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This is a list of characters and tropes as they appear in Hearthstone: Heroes of Warcraft. Keep in mind that this is about the characters as they are represented in the game itself; for general tropes about the characters, click here.

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Secondary Characters

    Harth Stonebrew 

Harth Stonebrew

https://static.tvtropes.org/pmwiki/pub/images/innkeeper.jpg
Busy night... but there's always room for another!
Voiced by: Terrence Stone
The dwarven Innkeeper who owns and maintains the magical inn Hearthstone is supposedly set in. A genial and welcoming figure who greets you when you arrive and instructs you on how to play Hearthstone. Implied by several journal entries on the Hearthstone blog to be more powerful than he lets on.

For Hearthstone's 10th anniversary, Harth was finally added as a collectible card as part of the Gift set. He's a 6 mana 5/5 neutral Legendary with a once-per-game Battlecry that replaces your hand with eight cards that make up an iconic hand from Hearthstone's past, with there being at least one hand for each classnote .
  • Ascended Meme: Can spout off "EVERYONE, GET IN HERE and say hello!" in a clear nod to the line recited by the infamous Grim Patron minion.
  • Awesome, but Impractical: The ability to replay a classic Hearthstone hand with the minion is cool... but for the most part, completely impractical. Besides the tempo loss from playing a 6 mana 5/5 that doesn't immediately impact the board, there's also the fact that while most of these hands are indeed "iconic", not all of them are necessarily good to play in whatever the current meta might be, meaning that you're also gambling on getting a good hand (namely Secret Hunter or Patron Warrior) rather than a dud (Mill Rogue almost inarguably being the biggest). And if that weren't enough, the cards you get are the current versions of those cards, which notably handicaps Togwaggle Druid (Twig of the World Tree, on top of being incredibly slow as always, refreshes mana crystals instead of giving them to you), Freeze Mage (Sorcerer's Apprentice now costs double what it used to and had to be replaced by Doomsayer to make it more playable) and Libram Paladin (Pen Flinger can't go face). He still sees play in aggro decks though because at the very least he refills your hand with something, and he can potentially highroll into a winning hand.
  • Badass Normal: Besides running a magic inn, hasn't displayed any notable abilities, but something about him is threatening enough to keep the patrons of the tavern under control, even when said patrons include some of the greatest villains of Warcraft, including Gul'Dan, Ragnaros the Firelord, Nefarian, Kel'Thuzad, Arch-Thief Rafaam, the Lich King, Deathwing, and the four Old Gods.
  • Cheaters Never Prosper: Supposedly, if you cheat in a Hearthstone match, he curses you to draw terrible cards forever.
  • Did We Just Have Tea with Cthulhu?: The tavern is open to everyone, regardless of alignment. This means EVERYONE, including figures such as Ragnaros, C'Thun, Deathwing, The Lich King, and N'Zoth.
  • Everyone Calls Him "Barkeep": Is usually referred to as simply 'the Innkeeper.'
  • Inn Between the Worlds: The inn manifests all over Azeroth, and, if Illidan and Gul'Dan's patronage is any clue, on Outland and Draenor as well. It also apparently links once in a while to the Firelands so Ragnaros can arm wrestle with Nefarian, as well as to an alternate universe where the Old Gods rule over Azeroth. On top of all this, the Inn appears to defy time, bringing in characters who have been long dead or missing, such as Magni Bronzebeard, Alleria Windrunner, and Medivh. Certain card backs also imply that the Inn has connections to the Nexus, Sanctuary, Koprulu Sector, and Overwatch's Earth.
  • The Little Shop That Wasn't There Yesterday: The Inn is supposedly this, manifesting before weary travelers anywhere from the deepest marsh, to the streets of Stormwind and Orgrimmar. Sometimes you may even leave in a completely different location from where you entered.
  • Mr. Exposition: Explains how Hearthstone works during the tutorial and narrates the menus outside of the adventures. Also narrated the trailers for Naxxramas and Blackrock Mountain.
  • The Need for Mead: Almost always depicted with a foaming flask.
  • The Neutral Zone: At least as far as killing, the Tavern is neutral ground for all. He's willing to let rivalries be aired in non-lethal ways, such as Nefarian and Ragnaros having it out with each other via Hearthstone games and arm wrestling.
  • Nice Guy: Very friendly and welcoming, just don't start any trouble in his tavern.
  • Our Dwarves Are All the Same: Shares the jolly demeanor and love of brew characteristic to dwarves.
  • Rule of Fun: Believes in this, as seen in the intro cinematic.
  • Technical Pacifist: No weapons or magic allowed in the tavern. That said, he isn't above allowing bar brawls to break out so long as nobody gets killed. Also, no cheating. If you're caught doing any of these, you'll be bodily thrown from the establishment.

    Tavern Brawl Hosts 
For information on the Headless Horseman, see Hero Cards.

Ahune

https://static.tvtropes.org/pmwiki/pub/images/ahune.jpg
He likes to think he's cooler than Ragnaros.
The host of the Frost Festival, starting up immediately after (and to upstage) Ragnaros' Midsummer Fire Festival. Hosting his own, superior tavern brawl and giving away free arena runs and wins, Ahune's Frost Festival is CLEARLY better than Ragnaros' lame Fire Festival.

A year later, Ahune seems to have gotten over his rivalry with Ragnaros, and teams up with him in the Tavern Brawl "A Brawl of Fire and Ice". He plays a frost-based Elemental deck with lots of freeze effects, and his Hero Power deals 1 damage and summons a 5/5 Frost Elemental if it kills the target.
  • Dual Boss: Ahune and Ragnaros have separate pools of 60 HP each, and they switch places periodically as the player depletes their health.
  • An Ice Person: A lesser elemental lord of ice and frost. Here, however, he sets himself up as superior to Ragnaros, one of the four major elemental lords.
  • Red Oni, Blue Oni: Amusingly and ironically, Ahune's the red to Ragnaros's blue during their team-up Tavern Brawl. While Ahune's enthusiastic about fighting alongside Ragnaros, Ragnaros quietly and begrudgingly tolerates him.
  • The Rival: To Ragnaros, though his portrayal as such is unique to Hearthstone.
  • Rivals Team Up: He and Ragnaros team up in the 2018 Midsummer Fire Festival. And by "team up" we mean that Ahune barges in uninvited while Ragnaros is facing the player, much to the Firelord's chagrin.
  • Sitcom Archnemesis: To Ragnaros the Firelord, even going so far as to set up a "superior" tavern brawl to Ragnaros' where you blow up target dummies made to look like Ragnaros in order to win. But only in his first appearance.

Gearmaster Mechazod

I will cleanse you both of the Curse of Flesh!

The main enemy of the "Unite against Mechazod" Tavern Brawl. Gearmaster Mechazod seeks to undo the "curse of flesh" (i.e. turn everyone into robots). Anduin and Uther (and later Medivh and Malfurion) team up to defeat him in the tavern brawl. Unlike the Adventure bosses, Mechazod is represented by a minion, each turn they cast a random spell then leap to the playing field against the player whose turn it is.
  • Boss in Mook Clothing: Is the only boss so far which is a minion instead of an opposing hero. Necessary since this requires both heroes to defeat him.
  • Crippling Overspecialization: Mechazod has a spell specifically to kill Lorewalker Cho. Subverted in that Lorewalker is incredibly useful in this brawl.
  • Damage-Sponge Boss: Has 95 Health. Without instant destruction or direct damage spells, this will take a while.
  • Killer Robot
  • Nerf: In the second Mechazod Tavern Brawl, Assassinate is replaced by a new card named Prioritize. Prioritize is somewhat weaker than Assassinate since it only deals damage to a minion instead of killing them outright. When the first Mechazod Tavern Brawl returned, the change from Assassinate to Prioritize carried over. This made the battle significantly easier, as Paladin had minions with divine shield that could survive a hit from Prioritize.
  • Noodle Incident: Whatever the reason for his beef with Lorewalker Cho, we don't get the specifics before he destroys him.
  • Not Completely Useless: Due to the co-operative nature of the battle, several cards with crippling drawbacks actually become useful. For example, cards that give your opponent a mana crystal.
  • Not So Harmless: Starts with only a measly 2 attack, but can overclock to increase his damage by two. Two of his abilities deal his attack damage to targets (one deals it to both players, the other deals it to three random targets). He can easily snowball out of control and kill the heroes very easily.
  • One-Hit Kill: His assassinate spell lets him instantly kill any minion regardless of their defenses - though this was removed in later Tavern Brawls. His "Kill the Lorewalker" is this specifically for Lorewalker Cho.
  • SNK Boss: Mechazod is one of the hardest bosses Hearthstone has ever produced; Owing to his huge amount of health, his ability to deal potentially massive damage to players and minions alike, his ability to assassinate minions, and the fact both decks are built specifically without cards that would make the fight much easier. This brawl is so hard that the first time it rolled out, players get their weekly tavern brawl pack even if they lose. Note that he's gotten a bit easier - see Nerf above.
  • Time-Limit Boss: Mechazod is effectively one since the goal is to kill him before he powers up enough to kill either player. He has 95 Health. Good Luck.
  • Unusable Enemy Equipment: All of Mechazod's spells except Assassinate.

Expansion Characters

    Karazhan 
For information on The Curator, see Bosses. For information on Medivh, see Alternate Heroes.

Moroes

Let's show our guests a good time.

The long-suffering caretaker of Karazhan, who at the time of One Night in Karazhan is still alive and kicking. You're recruited to help him through the Parlor wing of Karazhan as you attempt to deal with the havoc being caused by Medivh's spellwork due to his disappearance.

Moroes is a Legendary 3 mana 1/1 with Stealth that summons a 1/1 Steward at the end of each of the player's turns.
  • The Jeeves: He maintains a professional demeanor in contrast of his master who is already in the mood for the party.
  • The Stoic: No matter what danger he's in, he doesn't ever raise his dry, monotone voice. The only times he sounds even slightly flustered is when guests are arriving and causing trouble.

Barnes

Tonight! A tale of terrible tragedy...

The theatrical stage manager of Karazhan, you're recruited to help him put on 3 different performances during the Opera wing before you can pass.

As a card, Barnes is a Legendary 5 mana 3/4 whose Battlecry summons a 1/1 copy of a minion in your deck.
  • Nerf: He was originally 4 mana, but proved to be too overwhelming with all the new rez mechanics added over the years.
  • Skewed Priorities: Medivh has gone missing, and Moroes wants to haste to the Spire to free Medivh, so what does Barnes do? Why, delay the adventurers by forcing them to participate in his show, of course!

The Medivas

A trio of 70s-style backup singers consisting of a female draenei named Wanda Wonderhooves, a male night elf named Mark Moonwalker, and a female blood elf named Susie Sizzlesong.

    Crime Families of Gadgetzan 

General Tropes

  • Evil Versus Evil: All of the gangs are some degree of horrible, from the Grimy Goons' blatant criminal empire, the Jade Lotus draining a ghost's essence to fuel an army of golems, and the Kabal being led by a black dragon.
  • Fighter, Mage, Thief: Goons, Kabal, and Lotus. Makes sense, considering which classes each represent.
  • Gang of Hats:
  • Generic Ethnic Crime Gang: They fit most of the criteria for this trope, with all of the gangs being well-organised and having their trademark uniforms and colours, as well as respected patriarchs. It is unsure how family-oriented they are, though, and how ethnic they are depends on the gang. The Jade Lotus's members are all from Pandaria, and as such share an East Asian aesthetic out of universe, but both the Kabal and the Grimy Goons have members not just from different races, but from different planets. The Goons have a traditional Italian mafia theme, though, so they are still "ethnic" as far as it comes to their style.
  • Villain Protagonist: It's up to you to choose which of these evil gangs will rule the streets.

