptor(90808).png
Hunter's Pack(90737).png
Kabal Courier(49621).png
Messenger Raven(90576).png
Shaku, the Collector(49657).png
Witch's Cauldron(89386).png
Academic Espionage(89859).png
Hench-Clan Burglar(90578).png
Lightforged Zealot(151418).png
Lilian Voss(62872).png
Obsidian Shard(55587).png
Professor Putricide(61819).png
Spectral Cutlass(89391).png
Bazaar Mugger(90733).png
Blast Wave(90204).png
Cabalist's Tome(33155).png
Cobalt Spellkin(151371).png
Ethereal Peddler(42023).png
Lotus Agents(49629).png
Lyra the Sunshard(55545).png
Grand Crusader(22326).png
Lightforged Crusader(151415).png
Tess Greymane(89422).png

Design[edit | edit source]

  • One rule for the developers in class design is to make sure that each of the classes "feels very strongly like its World of Warcraft class."[1] This encourages the maintenance of constraints such as which classes have access to weapons and Secrets.[1][2]
  • As of Goblins vs Gnomes, adding specific minion type "themes" to classes is one "fun" way in which the designers aim to "make each class feel distinct and have its own flavor".[3]
  • Along with Hero Powers, class-specific cards are the main way of creating distinct playing styles and experiences for the different classes. However, in some cases effects allow players to use cards belonging to another class, such as Unstable Portal, Piloted Shredder or Grand Crusader. When a class starts imitating a behaviour specific to another class, this is known as "class bleed".[4] In many cases, a small amount of class bleed can be fun and interesting, but too much can cause the classes to lose their sense of uniqueness or even their identity. As a result the developers try to maintain "the right amount" of class bleed in the game.[4] For example, when designing the Discover keyword, the developers intentionally restricted the effect to class and neutral cards, as the keyword's initial ability to draw cards of any class added too much class bleed to the game.[4]
  • While class power is something the designers constantly struggle to balance, ultimately they feel having all classes precisely balanced is less important than ensuring that each has a time to shine.[5]
  • Class identities, which describe the strengths, limitations and weaknesses of each class, have only been formally described in June 2019.[6] The hope is to avoid endless debates about whether a given new class-specific card does or does not fit in its class identity.

In development[edit | edit source]

  • The only World of Warcraft classes currently missing from Hearthstone are death knight, and monk, with Demon Hunter finally being added in April 2020.
  • In August 2014 Yong Woo stated, "the fact of the matter is that we already have 9 classes, and we feel there already is a ton of diversity and we frankly think that it has enough complexity right now for most people to sink their teeth into. So currently, we have no plans to add additional classes."[7] In December 2014 Ben Brode stated "There are pros and cons [to adding a new class] and we have to figure out when, if ever, the right time would be."[8] Brode elaborated: "A good design exercise is to think: "How many classes is too many?" My sense is that it's closer to 9 than to 20."[8] In July 2017, Blizzard announced the Knights of the Frozen Throne expansion, which would feature the brand new hero card type, allowing Hearthstone's nine classic heroes to transform into death knight versions of themselves. When asked if this implementation of death knights had killed the possibility of whole new classes ever coming to the game, Mike Donais replied that "We’ve always said that we like the nine classes we have. We work really hard to try to give some class identity to those nine classes, and it’s tough, because nine is a lot. Adding a tenth or eleventh class isn’t something we’re interested in. It’s too hard to make class identity exist when there are that many different classes. So yeah, we’re not excited about the idea of making new classes."[9]

Trivia[edit | edit source]

  • The class colours in Hearthstone are notable for not always matching the traditional colours for those classes from World of Warcraft. Specifically, the rogue in World of Warcraft uses yellow, while in Hearthstone it uses black; the paladin uses pink, while in Hearthstone it uses yellow; the warrior uses brown, while in Hearthstone it uses red; and the druid uses orange, while in Hearthstone it uses brown. There are also numerous differences in shade, such as the hunter, which uses a deep green as opposed to its traditional avocado-like shade. According to Lead Artist Ben Thompson, this is because the colours in World of Warcraft were chosen largely based on suitability for use in the game's chat interface; with Hearthstone the developers therefore decided to choose in some cases new colours that they felt better suited the classes.[10][11]
  • In August 2016 Ben Brode stated that of all the classes he felt the team had the hardest time designing warlock spells, stating "We need to carve out more design space for them."[12]
  • At one point during the game's initial development there were two heroes for each class, one representing the Alliance and one representing the Horde.[13] For details on early choices for each class, see Design and development of Hearthstone.

References[edit | edit source]