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Lord Jaraxxus
Minion type:Demon
Cost:9 Mana icon.png
Attack:3 Attack icon.png
Health:15 Health
Abilities:Battlecry, Destroy, Equip, Replace Hero Power
Wiki tags:Hero Power-related, Weapon-generating
Artist:Alex Horley Orlandelli
Battlecry: Destroy your hero and replace it with Lord Jaraxxus.
Flavor text


External links

Data pagePlayHearthstoneHearthpwn

This is the Classic format version of Lord Jaraxxus, a legendary warlock minion card.

For more information about Lord Jaraxxus, see the original version.

Other versions[]

How to get[]

Lord Jaraxxus (Classic) is associated with its original version. If you own any copies of it, you can also use them in Classic format.

Generated cards and Hero Powers[]

Blood Fury(669).png
Summoned minions


  • Lord Jaraxxus, when played, transforms your hero into Lord Jaraxxus. Your current and maximum Health are set to 15, your Armor is set to 0,[1] your Hero Power is replaced by INFERNO! (which allows you to summon a 6/6 Infernal every turn for 2 mana), your class is set to warlock, and you equip Blood Fury (a weapon with 3 Attack and 8 Durability). Note that Jaraxxus won't be able to attack immediately using Blood Fury, if the hero he replaced already attacked that turn.[2]
  • The Lord Jaraxxus hero counts as a Demon for the purpose of Sacrificial Pact.
  • Playing Lord Jaraxxus initially summons him as a minion, before his Battlecry transforms him into a hero who then takes over from the playing hero.
    • Because of this, some effects that trigger when you summon a minion will affect him, such as Mirror Entity, which will summon a 3/15 Lord Jaraxxus minion for the opponent, albeit without any special abilities.
      • However, Sword of Justice and Knife Juggler will not activate from playing Lord Jaraxxus.[3][4] This is likely because both of these effects activate from the resolution of Jaraxxus' summoning, which does not occur properly due to his becoming a hero partway through the process; similar to how Counterspell will prevent a Wild Pyromancer from activating.[5]
      • Note that any effects which are triggered will activate in the normal sequence. In most cases, this means that they will activate after Jaraxxus becomes a hero, despite being designed to affect minions. For example, a Repentance will not reduce the Health of the Jaraxxus minion, but will activate once the hero has been turned into Jaraxxus, at which point the hero's maximum Health will be reduced to 1.[6][7]
    • As a minion, Lord Jaraxxus cannot be played when the player's side of the battlefield is full (7 minions).[8]
    • Once Jaraxxus has successfully become a hero, he no longer counts as a minion, and cannot be targeted with effects such as Demonfire.[9]
  • The Lord Jaraxxus minion can be put into play without activating its Battlecry through put into battlefield effects such as Mindgames.
  • Playing Lord Jaraxxus will not destroy any of the hero's own Secrets.[10]
  • When Lord Jaraxxus becomes a hero, he is considered to replace the previous hero. As a result, any modifiers affecting the previous hero will not be transferred. This includes Armor and the Frozen state.[11] However, less specific effects such as Millhouse Manastorm affect the enemy player regardless of their current hero, and will not be cancelled by playing Jaraxxus.[12][13]
  • Any changes to Lord Jaraxxus' stats will change neither the amount of Health your hero is set to nor the weapon's stats, such as if Lord Jaraxxus was affected by hand-buff effects.


Classic icon large.pngThis section concerns content exclusive to Classic format.

Lord Jaraxxus is best played when you have less than 15 Health so you regain some Health. The new ability to summon 6/6 Infernals, in addition to Blood Fury, will increase your damage output and board control every turn for a low mana cost, giving your hero significant long-term advantages.

A 6/6 for 2 mana is extremely high-value, and over time they can overwhelm the board with their raw stats. Generally the only decks that can keep the Infernals under control are decks with lots of hard removal and freeze effects. On top of this, you gain a 3/8 weapon, which has enough durability to practically last the rest of the game and can be used to consistently deal damage to the enemy hero or remove weakened minions, as long as you have to health to afford it or heal back right after.

The main downside of Lord Jaraxxus is his high upfront mana cost. At 9 mana, there is very little you can follow up with after playing Jaraxxus, which make it difficult to play him in a disadvantaged board state. Therefore, Jaraxxus should be saved for when you're at a neutral or advantaged board state. Another major downside is your reduced max Health. At 15 health, you are much less likely to survive enemy swing turns or burst damage compared to 30. He is also vulnerable to weapon destruction from an Acidic Swamp Ooze or Harrison Jones - the latter which can either be a huge blessing if their hand is small or a curse if their hand is loaded or they're nearing Fatigue.

The state of the board is crucial when deciding the right time to play Jaraxxus. If the opponent has a selection of strong minions while the warlock has none, playing Jaraxxus may give them just the chance they need to finish the warlock off. However, if the board is empty or fairly evenly-balanced, the warlock need only hold their ground for a little while before Jaraxxus' powers lead them to victory. Cards like Twisting Nether are ideal for play in combination with Lord Jaraxxus, allowing the warlock to even the odds before tipping them substantially in their own favour. Jaraxxus is also generally less risky to play when the opponent's hand is small or empty. Jaraxxus is also better played when your deck is nearing Fatigue and Life Tap stops becoming useful.


There is 1 achievement related to Lord Jaraxxus.

AchievementPin Gameplay.pngClassic format - SVG logo.svgGameplay - Classic - WarlockYOU FACE A 0-MANA SPELLDestroy a hero with Sacrificial Pact.20 Achievement Point.png

Patch changes[]