Grimy Goons

https://static.tvtropes.org/pmwiki/pub/images/mean_streets_of_gadgetzan_grimy_goons_logo.jpg
A gang of brutal thugs, robbers, extortionists, blackmailers and enforcers operating out of Grimestreet that utilize their muscle and prodigious stockpile of smuggled weaponry to get what they want. The family of choice for Warriors, Paladins, and Hunters, they consist of brawny, violent races such as orcs, humans, dwarves, tauren, ogres, gnolls, goblins, murlocs, quillboar, troggs, kobolds, pygmies, worgen, and tuskarr. Led by the two-headed ogre Don Han'Cho. The Goons' gang quirk revolves around buffing the stats of their back-up waiting in the wings (your hand), meant to represent them making arrangements for them to receive stashed weaponry.

General Tropes

  • Arms Dealer: The flavour of most of their cards. They smuggle weapons and supplies to buff the minions in your hand.
  • Doppelgänger Attack: While Doppelgangsternote  isn't a Goons-exclusive card, it works best in their decks. It will multiply any in-hand buffs by 3, turning it into insane value if it eats a few buff cards. If it gets hit by Don Han'Cho, it becomes a 24/24 split between 3 bodies!
  • Equivalent Exchange: All of their minions are very weak for their price, and the spells literally do nothing at first. They make up for it buffing up the minions in your hand, meaning you'll heavily over-statted minions on later turns.
  • The Mafia: The most direct mafia parallel, with many of the pop-culture traits associated with the genre.

Don Han'Cho

Hey! Join the goons...
Or meet my fist!

A two-headed ogre who atypically lacks any magical ability, Han'Cho is the 'da Boss' of the Grimy Goons. Han, the mustachioed head, is the brains of the operation and a criminal mastermind. Cho...is not, but hits like a stampeding kodo. The brilliant mastermind of the Grimy Goons, Han sometimes thinks about ditching the idiot Cho, but that would just tear him apart. He's bought the First Bank of Gadgetzan, taking a cut of the finances of the Gadgetzan Emporium. Currently preparing for a hostile takeover of Gadgetzan.

Don Han'cho is a 5 mana 5/5 that gives a minion in your hand a hefty +5/+5 buff.

Jade Lotus

https://static.tvtropes.org/pmwiki/pub/images/mean_streets_of_gadgetzan_jade_lotus_logo.jpg
A group of mysterious and stealthy assassins that lurk in the shadows, acting with precision and subterfuge. The family of choice for Rogues, Druids, and Shamans, they consist of races native to Pandaria, such as pandaren, mantid, virmen, mogu, grummle, jinyu, saurok, sha, and hozen, as well as some night elves. Appear to be led by the male pandaren White Eyes, but are really led by his mistress, Aya Blackpaw. The Lotus operate out of the Gadgetzan Museum of Ancient Artifacts, and have been hoarding relics and powerful items there under the guise of 'archaeological appraisals.' They've also been stealing jade to build an army of Jade Golems. The Jade Lotus' gang quirk revolves around the aforementioned Jade Golems, which are repeatedly summoned throughout the match at increasingly greater statlines.

General Tropes

  • Adaptational Villainy: They're led largely by pandaren and have jinyu members; both races were previously established as Always Lawful Good, but the Jade Lotus is as nasty as the rest of the Gadgetzan gangs.
  • Adventurer Archaeologist: The evil kind, unlike the League of Explorers introduced earlier. They steal ancient relics to utilise in gang warfare and use antique jade together with the magic of an ancient mogu spirit to create golem warriors.
  • Always Lawful Good: Averted (see above)
  • Evil Plan: Apparently they do not care that much about the gang warfare and actually want to seize control of the city directly using their Jade Golems.
  • Generic Ethnic Crime Gang: They all come from Pandaria, the universe's Wutai.
  • Golem: Their unique card, the Jade Golem. It's a statue carved out of jade stolen by the gang and animated using Kun's power; the more you summon to the board, the stronger they become.
  • Magikarp Power: The entire point of Jade Golems. In the early game, all the Jade Golem cards are under-statted for their effect. This rapidly changes to them being over-statted after the player has built up their Jade.
  • Murder, Inc.: While Jade Golems are their main gimmick, thematically they're that shadowy assassin group looming over the city.
  • Ruthless Foreign Gangsters: They're all from Pandaria, are the newest gang in the city, and consider the gang warfare of the other two to be beneath them, wanting to take over the city directly.
  • The Triads and the Tongs: Their member species are native to Pandaria, an Asian Fantasy Counterpart Culture, and their uniforms also have an East Asian motif.

Aya Blackpaw

Golems are a girl's best friend!

Aya Blackpaw is the last living heir of the wealthy Blackpaw family. Though young, Aya took over as the leader of Jade Lotus through her charisma and strategic acumen when her predecessor was accidentally crushed by a jade golem. Using the Gadgetzan Museum of Ancient Artifacts as her headquarters, and shrouding her activities behind her family’s reputation as generous philanthropists, she issues orders to the Jade Lotus through her loyal bodyguard and servant, White Eyes. She is the true leader of the Jade Lotus. Aya is youthful, energetic, and seemingly impulsive. That is a mask; in truth she is calculating, ruthless, and as hard as the jade the Lotus steal for her. Crucially, young Aya has the unique ability to create Jade Golems, and she is the source of the trinkets that so many of the Lotus carry. How she came by this incredible power is a mystery, it is rumored it comes from her communing with the spirit of Kun, the Forgotten King. However she came by her gift, she has used it to fashion an army of Jade Golems. What she plans to do with them, and her loyal Lotus followers, is a mystery.

Aya is a 6 mana 6/3 whose Battlecry and Deathrattle summon a Jade Golem.
  • Affably Evil: Despite being a crime boss, she is quite nice towards the player when trying to recruit them, unlike Kazakus and Don Hancho.
  • Beneath the Mask: Under her innocent appearance and cheerful demeanor is a cold, calculating, criminal mind.
  • Beware the Cute Ones: Despite being adorable and very bubbly, she's actually a notorious crime boss.
  • Chain Pain: Her weapon of choice is a chain whip tipped with a blade.
  • Genki Girl: For a crime-boss, her brief dialogue in "recruiting" you is quite... bubbly, and she gushes about your second victory in her "Join the Jade Lotus" quest.
  • Mister Big: A female example. Aya is tiny, barely coming up to the waistlines of the other gang leaders. And as with most examples, she has a gigantic bodyguard in White Eyes.
  • Names to Run Away from Really Fast: Considering 'paw' is a Pandaren's equivalent to a 'hand', her name might as well be Aya Blackhand.
  • Weak, but Skilled: 6/3 for 6 mana is very, very weak. The Jade Golems she summons, potentially a lot less so. Even if you don't summon another Jade Golem during the game, Aya still gives you a total of 9/6 worth of stats, which is hardly a bad deal.

White Eyes

My life is your shield.

The inhabitants of Gadgetzan frighten each other with stories of the Lotus leader, saying things such as, “Hey, watch yer back, or White Eyes’ll jump outta da shadows and getcha.” Nonetheless, the rumors surrounding White Eyes are surprisingly close to the truth. He is a powerful warrior—known to be as immovable as a mountain and as pitiless as a storm—but the tale-tellers are missing one important detail. A secret most of the Jade Lotus does not even know. He is not the leader of the Jade Lotus. He’s merely a figurehead, and the real power behind the Jade Lotus comes in a smaller—though no less dangerous—form... Aya Blackpaw.

Serves as the Shaman class legendary for Mean Streets of Gadgetzan. He begins a 5/5 Taunt for 5, but shuffles The Storm Guardian into your deck - a 10/10 Taunt for 5.
  • Cool Sword: He wields a BFS made of jade.
  • Decoy Leader: To the public, White Eyes is the leader of the Jade Lotus in a ploy to protect Aya.
  • Gameplay and Story Integration: Aya is described as "no less dangerous" than White Eyes. They both have 5 attack, which incidentally, is also enough to kill White Eyes. The Jade Golem produced by Aya's Deathrattle can also easily surpass White Eye's Storm Guardian in stats if the player played enough Jade Golem cards beforehand.
  • Stone Wall: A 5/5 taunt for 5 is pretty good value. His deathrattle provides the real stone wall though: shuffling a 10/10 taunt for 5 mana into your deck!

Kun the Forgotten King

The Hundred Kings will rise again!

An ancient and powerful spirit of a mogu king, rumored to be the patron of Aya Blackpaw. It is is said that Kun is the one who gave her the ability to create and animate the Jade Golems employed by the Jade Lotus at will. Aya siphons a bit of Kun's soul to animate each golem in her Jade army. To his credit, he's being a great sport about it.

Serves as the Druid class legendary for Mean Streets of Gadgetzan. He is a 10 mana 7/7 that allows you to Choose One; either gain ten armor, or refresh your mana crystals.
  • Combinatorial Explosion: On his own, choosing to refresh your mana basically just makes Kun a free 7/7 since he costs 10 mana to play... unless you pair him with something that reduces his mana cost, most notably Aviana, which refunds a lot more mana than he costs and lets you combo off with more cards. Wildheart Guff later also came along to increase your mana cap past 10, allowing Kun to renew much more than just 10 mana.
  • Monster Progenitor: To the Jade Golems.

The Kabal

https://static.tvtropes.org/pmwiki/pub/images/mean_streets_of_gadgetzan_kabal_logo.jpg
A crime ring that specializes in the production and smuggling of...less than legal merchandise, they rely on their arcane prowess and magic in contrast to the Goons' brute strength and the Lotus' stealth. The family of choice for Priests, Mages, and Warlocks, they consist of races strong in magic, such as Forsaken, Goren, Ethereals, Satyrs, Arrakoa, Trolls, Draenei, Harpies, Fel Orcs, Blood elves, Drakonids, Infernals, and Imps. Led by the Zandalari troll Kazakus. The Kabal control the Gadgetzan 'Mega Mart,' using it as a supply depot and as a front for their production of illicit red mana and Kaza-Kola, a refreshing drink brewed by Kazakus himself that is enjoyed throughout the Kabal and Gadgetzan as a whole. However, this drink is in actuality Potion of Madness, meant to erode the drinker's will and sense of self. The Kabals' gang quirk revolves around potions, and their leaders also benefit from decks that lack duplicates, similar to Reno Jackson.

General Tropes

  • Alchemy Is Magic: A large number of the Priest, Warlock, and Mage class spells in the set are potions. Naturally, each potion counts as a spell for things like Sorcerer's Apprentice and Yogg-Saron.
  • The Cartel: Their main business is the red mana crystals and Kaza-Kola.
  • Fantastic Drug: The red mana crystals, which they create, smuggle, and sell much like drug lords.
  • May Contain Evil: Kaza-Kola is a delicious, refreshing beverage enjoyed by Kabal members and Gadgetzan citizens. You may know them better as Potion of Madness.
  • Power at a Price: The theme of a lot of their minions. Each of the legendaries have ridiculous effects, but only activate if your deck contains one of each card. They demand smart deck building and opening some obvious weaknesses in order to benefit from their powers.
    • Other cards play this more traditionally, such as Fel Orc Soulfiend; an over-statted 3 drop that hurts itself each turn, or Blastcrystal Potion; a 4 mana Warlock spell that destroys a minion at the cost of a mana crystal.
    • Anything that doesn't have this by effect has it in flavour, such as Crystal Weaver who says "Total corruption? TOTAL POWER!" when you summon him.
  • Power Tattoo: All of the Kabal feature glowing red tattoos on their bodies and clothes. They can tap into them for extra power.
  • Weak, but Skilled: Features a lot of poorly statted minions with extreme effects.

Kazakus

At last... a worthy disciple.

Kazakus is a Zandalari troll and the sinister and mysterious leader of the Kabal. No one really knows his true origins, but nor does anyone really care; instead, what they care about are the corrupted mana potions he sells. His motto is "Power should be attainable for anyone, at a price". Kazakus' tusks have become contorted and twisted due to the corrupted mana he uses, and the large red circle on the center of his stomach is a portal that goes right through his body to an unknown destination, possibly another dimension. It is heavily implied between the Kabal's drakonid members, Dragonfire Potions, and rumors of 'secret dragon people' infiltrating Gadgetzan that Kazakus himself is in fact a dragon in disguise, which is revealed as fact in Tarvish's Book of Mercenaries, with his true name being Kazakusan.

Kazakus is a 4 mana 3/3 that brews a custom Kazakus Potion so long as your deck has no duplicates. He returned in Forged in the Barrens as Kazakus, Golem Shaper. He has the same statline, but his condition require you to have no other 4 mana cards in your deck, and crafts a custom Golem for you. Kazakus returned again in his true form in Onyxia's Lair as Kazakusan, an 8 mana 8/8 neutral Dragon. If you played four other Dragons, he lets you craft a custom deck to replace your current one with extremely powerful Treasure cards - the same ones available in Adventures!
  • Berserk Button: Aya calling him 'Kazzy.' Also the Goons' tactics of buffing themselves in the hand, which he finds cowardly. ALSO isn't a fan of the Jade Lotus' golems.
  • The Bus Came Back: Kazakus made a surprise return in the Forged in the Barrens expansion, is a big character in the backstories for a couple of the mercenaries and is finally revealed to be a black dragon, playing the Big Bad role alongside his sister Prestor/Onyxia.
  • Evil Laugh: Parodied at his introduction, going into a slight cough before he clears his throat.
  • Forced Transformation: One of his potion options lets you transform either a random enemy minion (for 5 mana) or every minion (for 10 mana).
  • Golem: His second incarnation crafts one, which he can imbue with different effects.
  • Morphic Resonance: His true form has the same crooked tusks as his troll form as well as tendrils similar to his hair.
  • Nerf: Kazakusan has been on the receiving end of two:
    • One of the treasures in his pool at launch was LOCUUUSTS!!!, which proved to be too strong for play outside both Adventures and Duels, and was removed a few weeks later.
    • Kazakusan's Battlecry originally triggered if the only minions in your deck were Dragons... which also counted if you had no minions in your deck, leading to Kazaksuan acting an overpowered finisher in a number of decks, most infamously Ramp Druid, where he went from finisher to straight-up win condition. The activation requirement was changed to playing 4 other Dragons instead to put a stop to the shenanigans his original requirement led to, which also opened up room for decks more focused on Dragons to include non-Dragon minions that synergized with their gameplan.
  • Our Dragons Are Different: He's a Black Dragon in disguise. Not only that, but he’s related to Deathwing.
  • Potion-Brewing Mechanic: His effect lets you brew a custom potion (as long as your deck contains only one of each card). You can choose to brew a one, five, or ten mana potion. After that, you choose an effect from a list of three, then a second effect after that. Helpfully, the game automatically arranges the effects in the best order, so if you choose "Give your minions +X health" followed by "Resurrect X friendly minions", it will resurrect first and buff second.
    • Kazakus, Golem Shaper works similarly, except you instead create a custom Golem minion. You start by choosing to create a one, five, or ten mana Golem, then pick two herbs to mix in. The first herb determines what attribute the Golem has, out of Stealth, Poisonous, Rush, Taunt, Divine Shield, or Lifesteal, and the second determines what its Battlecry effect is, which scales with its cost- either it deals 3 damage to enemy minions, summons a copy of itself, freezes enemy minions, draws cards, buffs your other minions, or you can opt to not give the Golem a battlecry in exchange for it buffing Spell Damage.
  • The Shadow Knows: A picture in his page in Hearthstone wiki shows a dragon silhouette with twisted tusks, just like Kazakus himself.
  • Suspiciously Specific Denial: The flavor text of his original card is "The mysterious leader of the Kabal is NOT a dragon, and does NOT deal in illegal potions. Any public statements to the contrary will be met with litigation and Dragonfire Potions." note 
  • Swiss-Army Superpower: The biggest advantage of Kazakus's effect is being able to customize the potion/golem to fit any situation. You can pick a 1-mana card to get yourself out of a pinch, a 5-mana card to gain an advantage on the next turn, or a 10-mana card for a powerful late-game bombshell. You also get a large variety of effects to mix and match, meaning that it's very rare for Kazakus to not improve your situation in some way, and no matter what you get, the card will always give you a huge amount of value for your mana. And finally, Kazakusan just straight-up gives you a deck of Purposely Overpowered cards that you can customize to your liking.

    Un'Goro Crater 
Un'Goro Crater is home to numerous incredible and dangerous creatures, including giant insects, carnivorous plants, raging elementals, Titan relics, primitive murlocs, and loads and loads of dinosaurs. An expedition, lead by Elise Starseeker, has journeyed into the region to uncover its many secrets, and has also made contact with a previously unknown race of humanoid turtles, the Tortollans, as well as a lost tribe of Saurok.

Professor George Herbert Doyle IV

A bumbling human professor on a quest to find the legendary Galvadon, he arrives in the tavern recruiting adventurers to join Starseeker's expedition into Un'Goro, convincing Eddie Malone to become his cameraman. He and Malone eventually get separated from the expedition, and while hopelessly lost run into (and get attacked by) numerous members of the Hearthstone original cast of Journey to Un'Goro. Their month-long series of misadventures in the crater are chronicled both by a live action series of shorts and in the journal of Eddie Malone.

Eddie Malone

Professor Doyle's long-suffering camera man, whose journal brings us much of the "plot" of the expansion, similar to Gadgetzan's Dora R.

Spiritsinger Umbra

The greatest virtue... is patience.

The leader of the tortollans in Un'Goro Crater, Umbra is a 4 mana 3/4 neutral legendary minion that triggers the deathrattles of any minions that enter the battlefield with them. After Professor Doyle and Eddie Malone were rescued from a group of saurok by the tortollans, Eddie asked Umbra for help in finding the other expedition members. Umbra simply smiled and said "The greatest virtue is patience". She then directs them to Megafin's village before instructing them to climb the local volcano, later sending a pterrordax and some local paladins to rescue them from further perils.
  • Big Good: For the plot of Eddie Malone's journal.
  • The Cavalry: Arrives to aid Doyle, Malone, the paladins and Galvadon during the final confrontation with the Saurok, summoning spiritual warriors to aid them.

Megafin

The leader of the primitive Rockpool murlocs and the Shaman quest reward. Megafin is a 5 mana 8/8 murloc that fills your hand with more murlocs as a battlecry. Described by Malone as 'really nice' and accepts an offer to become pen-pals. Megafin apparently leads the Gentle Megasaur the Rockpool village is based on top of around using a rope.
  • Gentle Giant: Megafin is utterly enormous, literally stepping on a tree in his artwork. He's also quite friendly to the explorers and is apparently a great leader of the Rockpool tribe.

    The Catacombs 
For information on King Togwaggle, see Bosses.

Master Oakheart

Onward, friends! To adventure!

A dwarven adventurer, leading the intrepid party of Dragoncaller Alanna, Kathrena Winterwisp, and Marin the Fox. He's an old friend of Marin's, and he assembled the group to find the fabled axe "The Woecleaver". He's a 9 mana 5/5 that Recruits a 1 Attack, 2 Attack, and 3 Attack minion.
  • Difficult, but Awesome: His battle cry isn't particularly useful in a normal deck since it will just pull out a few low mana minions. However if a deck is designed around him then he can potentially be used to pull out three high-value, low-attack minions in a single action.
  • Game Master: He's meant to be the GMPC for the three adventurer legendaries.
  • Mentor Archetype: To the adventurers.

Marin the Fox

One for all and all for me!

Legendary adventure requires legendary adventurers, and Marin the Fox is an adventurer’s adventurer! This cunning rogue knows the ins and outs of every dungeon, and he’s delving deep into the Catacombs in search of a storied chest brimming with ridiculously powerful magical items.

Marin is an 8 mana Legendary that summons a 0/8 Master Chest for your opponent. Breaking the chest awards you awesome loot - either Tolin's Goblet, allowing you to draw a card then fill your hand with copies of it; The Wondrous Wand, drawing three cards and reducing their cost to 0; The Golden Kobold, a 6/6 Taunt that replaces your hand with random Legendaries; or Zarog's Crown, which lets you Discover a Legendary and summon two copies of it.

Dragoncaller Alanna

Daughters of flame, awaken!

A mage adventurer in search of powerful spells, travelling with Marin the Fox, Kathrena Winterwisp, and Master Oakheart. Her Battlecry summons a 5/5 Dragon for each spell you've cast this game that costs 5 or more.

Kathrena Winterwisp

Where's my pet?

A night elven ranger working with Alanna, Marin, and Master Oakheart, and the Hunter legendary. She Recruits a Beast from your deck as a Battlecry and Deathrattle.

Lynessa Sunsorrow

This dungeon reeks of magic! Delightful...

Lynessa is a former Blood Knight who left the order, disgusted, after they stopped draining power from the Naaru, as she felt that the elves had grown weak and that drawing from the Sunwell couldn't give her the power she truly sought. Now starving for magic, she has ventured to the catacombs, a repository of ancient energy. As she explores, she drains the magic from the air, feasting for the first time since she left Silvermoon City.

She starts as a mere 1/1, but gains all buffs you've cast on other friendly minions before summoning her.
  • All Your Powers Combined: She enters play with all previous spells cast on friendly minions.
  • Ambition Is Evil: She's seeking mana-rich power because she doesn't feel satisfied by the blood elves' "pure" energy source.
  • Magikarp Power: A weak minion that grows exponentially more powerful as you cast spells. Even just Blessing of Kings and Spikeridged Steed is enough to create a 7/11 Taunt that summons a 2/6 Taunt. If played Lay on Hands on a minion, she'll even draw 3 cards.
  • Weaksauce Weakness: Silences. They turn her to a simple vanilla 1/1. Maybe not that bad however, since your opponent has to save their silence for her instead of a Spikeridged target or Tirion.

Rin, the First Disciple

Ered'achor! Havik! Galar!

Rin is a mysterious gnome warlock who is set on summoning the mighty Azari, the Devourer.

Rin is a 3/6 Taunt for 6 mana that adds The First Seal to your hand as a Deathrattle. The First Seal summons a 2/2 Demon and adds The Second Seal to your hand. The Second Seal summons a 3/3 Demon and adds The Third Seal. So on, so forth until it reaches The Final Seal, summoning a 6/6 Demon and adding Azari, the Devourer to your hand. Azari is a 10 mana 10/10 that destroys your opponent's deck.

She returns in Festival of Legends as Rin, Orchestrator of Doom, a 3/6 Taunt for 5 mana that makes players draw 2 cards, discard 2 cards, and destroy the top 2 cards of their deck as a deathrattle.

Her signature song is the Symphony of Sin, which allows you to discover a movement,note  play it, and shuffle the remaining 6 into your deck.
  • All There in the Manual: Azari is unique among Hearthstone characters in that he has a detailed backstory that is explained through the flavor texts of the Spellstones. Azari created the stones to sow chaos on Azeroth and to corrupt the minds of the mortals, including causing Rin to kill her friends and transforming a group of night elves into Satyrs, before he was locked away within the Twisting Nether by an unknown sorcerer.
  • Awesome, but Impractical: That effect is so freaking cool, but good luck getting it go off. Rin herself is a very poor body, and her effect is susceptible to Silences. Each Seal also costs five mana and has a weak initial effect, and if any of them trips a Counterspell, the whole chain goes up in smoke. You have to spend a total of 41 mana over at least five slow turns to get Azari on the field. But, that said, it really is so freaking cool.
  • Black Speech: Her quotes are presumably in Demonic.
  • Cosmic Keystone: Her effect is implied to be breaking one of these, with Azari creating a World-Wrecking Wave.
  • Evil Old Folks: Her face is visibly wrinkled and old.
  • Manipulating the Opponent's Deck:
    • The original Rin's end reward is Azari, the Devourer, which destroys the rest of the opponent's deck when played.
    • Rin, Orchestrator of Doom's Deathrattle destroys the top 2 cards of each player's deck after making them draw 2 and discard 2.
  • My Death Is Only The Beginning: Rin lets out an Evil Laugh when she dies. Considering what her death eventually unleashes, it's very well deserved.
  • Person of Mass Destruction: Azari.
  • Summoning Ritual: Basically what Rin's Deathrattle effect represents. Once she goes down, the Seals unleash a series of increasingly powerful demons, culminating in one that ultimately destroys just about everything.
  • Villains Out Shopping: Her Festival of Legends incarnation shows that she has a side gig as the conductor of a demon orchestra.

    Gilneas and the Witchwood 
For information on Hagatha the Witch, Darius Crowley, Houndmaster Shaw, Toki, and Tess Greymane, see Heroes. For information on Lord Godfrey, Azalina Soulthief, Face Collector, Glinda Crowskin, Shudderwock, Splintergraft, and Hagatha (again), see Bosses.

Genn Greymane

This curse has become our greatest strength.

Genn Greymane is the king of Gilneas. During the second war, he ordered the seclusion of Gilneas from the outside world and broke ties with the Alliance, which worked up until his kingdom was seized by the worgen curse. Forced to flee with his people, Greymane was cursed himself, but eventually discovered a cure to the curse while keeping its strengths. Now, he leads his people in a fight to put the fear of the worgen into the monstrosities of the Witchwood.

Genn Greymane is a Legendary 6 mana 6/5 neutral minion. His Start of Game effect sets the cost of the player's hero power to 1 mana if they have only even-costed cards in their deck.
  • Big Good: Set up as this for the Witchwood expansion.
  • Demoted to Extra: He is a pretty major character in World of Warcraft, especially in any storylines involving Gilneas, but here he is not a playable character in Monster Hunt and is only a narrator for the beginning of the adventure. Most of his role as The Hero is instead given to his daughter Tess.
  • Difficult, but Awesome: Building a deck around Genn's effect means you only have half of your collection to work with. However, being able to spam your hero power much more frequently can be a great strategic advantage.

Baku the Mooneater

I will silence their screams!

The magic of Hagatha the Witch twists the forest of Blackwald into the Witchwood, morphing the trees and beasts into vile aberrations. Prime among them is the giant serpent Baku, who haunts the dreams of Gilneans with the image of its fanged maw devouring the moon.

Baku the Mooneater is a neutral Legendary 9 mana 7/8 minion whose Start of Game effect upgrades the player's hero power if their deck contains only odd-costed cards.
  • Animalistic Abomination: While Baku appears as a giant snake, her nature is a lot more complex. It's theorized that she's a manifestation of the will of a dragon whose body is simultaneously trapped inside the Witchwood but outside of physical reality.
  • Difficult, but Awesome: Trying to use Baku's effect forces you to ignore half of your collection when building your deck, including cards like Polymorph, Hellfire, Preparation, and Consecration. The tradeoff is that you get Justicar Trueheart's upgrade right from the get-go, giving you a huge immediate advantage.
  • The Dragon: Hagatha's right-hand attack snake.
  • Dream Walker: Baku only ever appears in shared visions, and has yet to be observed physically.
  • Irony: Despite being Hagatha's top minion, actually using Baku and Hagatha in the same deck is counterproductive as Hagatha costs 8 mana, nullifying Baku's ability.
  • Meaningful Name: The Bakunawa is a giant sea serpent in Philippine mythology that causes eclipses by swallowing the moon.
  • Original Generation: Baku is original to Hearthstone and had no precedent in World of Warcraft.
  • Weak, but Skilled: Baku's effect is one of the most notable "build your deck around me" effects since the Kabal legendaries and Reno Jackson, with an equally strong payoff in the right deck. That being said, Baku herself is basically a dead draw; when played, she's essentially a vanilla 7/8 for 9 mana, which is terrible by any reasonable standards.

    Boom Laboratories 
For information on Dr. Boom, see Heroes. For information on Boommaster Flark, see Bosses.

In General

  • Mad Scientist: Admittedly goes without saying that every scientist here has a screw loose
  • What Ever Happened To The Mouse: Outside of Boommaster Flark, Crystalsmith Kangor and Whizbang the Wonderful, we don't know what happened to the Boom Labs scientists after the place gets destroyed.

Zilliax

Unity. Precision. Perfection.

Dr. Boom's personal robot body guard. While Dr. Boom is the mastermind and creator behind almost every robot at Boom Labs, Zilliax is their true master. Zilliax is a 5 mana 3/2 Legendary neutral Mech from The Boomsday Project with Taunt, Divine Shield, Lifesteal, Rush, and Magnetic.

In the Whizbang's Workshop expansion, Dr. Boom builds a modular, upgraded version of Zilliax, dubbed Zilliax Deluxe 3000. Deluxe 3000 is a Legendary neutral Mech who's fully-customizable: during deckbuilding, you get to pick three Zilliax Modules, with a combination of the first two determining what Zilliax's stats, cost, and effects are, while the third determines his card art.note 
  • Badass Creed: His summon quote, which he uses to rally his robot uprisings.
  • Design-It-Yourself Equipment: Zilliax Deluxe 3000 has the honor of being Hearthstone's first-ever fully-customizable card, with his stats, cost, effects, and even card art being determined by what Modules you pick during deckbuilding, letting you create the perfect minion for whatever deck you're making. The only thing that can't be changed is Zilliax's Mech tag.
  • Equippable Ally: The Magnetic keyword lets the original Zilliax be played as a buff for an allied mech rather than a separate minion.
  • Nerf: Two of Zilliax Deluxe 3000's modules were nerfed:
    • The Ticking Module originally cost 4 mana, which made Zilliax a bit too easy to play early.
    • The Virus Module was originally a 1/3 that had Stealth in addition to its other keywords. When paired with the Power Module, this turned Zilliax into a ticking time bomb the opponent had to find some sort of board clear to defuse (assuming their class even had a reliable board clear).
  • Turned Against Their Masters: Apparently Zilliax leads a mass robot uprising against Dr. Boom almost every day. Dr. Boom finds it more annoying than worrisome since he just activates an EMP every time.
  • Weak, but Skilled: He has terrible stats, but comes with many useful keywords and can be stapled to another Mech for a major power boost.

Electra Stormsurge

Lightning CAN strike twice!

An elemental working as the head meteorologist at Boom Labs and the Employee of the Month, Electra Stormsurge provides the lab with its power supply. She is a 3 mana 3/3 Shaman Legendary that doubles the next spell you cast.

Electra's energy is channeled into The Storm Bringer, which acts as the Shaman Legendary spell for The Boomsday Project expansion. It costs 6 mana and transforms all of your minions into random Legendary minions.
  • Mad Scientist: Apparently, her work with the Netherstorm's power tends to result in massive power highs that usually lead to exploding machinery. And lots of ham.
  • Pungeon Master: Electra absolutely cannot resist throwing out electricity- or weather-based puns in virtually every sentence, as evidenced by the official blog.
  • With Great Power Comes Great Insanity: Electra really enjoys drawing in power from the Netherstorm, to the point of coming off as more than a bit deranged. The fact that someone like this is the Employee of the Month at Boom Labs should say a lot about the place.

Stargazer Luna

The future is ours.

A draenei astronomer and mage, Luna sees herself as a visionary unraveling the mysteries of the universe. Her card is a 3-mana 2/4 Mage Legendary that draws a card each time you play the right-most card in your hand.

She is also the creator of Luna's Pocket Galaxy, the Legendary Mage spell for the Boomsday Project expansion. It costs 7 mana and makes all minions in your deck cost 1.
  • Mad Scientist: Having a couple of screws loose seems to be a prerequisite for working at Boom Labs, and Luna is no exception.
  • My Species Doth Protest Too Much: Most draenei are concerned for the survival of their race and seeking the blessing of the Light. Luna is fascinated by space itself, and is only concerned with unlocking the secrets of the Great Dark Beyond.
  • Nightmare Fetishist:
"A study of celestial alignments reveals hints of cosmic horrors patiently hastening the inevitable heat death of the universe. Ah, it’s heavenly!"

Flobbidinous Floop

How... unexpected!

A gooey scientist working in the botany lab. Flobbidinous sees flesh as weak, and malleable goop like himself as the superior substance. Floop is a 4 mana Druid Legendary that becomes a 3/4 copy of whatever minion you last played while in your hand.

Some of Floop's Glorious Gloop acts as the Druid Legendary spell for the Boomsday Project expansion. It costs 1 mana and makes it so that whenever a minion dies the turn it's cast, you refresh 1 Mana Crystal for that turn only.
  • Blob Monster: A blob monster SCIENTIST!
  • Ditto Fighter: Of the Tsungxpert variety. He copies whatever minion you last played (with no turn restriction), letting you cheat out big minions like Malygos or Ysera on the cheap.
  • Involuntary Shapeshifter: Walks the line between this and a Voluntary Shapeshifter. While you can aim his effect to land on the minion you specifically want, he changes whenever you play a minion, with no way to prevent it.
  • Nerf: Floop's Glorious Gloop originally caused you to gain Mana Crystals, which became a problem once the way temporary mana worked was altered, allowing a Druid playing Gloop to go over the 10 mana cap by killing as many minions as possible. A Miracle deck took advantage of this newfound tech, capping the blowout turn with Forbidden Fruit to (usually) OTK the opponent.
  • Shapeshifter Modelock: Like all transforming minions, once he's played, he's in that form forever.

Crystalsmith Kangor

The Light bends to my will.

A crystalline being experimenting with Light refraction (yes, the Light). Kangor is the Paladin Legendary of the set, as a 2 mana 1/2 with Divine Shield and Lifesteal that doubles all healing you output. He made a surprise reappearance in Festival of Legends under the name Kangor, Dancing King, who is a 5 mana 3/3 who swaps himself with a minion in your hand and gives it Lifesteal when he dies.

He is also the creator of Kangor's Endless Army, the subject of the Paladin Legendary spell for the Boomsday Project expansion. The spell costs 7 mana and resurrects 3 friendly Mechs, with them keeping any upgrades gained by magnetizing with other mechs.

Kangor's signature song is Starlight Groove, which gives your HERO divine shield and for the rest of the game, you can refresh it by playing a Holy spell.
  • Energy Weapon: The paladin cards from this set are full of this thanks to this guy's experimentation. In his artwork, he's holding an orb that's firing lasers from all directions.
  • Know When to Fold 'Em: According to Dancing King's Flavor Text, he cut ties with Boom Labs after Dr. Boom joined the League of E.V.I.L.
  • Holy Hand Grenade: Of the Magitek variety; his work involves channeling the Holy Light into lasers.
  • The Medic: He's not much for fighting, but he greatly enhances all of your healing effects for a cheap cost.
  • Silicon-Based Life: He seems to be some kind of Original Generation crystal creature, and is neither a Mech nor an Elemental.

Zerek, Master Cloner

At last... immortality!

After the ethereals lost their physical forms, Zerek made it his life goal to create new bodies, and one day learn to clone pure energy like his own form. Zerek, Master Cloner is a 6 mana 5/5 Priest Legendary that resummons himself on death if you've cast a spell on him.

Zerek's Cloning Gallery, where he performs his immortality experiments, is the subject of the Priest Legendary spell for the Boomsday Project expansion. The spell costs 9 mana and summons a 1/1 copy of each minion currently in your deck.
  • Resurrective Immortality: As long as you've got the spells to fuel him, Zerek can never stay dead.
  • Weaksauce Weakness: As with any long-term value card, Silences completely ruin Zerek, taking off whatever spells you've cast as well as nullifying his Deathrattle.

Myra Rotspring

Such a price for power!

A Forsaken chemist who successfully isolated the element Necrium, hypothesized to be the solid form of death itself. Myra Rotspring is a 5-mana 4/2 Rogue Legendary whose Battlecry Discovers a Deathrattle minion, adds it to your hand, and gains its Deathrattle.

A shard of Necrium, referred to as Myra's Unstable Element, acts as the Rogue Legendary spell for The Boomsday Project expansion. It costs 5 mana and draws the rest of your deck- if you have room in your hand, it adds cards to it, otherwise, the rest of your deck is burned.
  • No-Sell: Myra seems to be immune to the effects of Necrium, being a Forsaken and all.
  • Toxic Phlebotinum: Well, she certainly thinks there are practical applications for a substance that kills everything it touches, but then again, this is Boom Labs we're talking about.

Dr. Morrigan

Death is just the beginning!

In life, Morrigan was an elven scientist studying mathematics. In death, she has returned as a banshee, and is now obsessed with researching and experimenting on souls. Dr. Morrigan is a 6 mana 5/5 Warlock Legendary that swaps places with a random minion in your deck instead of dying.

As a part of her research, she's created The Soularium, which acts as the Warlock Legendary spell for the Boomsday Project expansion. It costs 1 mana and draws 3 cards, which are discarded at the end of your turn.
  • Balance Buff: Originally one of the most horrifically overcosted cards in the game at 8 mana, Morrigan was lowered to 6 as part of the Rise of the Mech event.
  • Development Gag: In the original pitch for this set, Warlocks were supposed to be based on math (the most evil of sciences). They decided on the more fantastical "soulology" later, but kept her being a former mathematician as a shout out.

Whizbang the Wonderful

Stand back and be amazed!
The most wondrous scientist at Boom Laboratories! Including Whizbang in your deck removes all other cards. Instead, a deck with Whizbang replaces all of your cards with one of Whizbang's Wonderful Decks, consisting of a random deck recipe. If Whizbang appears in a game by other means, he's a 4 mana 4/5 minion.

After Boom Laboratories went up in smoke, Whizbang took the knowledge he'd gained there and applied it to the most important of all inventions: TOYS! As the Splendiferous Whizbang, he acts as both the title character of the Whizbang's Workshop expansion and a new Legendary neutral minion that functions similarly to the original — rather than selecting one of the standard deck recipes, Splendiferous Whizbang replaces your cards with one of Whizbang's Experimental Decks, all of which are unique to Whizbang and either centered around a centralized theme or some sort of gimmick.note  Like the original, if Splendiferous Whizbang somehow winds up in actual play, he's a 4 mana 4/5 minion.
  • Awesome, but Impractical: Splendiferous Whizbang does allow you to play some Purposely Overpowered cards and run decks that you'd otherwise never be allowed to play due to deckbuilding constraints, but none of them are particularly fine-tuned. They can generate some hilarious highlights, but a more Boring, but Practical constructed deck beats them nine times out of ten.
  • Confusion Fu: Because both Whizbangs randomize your deck every game, there's no way to tell in advance what they might throw at you except by memorizing all the deck recipes. And even then, Splendiferous Whizbang has two decks that make you play with entirely random cards.
  • Cool, but Inefficient: The original Whizbang. Deck recipes run the gamut from low tier to unplayable garbage. Letting Blizzard make your deck is always worse than building one yourself. However, he gives an excellent way for new players to try lots of different decks and cards they might not have, and for anyone interested to essentially hit the random button.
  • Fun Personified: From what we know of Whizbang, he lives to help people have fun, as evidenced by him taking his work at Boom Laboratories and using it to make toys. His decks as Splendiferous Whizbang are also based on Rule of Fun, letting you do some seriously wacky things without breaking the game in the process.
  • Mechanically Unusual Class:
    • Putting Whizbang the Wonderful in a deck will automatically remove all other cards, replace the hero with Whizbang, and give it the custom name "Whizbang is Wonderful". In gameplay, he's about as close as the game gets to a "random" option, assigning you a random deck from a random class as soon as the game begins.
    • Splendiferous Whizbang functions much the same, except his decks (named "Whizbang is Splediferous" by default) are much more flavorful, including decks themed to the League of Explorers and League of E.V.I.L., a deck that only has 20 cards in it and is centered around drawing through/destroying your deck to trigger synergy cards, a deck that contains only Legendary cards, a deck containing 5 Duels treasures, and more!
  • Mirror Match: Splendiferous Whizbang technically has a twelfth deck in addition to the 11 for the different classes: making you play your opponent's deck.
  • My Rules Are Not Your Rules: Because Splendiferous Whizbang's entire gimmick is to let you play gimmicky experimental decks, most of his decks ignore some kind of deckbuilding or gameplay restriction.
  • Rush Boss: Splendiferous Whizbang's "Shrunken Deck" is this in a nutshell; it's a deck of 20 cards, most of which either mill through your own deck or benefit from your deck being almost or completely empty. While this allows you to burn through you deck at incredible speeds and thus put out big threats, if your opponent answers them you basically die on the spot.
  • Skill Gate Characters: Whizbang the Wonderful gives new players a way to experience advanced synergies and some cool Legendaries. However, anyone with a reasonable collection has no (practical) use for this guy, and a deck made by someone who knows what they're doing will beat a pre-constructed one nine times out of ten.

    Stranglethorn Arena 

General

  • Animal Motif: All of the trolls (excluding Bwonsamdi's Zombies) are dressed like their animal Loa.
  • The Chosen Many: Each of them are chosen as the representatives of their loa gods.
  • Hollywood Voodoo: Given that Rastakhan's Rumble is the troll] set, this is inevitable. Some tribes use it more than others while some barely have it at all, but it's still an overarching theme.
  • Our Spirits Are Different: Each class has a Spirit that synergizes with their loa. The Spirits are all rare minions with no attack and low cost which enter play in Stealth for a single turn.
  • Willing Channeler: They let the loa flow through them, granting them fantastic powers to beat the snot out of each other with.

Wardruid Loti

Champion of Gonk's Raptors

''Power takes many forms!

The Druid tribe of the set. Loti focuses on savage, swift attacks with the strength of the Great Hunter at her side. Loti is a 3 mana minion that chooses between one of 4 animal forms when she's played. She's either a 1/2 with Poisonous and Stealth, a 1/4 with Spell Damage +1, a 4/2 with Rush, or a 1/6 with Taunt.

Gonk, the Raptor is a 7 mana 4/9 that, if your hero kills a minion, allows you to attack again. His spirit is a 1-mana 0/3 that has Stealth for one turn that draws a card every time your hero attacks.
  • Boring, but Practical: Stat-wise, each of Loti's forms is below-average at best. But having a Dalaran Mage, a Crypt Lord, a Druid of the Scythe, and a Giant Wasp all packaged into a single card means that Loti can be useful no matter the situation.
  • Creepy Loner Girl: According to the Hearthstone site, Loti keeps her distance from the other fighters, preferring the company of the dinosaurs.
  • Jack of All Stats: None of Loti's forms are that powerful for their cost, but she has an insane amount of versatility. Incidentally, combining her with Fandral Staghelm makes her a Master of All.
  • Voluntary Shapeshifting: Loti picks between 4 different dinosaurs to transform into.

Zul'jin

Champion of Halazzi's Lynxes

Bow to the fang and claw! - Halazzi, the Lynx

The Hunter tribe of the set. The bitter, relentless leader of the Amani has returned with a chip on his shoulder and a knack for the vicious side of nature. For more information on Zul'jin specifically, see the Heroes section.

Halazzi, the Lynx is a 5 mana 3/2 that fills your hand with 1/1 Lynxes with Rush. His spirit is a 3-mana 0/3 that has Stealth for one turn. When you summon a Beast, it gives it +1/+1.
  • Cats Are Mean: Probably the reason the vengeful Zul'jin chose Halazzi to guide him and his tribe.
  • Zerg Rush: Halazzi fills your hand with 1/1s to quickly take control of the board. It combines nicely with the Hunter Spirit, which gives their Beasts +1/+1.

Hexlord Malacrass

Champion of Jan'alai's Dragonhawks

The spirits feast today! - Hexlord Malacrass
Spirit of the flame, turn them to ash! - Jan'alai, the Dragonhawk

The Mage tribe of the set. An evil master of voodoo, the fury of Jan'alai fuels Malacrass' fire. Malacrass is an 8 mana 5/5 that adds a copy of every card from your starting hand into your hand, excluding himself.

Jan'alai, the Dragonhawk is a 7 mana 4/4 that, if you've dealt 8 damage with your Hero Power this game, summons Ragnaros the Firelord. Spirit of the Dragonhawk is a 2-mana 0/3 that has Stealth for 1 turn and allows your Hero Power to deal damage to minions adjacent to your target.
  • Difficult, but Awesome: Malacrass adds a whole new level to your opening mulligan. Do you keep a strong early game and have Malacrass be much weaker, or do you keep the best hand possible and try to survive for an amazing value play?
  • Mix-and-Match Creatures: Dragonhawks, fire-breathing Feathered Serpents native to Quel'thalas.
  • Playing with Fire: The set is based around Hero Power synergy, which means tossing lots of fire around. Jan'alai's effect summons the lord of fire himself.

High Priest Thekal

Champion of Shirvallah's Tigers

What? You think you can take ME?

The Paladin tribe of the set. A fan-favourite Zandalari troll that wields the Holy Light into the arena. High Priest Thekal is a 3 mana 3/4 that sets your hero's health to 1 and gives you armor for each point lost, giving you a massive shell to heal back up.

Shirvallah, the Tiger is a 25 mana 7/5 with Rush, Divine Shield, and Lifesteal, which costs less based on how much mana you've spent on spells this game. Spirit of the Tiger is a 4-mana 0/3 that has Stealth for 1 turn. Every time you cast a spell, it summons a Tiger with stats equal to the spell's cost.
  • Achilles' Heel: Platebreaker can utterly destroy a Thekal player if they don't manage to heal enough HP before Platebreaker hits.
  • Early-Bird Cameo: Like N'zoth before her, Shirvallah has yet to physically appear in World of Warcraft. Zandalari paladins in World of Warcraft are affiliated with the loa Rezan (not present in Hearthstone) instead of Shirvallah, as they are here.
  • Mega Neko: Shirvallah is a towering cat that stands hundreds of feet tall.
  • Not the Intended Use: Shirvallah is ostensibly used as a power card for a spell-heavy Paladin deck. Some Paladins instead took advantage of her 25 mana cost to nuke people with Holy Wrathnote .
  • Panthera Awesome: The Paladins call upon the power of the Loa god of tigers. Shirvallah herself is an epic, enormous minion that can swing a turn, especially if she's summoned for free.

Princess Talanji

Champion of Bwonsamdi's Zombies

Behold, the army of Zandalar!

The Priest tribe of the set. The princess of Zandalar, Talanji holds a special contract with the loa of the dead. Princess Talanji is an 8 mana 7/5 that summons every minion from your hand that didn't start in your deck.

Bwonsamdi, the Dead is a 7 mana 7/7 that draws one-cost minions from your deck until your hand is full, synergizing with his Spirit (a 1-mana 0/3 with Stealth for one turn) which shuffles in 1 cost copies of friendly minions that die.
  • Animate Dead: Bwonsamdi's effect is meant to replicate this, calling forth minions that died while your Spirit was on the board.
  • Back from the Dead: Killing Priest minions while you have Spirit of the Dead out will eventually let you play them again, this time for only 1 mana.
  • Everything's Deader with Zombies: In case the team name didn't tip you off, quite a few Priest minions from this set are undead.
  • Reluctant Warrior: Princess Talanji participates in the Rumble out of duty rather than willingness. That doesn't make her any less formidable, though.
  • Soul Power: When your patron Loa is the god of the dead, manipulating souls is inevitable.

Zentimo

Champion of Krag'wa's Frogs

I got mojo...

The Shaman tribe of the set. The champions of Krag'wa are a mysterious, unsettling lot, content to summon their loa and let him wreck havoc while they channel elemental magics. Zentimo is a 3 mana 1/3 that causes your targeted spells to strike adjacent minions.

Krag'wa, the Frog is a 6 mana 4/6 that returns all spells you cast last turn to your hand. His spirit is a 3-mana 0/3 that has Stealth for one turn. After you cast a spell, it draws you a spell that costs 1 more.
  • Bewitched Amphibians: The Frogs take the Hex theme from Shamans and run all the way with it.
  • Herd-Hitting Attack: Zentimo's effect can potentially turn any spell into one of these.
  • Squishy Wizard: Zentimo's stats are awful for his cost, but his effect can be devastating if backed by the right spells.
  • Summon Magic: In their bio, it specifically says that Zentimo doesn't engage directly in combat, instead calling upon Krag'wa while he strikes from behind.
  • Terse Talker: He's not one for heavy conversation.

Captain Hooktusk

Champion of Gral's Sharks

Cheatin'? I never fight fair!

The Rogue tribe of the set. Hooktusk is a charming and flashy pirate here to join in the glory of the Rumble, and she's willing to lie, cheat, and backstab her way to the top! Hooktusk is an 8 mana 6/3 that summons 3 Pirates from your deck and gives them Rush. Later, Hooktusk would make a surprise return in the Voyage to the Sunken City set as Pirate Admiral Hooktusk, an 8 mana 8/8 legendary Rogue Pirate that, if you've summoned 8 other Pirates that game, lets you plunder the enemy: you can either Take their Suppliesnote , Take their Goldnote , or Take their Shipnote .

Gral, the Shark is a 5 mana 2/2 whose Battlecry eats one of your minions to gain its stats, and whose Deathrattle returns that minion to your hand. His spirit is a 4-mana 0/3 that has Stealth for one turn that causes your Battlecries and Combos to trigger twice.
  • Beyond the Impossible: In a tournament where There Are No Rules, Gral's Sharks somehow still manage to cheat.
  • Bribing Your Way to Victory: When cannonballs and cutlasses don't quite work, this is the Sharks' preferred method of coming out ahead. They even bribed the panel at Blizzcon 2018 so they always got one of their cards revealed!
  • The Bus Came Back: After making a surprise appearance as a Hero in Battlegrounds, Hooktusk made her grand return to Constructed in the Voyage to the Sunken City set.
  • Cannibalism Superpower: Gral eats a minion from your deck (Not Hyperbole - that's the wording on the card) to gain its stats. Regardless of what it is.
  • Combat Pragmatist: Gral's Sharks is a team described as a team filled with cheaters, even when There Are No Rules.
  • Flunky Boss: Hooktusk drags three Pirates out of your deck when she's played.
  • Getting Eaten Is Harmless: After Gral dies, he spits out whatever he ate back into your hand no worse for wear.
  • Original Generation: All of the other champions in Rastakhan's Rumble are pre-existing characters, major or minor. Hooktusk was made up for.
  • Pirate: The Rogue theme of Rastakhan's Rumble is a band of pirate trolls. They cover pretty much every Pirate Trope in the book.
  • Pirate Girl: Hooktusk herself, naturally.
  • Plunder: What the effect of Pirate Admiral Hooktusk is meant to represent: if you managed to assemble (read:summon) a crew of 8 additional pirates, Hooktusk comes aboard your enemy's proverbial ship and takes something from them, be it cards from your enemy's hand or deck or one of their minions.

High Priestess Jeklik

Champion of Hir'eeks's Bats

Hir'eek! Grant me wings!

The Warlock tribe of the set. The shadow-skulking aspirant of Hir'eek revels in the boos she gets from the crowd. She knows any sacrifice is worth summoning her loa and destroying the competition. Jeklik is a 4 mana 3/4 Taunt with Lifesteal. If she's discarded, two copies of her are added to your hand.

Hir'eek, the Bat is an 8 mana 1/1 that fills the board with copies of itself, demanding sacrifice to grow in power, which comes in the form of the Spirit of the Bat, a 2-mana 0/3 that gives a random minion in your hand +1/+1 every time a friendly minion dies.
  • Bat Out of Hell: Hir'eek is an ancient horrifying Loa that demands sacrifice from its followers.
  • Heel: Jeklik is all but called this in her bio. Between obviously cheating and performing dark magic, it's no wonder the crowd hates her and the Bats.
  • Human Sacrifice: A large theme of this set for Warlocks. They need to feed their minions, cards, and even deck into the fire in order to gain great power.
  • Magikarp Power: Hir'eek starts out horribly weak, losing 7/7 stats on Onyxia by default. However, feed him enough sacrifices, and you could potentially buff him to summon 40+ stats across 7 bodies.
  • Self-Duplication: Jeklik duplicates herself if she ends up being discarded.

War Master Voone

Champion of Akali's Rhinos

Aaaah! Let's get this party started!

The Warrior tribe of the set. Voone is a simple troll who enjoys the beat of wardrums and the roar of battle. Formerly employed by the Black Dragonflight, he's willing to use his knowledge to gain the upper hand. Voone is a 4 mana 4/3 that duplicates every Dragon in your hand.

Voone returned in Festival of Legends as Rock Master Voone, a 3 mana 4/3 that copies a minion of each type in your hand. His signature song, Blackrock 'n' Roll, gives all minions in your deck extra attack and health based on their mana cost.

Akali, the Rhino is an 8 mana 5/5 Rush that draws another Rush card from your deck and gives it +5/+5 if it Overkills a target. Spirit of the Rhino is a 1-mana 0/3 that has Stealth for a turn that gives your Rush minions immune the turn they're summoned.
  • The Power of Rock: This incarnation of Voone is themed after a punk rocker, complete with an outfit change to match. It carries over into Festival of Legends as Voone being part of a rock band representing Warrior.

    Zin-Azshari 
For information on Queen Azshara and Ambassador Faelin, see Alternate Heroes. For information on Lady Naz'jar, see Bosses under The League of Explorers. For information on Hooktusk, see her section above under "Stranglethorn Arena".

Ini Stormcoil

With my skills and your cogs, we're unstoppable!

A brilliant gnomish tinker known for her many inventions, Ini has set her sights on exploration, leading her to sign on as the expedition's chief engineer. Ini is a 5 mana 4/4 neutral Legendary that summons a copy of a friendly Mech and gives it Rush, Windfury, and Divine Shield.
  • Cyborg: Ini is a mechagnome, a race of gnome that turned to cybernetics to undo the Curse of Flesh that was put upon them, though they eventually realized that going all-in was a bad idea and settled for mostly robotic. In Ini's case, just about every part of her body, notably excluding her head and parts of her torso, has been replaced with robot parts- even her eyes, ears, and eyebrows are robotic.
  • Gadgeteer Genius: She's the mind behind The Leviathan and Gaia the Techtonic, and is skilled enough to whip up a vastly improved version of any Mech you control. It's also not hard to assume that most, if not all of her mechagnome body parts were designed by her.

Xhilag of the Abyss

Once a simple felhunter pursued by heroes, Xhilag escaped into the ocean, where he began to mutate into something far more powerful. Xhilag is a Demon Hunter legendary, a 7 mana 3/6 Demon with Colossal +4 that comes into play with four 1/2 Stalks that each deal 2 damage to a random enemy at the end of your turn. At the start of your turn, Xhilag increases the damage they deal by 1.
  • Balance Buff: Xhilag's Stalks initially dealt 1 damage to begin with, but them being so vulnerable to removal (either hard removal on Xhilag himself or AoE for the stalks) left Xhilag one of the worst Colossals. They were buffed to start at 2 damage instead, giving him more immediate impact and making them more threatening even if the body gets killed.
  • Combat Tentacles: The hairlike tentacles that felhunters have have evolved into autonomous tendrils. Also, they shoot lasers now.
  • From Nobody to Nightmare: He was just a felhunter, a rank-and-file Cannon Fodder demon. Fleeing into the water caused him to become a massive whale-like demonic abomination over the centuries.
  • Gathering Steam: Dealing 8 damage randomly split across enemies is an okay effect to start with. Each turn Xhilag survives however, the tentacles become exponentially more powerful.
  • Mutants: After fleeing into the ocean in ancient times, Xhilag mutated over time to adapt to his environment.

Colaque

A humungous sea tortoise that's even older than Zin-Azshari. Colaque is a 7 mana 6/5 legendary Druid Beast with Colossal +1 that summons his shell, a 0/8 with Taunt that makes Colaque Immune while it's alive and grants 8 Armor when it dies.
  • Sturdy and Steady Turtles: He comes into play with an 8-health shell with Taunt, and remains Immune until you can break the shell.
  • Time Abyss: Colaque is an ancient being. He was already a colossal turtle ten thousand years ago when Zin-Azshari sunk.
  • Turtle Island: Part of Zin-Azshari landed on Colaque's shell, making him an underwater version of this trope.

Hydralodon

A monstrous hydra that grew to incredible size by eating anything that crossed its path. Hydralodon is a 7-mana 5/5 legendary Hunter Beast with Colossal +2 that summons two of its heads and grants those two Rush. The heads are 3/1 Beasts that split into two more heads when killed as long as the body is still alive.
  • Extreme Omnivore: According to its flavour text, Hydralodon gained its immense size by eating everything it could see.
  • Hydra Problem: Faithfully represented by its effect. Each head that dies will split into two more heads, which will then split into two more heads, and so on. The only way to kill Hydralodon is to kill its body first.

Gaia, the Techtonic

A deep sea mech built by Ini to defend her other inventions. Gaia is an 8-mana 5/7 legendary Mage Mech with Colossal +2 that deals 1 damage to all enemies whenever a friendly Mech attacks. It comes into play with two drills, both 2/3 Mechs with Rush.
  • Humongous Mecha: It's a Colossal Mech that takes up three spaces on the board.
  • Punny Name: "Techtonic", a fusion of technology and a tectonic plate that it's depicted being near.
  • This Is a Drill: Two of them, in fact.

The Leviathan

A magnificent submersible built by Ini, The Leviathan serves as the underwater vessel for Faelin and his expedition. It's capable of withstanding just about anything you can throw at it, though Ini would prefer you didn't. The Leviathan is a 7 mana 4/5 legendary Paladin Mech with Colossal +1, Rush, and Divine Shield that Dredges after it attacks. The Leviathan's Claw meanwhile is a 4/2 Mech with Rush and Divine Shield that draws a card after it attacks.
  • Cool Boat: The Leviathan is a Nautilus-like submersible built in the shape of an eel-like sea creature. It's got a broad glass viewing area at the front, two grabbing claws on the underbelly, and a much larger claw on the end of the vessel's "tail".

Blackwater Behemoth

A ginormous wolf eel- the only one known to exist, in fact. It dwells in an abyss so dark and deep, no naga dares enter save Queen Azshara, the only one capable of taming this terrifying beast. Blackwater Behemoth is a 7 mana 8/10 legendary Priest Beast with Colossal +1 and Lifesteal. Summoned alongside the Behemoth is its Lure, a 1/4 Beast that forces a random enemy minion to attack the Behemoth at the end of your turn.
  • Balance Buff: Blackwater Behemoth was released at the slow cost of 8 mana, but was buffed to 7 due to being a little underpowered.
  • Luring in Prey: At the end of your turn, the Behemoth's Lure attracts one of your opponent's minions and forces it to attack the main body. The art for the Lure even depicts an orca being entranced by the Lure's glow.

Crabatoa

A giant crab with a fondness for sinking sea vessels. Crabatoa is a 6 mana 6/5 legendary Rogue Beast with Colossal+2 that comes into play with two Crabatoa Claws, which are 2/1 Beasts with Rush that your Hero equips as 2/1 weapons when they die. While Crabatoa himself is on the board, your Crabatoa Claws (both the minions and the weapons) have +2 attack.

Glugg the Gulper

An eel-like predator of the Abyssal Depths, whose inhuman size is only matched- or even surpassed- by its ridiculous length. Glugg is a 7 mana 3/5 legendary Shaman Beast with Colossal+3 that gains the base stats of any friendly minion when they die. This includes the three segments of Glugg's Tail, which are 2/2 Beasts with Taunt.
  • Cannibalism Superpower: Based on Glugg's flavor text, which describes how the Abyssal Deep's predators will go after any source of sustenance they come across, it's implied that it gains the base stats of your minions by consuming their corpse... or whatever counts as a corpse, in some cases. This also, horrifyingly, includes severed-off segments of its own tail.

Gigafin

A horrific deep murloc. Gigafin is an 8-mana 7/4 legendary Warlock Murloc with Colossal +1 that eats all enemy minions when it's played and spits them back out on death. However, his Maw is a 4/7 Murloc with Taunt with a Deathrattle that causes Gigafin to no longer spit the minions back out on death.

Nellie, the Great Thresher

A ginormous saltwater threshadon that was wrangled by Captain Hooktusk, who uses her as a carrier for her favorite ship. Nellie is a 7 mana legendary Warrior Beast with Colossal +1 that Discovers 3 Pirates to serve as the crew of Nellie's Pirate Ship, a 2/6 Beast with Taunt and a Deathrattle that adds the Pirates to your hand and reduces their costs by 1.
  • Living Ship: She's had a pirate ship built into her back.
  • Nerf: When Nellie was first released, she reduced the cost of her crew to one mana instead of by one mana. This made her a pretty insane board swing, or even a massive lethal push if Mr. Smite was offered (and with 9 total Pirates shown, it was very likely that he'd show up). The nerf makes her effect a lot more fair and also more interesting since it's not always correct to just pick the biggest Pirates anymore.
  • Stock Ness Monster: Being a threshadon (or thresher, for short), Nellie fits this trope to a tee. Her flavor text even notes that she's not to be confused with her cousin, Nessie (or "Nessy", as she's called in WoW).

Neptulon

YOU will be crushed beneath the endless tide!

The Elemental Lord of water, who like the other three, was ensnared by the Old Gods during their attack on primordial Azeroth. Much, much later however, he and Therazane, the Elemental Lord of earth, refused to join Ragnaros and Al'Akir in assisting Deathwing's destructive conquest of Azeroth following the Cataclysm. In response, the naga, in service to the Old Gods, seek to capture Neptulon and assume control of his domain, the Abyssal Maw.

Neptulon initially appeared in Hearthstone as a Shaman legendary from Goblins Vs. Gnomes, being a 7 mana 7/7 Elemental that adds 4 random Murlocs to your hand at the cost of Overloading for 3. He would eventually make a grand return in the Throne of the Tides mini-set as Neptulon the Tidehunter, a 10 mana 7/7 legendary neutral Elemental with Colossal +2, Rush, and Windfury that enters the field with his two Hands, which are 4/2 Elementals that are Immune while attacking. If you control at least one Hand when Neptulon attacks, it/they attack instead.
  • Giant Hands of Doom: Neptulon the Tidehunter enters play with his two hands, which he can use to squash whatever he attacks.
  • Powers Do the Fighting: So long as his fists are still alive, Neptulon's attacks will be performed by them instead of his actual body, allowing him to deal more damage than he'd normally be able to and avoid taking any retaliation damage.

Ozumat

The patriarch of all kraken, who at some point was enslaved by the naga. This ginormous, mighty beast of the oceans has been sent to defeat and capture Neptulon as payback for the Elemental Lord's refusal to assist his former masters, the Old Gods.

Ozumat is an 8 mana 6/5 legendary neutral Beast from the Throne of the Tides miniset with Colossal +6. All six of Ozumat's Tentacles are 1/3 Beasts, and for each surviving Tentacle, Ozumat's Deathrattle destroys a random enemy minion.
  • The Bus Came Back: Ozumat was actually planned to be a card as far back as the game's Alpha, mainly because the development team really liked his TCG art, but he was ultimately cut because they couldn't find a way to fit him in. With Voyage to the Sunken City both centering around Zin-Azshari and introducing the Colossal mechanic, the team was able to finally include him.
  • Combat Tentacles: All six of them, which can continue to fight even after Ozumat's main body is defeated. Keeping all of them alive even ensures that you get the most value out of Ozumat's Deathrattle.
  • Giant Squid: Ozumat isn't just a kraken, he's the patriarch of the entire species. He's also the largest of all the Colossal minions by a landslide, with him and his six tentacles taking up an entire board's worth of space.
  • Taking You with Me: If the main body dies, each of his tentacles will kill one random enemy minion in response.

    Castle Nathria 
For information on Sire Denathrius, Prince Renathal, Baroness Vashj, Kael'thas Sinstrider, Kel'Thuzad the Inevitable, Imp King Rafaam, and Sylvanas, the Accused, see Alternate Heroes.

Murloc Holmes

The famous murloc detective himself, currently on the scene at Castle Nathria to solve the mystery of Sire Denathrius' murder. Murloc Holmes is a 3 mana 3/4 legendary neutral Murloc that gives you copies of 3 of your opponent's cards if you can solve 3 Clues related to them: you must first pick which of 3 cards was in your opponent's starting hand, then pick which of 3 cards is currently in their hand, and finally pick which of 3 cards is currently in their deck. Getting any of these wrong stops Holmes' Battlecry.
  • Ascended Extra: Holmes was originally a draftable treasure card from the Monster Hunt solo adventure. Considering he's in the Shadowlands, the Warcraft equivalent to the afterlife, it seems he may have met a cruel fate whilst investigating the Witchwood.
  • Great Detective: Holmes was brought in to solve the murder of Sire Denathrius. This is represented by his effect, which gives the player the chance to become a detective as well; getting all three right means getting a 3/4 that generates an amazing three cards, but getting any of these guesses wrong means getting absolutely nothing.
  • Intelligible Unintelligible: He only speaks in untranslated Nerglish, but everyone can understand him perfectly fine except for Rafaam and of course us. This allows his deductions and the identity of the murderer to remain hidden at the end of the promotional short story even though it's now known in-universe.
  • Sherlock Homage: In case his name somehow didn't make it blatantly obvious, he's Sherlock Holmes... but as a murloc! He even has a Watson equivalent in the form of a tiny frog wearing a bowler hat that rides on his shoulder.

Artificer Xy'mox

Let's see if the legends are true...

A broker who visited Castle Nathria supposedly for a business partnership with Sire Denathrius, but secretly he wants to steal the relics from the castle's vaults. Xy'mox is an 8 mana 8/8 Demon Hunter legendary that Discovers and casts a Relic. The Relics are a set of three Demon Hunter spells that become stronger for each that was cast this game. If he was Infused by 5, he casts all three.
  • Gentleman Thief: A respected member of wealth and society within the Shadowlands... who uses his position to steal valuable artfiacts from his host.
  • Punctuation Shaker: Par for the course with brokers, and pretty much any otherworldly Warcraft race for that matter.
  • The Quiet One: He's the least talkative of the ten suspects, which naturally casts a lot of doubt on him. However, this is because his alibi, that he was stealing from the Relic Vault at the time Denathrius was murdered, isn't exactly legal either.

Sesselie of the Fae Court

The flowers will bloom as Denathrius falls.

One of the tree-like tirnenn, the eldest of the various species of night fae that call the Shadowlands' forested realm of Ardenweald home and dedicate themselves to protecting nature. Sesselie's presence at Denathrius' party is peculiar, though their realm's need for anima likely has something to do with it. Sesselie of the Fae Court is an 8 mana 8/8 Druid legendary with Taunt and a Deathrattle that draws a minion, then reduces its cost by 8.
  • Numerological Motif: Eight. They're an 8 mana 8/8 that reduces a minion's cost by 8.
  • Non-Human Non-Binary: Sesselie, like all of the tirnenn, is non-binary.
  • Plant Person: The tirnenn are tree-like, with a body made of wood and hair-like leaves flowing atop their heads.

Ara'lon

No creature deserves to be caged!

One of the satyr-like sylvar of Ardenweald, who was originally charged by the realm's ruler, the Winter Queen, with watching a grove of wildseeds, which contain the spirits of Wild Gods as they await rebirth in the world of the living. However, with the realm experiencing a drought of anima, the Queen and the Wild Hunt, a group dedicated to guarding the groves, were forced to begin sacrificing wildseeds to preserve what anima they could, and Ara'lon sorrowfully chose to join them when they arrived at his grove. Like Sesselie, Ardenweald's need for anima is the most likely reason for Ara'lon's presence at Denathrius' party.

Ara'lon is a 5 mana 4/5 Hunter legendary that summons one of each Wildseed. There are three Wildseeds, each of which are Beasts that start out Dormant and can also be summoned by some of Hunter's other cards in the set: the Fox Spirit Wildseednote , the Bear Spirit Wildseednote , and the Stag Spirit Wildseednote .
  • Lampshade Hanging: Both Ara'lon and the other Hunter legendary from the set Huntsman Altimor have Battlecries that summon three minions (assuming Altimor's fully Infused, anyway). Ara'lon's flavor text comedically makes note of this coincidence:
  • Nerf: Ara'lon himself hasn't been nerfed, but the Wildseeds he summons have been the subject of multiple changes (therefore making Ara'lon eligible for dust refunds). Funnily enough, Ara'lon himself hasn't seen much play, but the other Wild Seed cards have been very oppresive.
    • The Bear Spirit Wildseed was originally a 2/5, which gave every Wildseed summoner a 1/3 chance to put an annoyingly bulky Taunt on the board, necessitating the bump to 4 health.
    • The Stag Spirit Wildseed has been nerfed twice because of how much attack it put on board — first, the Stagpoint Wildbow it gave you had its attack changed from 4 to 3, then the Stag's statline was later bumped from 5/4 to 4/3.
    • Even the Fox Spirit Wildseed, generally considered the lowroll, was nerfed from a 3/1 to a 2/1 because Wild Seeds were that dominant.

Stewart the Steward

I hope Sire likes it light.

One of the owl-like stewards (groundskeepers, essentially) of Bastion, the heaven-like realm of the Shadowlands. Known for his Stupendous Stew, it seems that Denathrius saw fit to invite him to act as a chef for his dinner party. Stewart is a 3 mana 3/3 Paladin legendary that, upon death, gives the next Silver Hand Recruit you summon +3/+3 and a copy of his Deathrattle.
  • Numerological Motif: Three. He's a 3 mana 3/3 that gives your next Silver Hand Recruit +3/+3, then that Silver Hand Recruit gives your next one +3/+3 and so on.
  • Punny Name: Stewart as the name of a steward.

Pelagos

With Kyrestia's blessing, I will find the truth.

One of the angelic kyrian, denizens of Bastion that guide and protect souls as they enter the Shadowlands. Pelagos, a wingless Aspirant, has been struggling to complete the Rite of Purity so that he might ascend and find his place in Bastion. Pelagos is a 3 mana 1/6 Priest legendary that, after you cast a spell on a minion, sets its Attack and Health to whichever of the two is higher.
  • Supernaturally-Validated Trans Person: In life, Pelagos was born female, and he remembers that he struggled with the fact that his living body didn't represent who he really was. Needless to say, he was greatly excited to find that he had been given a male body upon arrival in Bastion.

Necrolord Draka

In death, I've mastered the art of subtlety!

In life, Draka was a courageous Frostwolf warrior and the mother of future warchief Thrall, but she was killed by the Shadow Council. Her soul made its way to Maldraxxus, where she became a master spy for the House of Eyes. Necrolord Draka is a 5 mana 3/4 Rogue legendary that equips your Hero with a Maldraxxus Dagger, a 1/3 weapon. For each other card you played that turn, the Dagger gains +1 attack.
  • Nerf: Draka was far too good of a miracle reward at her initial cost of 4 mana, so she was bumped to 5 to reduce the amount of stuff that could be played with her.

Decimator Olgra

Vengeance for the vanquished!

The wife of Mankrik who was separated from her husband in a battle against a group of Bristleback quilboar. Her soul made its way to Maldraxxus, where she became a gladiator of some renown under the name Decimator Olgra. Decimator Olgra is a 6 mana 3/7 Warrior legendary that gains +1/+1 for each damaged minion, then attacks all of your enemies.
  • Ascended Meme: She's the subject of the infamous "Mankrik's Wife" quest from Classic WoW — most players looked for someone named "Olgra" or "Mankrik's Wife", when instead her body was labeled as "Beaten Corpse", leading to lots of players in the Barrens chat asking where "Mankrik's Wife" was. Her flavor text is even just simply "FOUND HER!"

The Jailer

The enigmatic Eternal One Zovaal, better known as the Jailer, is the absolute ruler of the Maw, home to the most irredeemable souls to ever exist. Imprisoned there for attempting to recreate reality such that he would rule over all, he would successfully learn to use the Domination magic used to bind him, and ever since has continued to fulfil his original plan. At present, however, he is judging a recent arrival, Sylvanas Windrunner, for her many, many crimes.

The Jailer is a 10 mana 10/10 neutral Legendary from the Maw and Disorder mini-set that destroys your deck and becomes Immune for the rest of the game.
  • Nerf: The Jailer used to make all of your minions Immune rather than just himself, but allowed for some toxic combos with certain ongoing effects. He was reworked to prevent these situations and from limiting design space on future cards, although this turned the card from niche but interesting to pretty much useless.
  • Weaksauce Weakness: Freeze effects, especially with a full board. Immune does not prevent your minions from being Frozen, so theoretically an opponent can just continually Freeze your board to stall you out — and keep in mind, you don't have a deck any more, so you'd better have some counters in your hand or else you're screwed.

    The Festival of Legends 
For information on E.T.C., Band Manager, Halveria Darkraven, Heartbreaker Hedanis, MC Blingtron, and Inzah see Alternate Heroes. For information on Mister Mukla and DJ Manastorm, see Bosses. For information on Kangor, Dancing King, Rin, Orchestrator of Doom, and Rock Master Voone, see their respective sections above, in the "Boom Laboratories" (Kangor), "The Catacombs" (Rin), and "Stranglethorn Arena" (Voone) folders.

Photographer Fizzle

One of the co-owners of Thousand Needles' Speedbarge that assists the Festival by taking pictures. Fizzle is a 3 mana 3/3 Neutral legendary that takes a picture of the player's hand and shuffles in into their deck as a 2 mana spell that adds the cards to their hand.

Blight Boar

A forsaken death metal band participating in the Festival of Legends. They're composed of singer Devlynn Styx, guitarist Cage Head, bassist Jon Graves, and the crawling hand drummer Fiddlesticks.

Cage Head is an 8 mana 5/1 Undead Death Knight with 2 Unholy Runes. His Deathrattle summons a 9/9 Blight Boar with Taunt and Charge.

Their signature song is Climatic Necrotic Explosion, a 10 mana spell with 1 Rune of all three types that deals 5 Lifesteal damage and summons 2 1/1 Souls. The damage, and the attack, health, and number of the Souls are all randomly improved by the number of Corpses the player spent that game.

Zok Fogsnout

A hippie quilboar participating in the Festival. Zok is a 7 mana 6/6 Qulboar Druid legendary that summons two 1/1 fans with Taunt, with their attack and health improved by the amount of attack and armor, respectively, gained that turn. His signature song is Rhythm and Roots, a 4 mana nature spell that (secretly) summons either three 5/5 ancients two turns after activation or three 8/8 giants four turns after activation.

Poison Bloom

A pop band participating in the Festival of Legends. They're composed of the void elf Hedanis, the forsaken Beckett, the naga Paz'Hildan (Paz for short), the dwarf Erec, and the troll A'tul.

Beckett is represented by Heartthrob, a 3 mana 2/5 Undead epic that summons a random minion with a cost equal to the amount he's Overhealed.

Paz is represented by Dreamboat, a 2 mana 1/2 Naga rare that restores 3 health to all friendly minions and gains +1/+1 for each one that was Overhealed.

Their signature song is Love Everlasting, a 3-mana Holy spell that makes the first spell you cast each turn cost 2 less, and lasts until you end your turn without casting a spell.

For tropes about Hedanis and his legendary card, see his entry on Hearthstone Heroes Of Warcraft Alternate Heroes.

Magatha Grimtotem

The Elder Crone of the Grimtotem tribe, Magatha was once Cairne Bloodhoof's chief rival for the position of Tauren leader, and resorted to orchestrating his demise when removing him politically proved ineffective. Her reign was ultimately a brief one, as an army led by Cairne's son Baine quickly ousted her, and she and her loyal followers were soon exiled. They'd been trying to live out their lives at Thousand Needles, keeping watch over the powerful magic artifact known as the Doomstone... and then the Festival of Legends started and would not stop, leading to Magatha and the Grimtotem tribe deciding to end all music — permanently.

Magatha, Bane of Music is a 5 mana 5/5 neutral legendary from the Audiopocalypse mini-set that draws 5 cards; if any spells are drawn, Magatha gives them to your opponent.

    The Titans 
For information on Sargeras and V-07-TR-0N, see Alternate Heroes.

The Primus

The runes decide your fate.

Not a true Titan, the Primus is one of the Eternal Ones who rule over the Shadowlands. The Primus holds a deep knowledge over runes and military tactics.

The Primus is a 8 mana 7/9 Death Knight legendary Titan that, after he uses an ability, Discovers a card with that ability's associated Rune. His abilities include Runes of Blood, which destroys an enemy minion and gives the Primus and your Hero its health; Runes of Frost, which makes the next spell you cast cost 3 less and have Spell Damage +3; and Runes of the Unholy, which summons two Servants of the Primus, 3/3 Undead minions with Taunt and Reborn.

Argus, the Emerald Star

You will be remade.

After abandoning the Pantheon, Sargeras discovered the young world-soul of the planet Argus, a world inhabited by the eredar. He tricked the inhabitants with promises of power, and infused Argus with death magic that made his demonic army immortal. At the time of TITANS, Sargeras's plan has only begun and Argus is not yet transformed into an evil Death Titan. Can he survive the ordeal ahead of him?

Argus, the Emerald Star is a 7 mana 5/9 Demon Hunter legendary Titan that gives all minions to his left Rush and all minions to his right Lifesteal. His abilities are Crystal Carving, which Discovers a Deathrattle minion and reduces its cost by 3; Show of Force, which reduces the cost of all minions in your hand by 2; and Argunite Army, which summons four 2/2 Crystal Elementals with Taunt.
  • Grim Reaper: He's inspired by the Grim Reaper, with his skull-like mask and scythe weapon.
  • Late-Arrival Spoiler: Just in case his presence didn't give it away, his own flavour text outright spoils the reveal in Legion that The Burning Legion has been fueled by the unborn soul of a Titan all along.

Eonar, the Life-Binder

I've bestowed these gifts upon the world.

One of the Titans, and patron of all life and nature. It was her words that swayed her fellow Titans to join her in saving the young Azeroth from the Old Gods. Later, through her Keeper Freya, she channeled her power into Alextrasza and Ysera, making them the respective Aspects of Life and Dreams.

Eonar, the Life-Binder is a 10 mana 5/7 Druid legendary Titan that summons a 5/5 ancient with Taunt after using one of her abilities. Said abilities include Spontaneous Growth, which draws cards until you have a full hand; Bountiful Harvest, which restores your Hero to full health; and Flourish, which refreshes your mana crystals.
  • Green Thumb: Each of her abilities are represented as causing plant growth, and are accompanied with her summoning an Ancient.
  • Healing Hands: One of her abilities heals your hero to full life.

Aggramar, the Avenger

None can stand against Taeshalach!

Once the lieutenant of Sargeras, he alone could match Sargeras's battle prowess. However, Aggramar stood by the Pantheon's side when Sargeras betrayed them, believing that there was a better way to save the world from the Void.

Aggramar, the Avenger is a 6 mana 3/7 Hunter legendary Titan that equips your hero with Taeshalach, a 3/3 weapon. His abilities are Maintain Order, enchanting your weapon to draw a card after your hero attacks; Swift Slash, giving your weapon +2 Attack and making your hero Immune while attacking; and Commanding Presence, making your weapon summon a 3/3 with Taunt after attacking.
  • BFS: His blade Taeshalach, a weapon reforged from the shards of Sargeras' original blade that is several stories tall. Although in your hands, it's only a 3/3.

Norgannon

Knowledge will be your salvation.

One of the Titans, and the Keeper of Celestial Magics and Lore. Through one of his Keepers, Loken, he channeled his power into Malygos, making him the Aspect of Magic. When the corrupted Titan Sargeras destroyed his fellow Titans' physical forms, it was Norgannon's incredible arcane power that saved their spirits.

Norgannon is a 6 mana 3/8 Mage legendary Titan that doubles the power of his other abilities after one is used. His abilities include Progenitor's Power, which deals 5 damage; Ancient Knowledge, which increases the cost of enemy cards by 1 next turn; and Unlimited Potential, which casts a random Mage Secret.
  • Gathering Steam: Norgannon's abilities start fairly weak, but each one used doubles the power of the next, culminating in either a big 20-damage hit, your opponent's cards costing 4 more mana, or 4 random Mage Secrets hitting the board at once.

Amitus, the Peacekeeper

I will not forsake you.

Amitus is the Peacekeeper among the Titans, known for lending her voice to those who cannot speak. However, when the Pantheon falls into disharmony, she is known to disappear to a place not even the other Titans know.

Amitus, the Peacekeeper is a 7 mana 1/8 Paladin legendary Titan with Taunt that prevents your minions from taking more than two damage at a time. Her abilities are Pacified, which sets the Attack and Health of all enemy minions to 2; Reinforced, which draws two minions and sets their Attack, Health, and cost to 2; and Empowered, which gives your other minions +2/+2.
  • Arc Number: Two. She prevents your minions from taking more than two damage, she sets enemy minions to 2/2, she draws two minions and makes them 2-mana 2/2s, and she gives minions +2/+2.
  • Gender-Blender Name: As pointed out in a popular Reddit thread, "us" is a male suffix in Latin, so her name should be Amita. It's likely that the team was just going by Rule of Cool without really analyzing the etymology of the name.
  • Original Generation: Unlike the other Titans, Amitus is entirely new to Hearthstone. Her backstory provides a justification for why we've never heard of her in a Remember the New Guy? kind of way, since she disappears for long stretches of time.

Aman'Thul

The timeways reveal Azeroth's potential.

No one knows why the first Titan awoke, but legends say that it was Aman'Thul. He discovered the other world-souls and nurtured them to life, forming the Pantheon. He now leads them as the Highfather of the Titans.

Aman'Thul is a 7 mana 3/10 Priest legendary Titan that Discovers a legendary minion from any class after using an ability. His abilities are Shape the Stars, summoning a copy of a non-Titan minion and giving it +2/+2; Vision of Heroes, summoning a random 6-cost minion and giving it Taunt and Lifesteal; and Strike from History, removing two enemy minions of your choice from the game.
  • Ret-Gone: Strike from History makes two target minions cease to exist — they don't trigger Deathrattles and can't be resurrected.

Golganneth, the Thunderer

Impressed by my thunderous display?

The lord of skies and roaring oceans, it is Golganneth's task to reform the landscapes of planets for the Titans. Although the Titans are devoted to order, the boisterous sea giants are his dearest creation.

Golganneth, the Thunderer is a 6 mana 5/7 Shaman legendary Titan that reduces the cost of the first spell you cast each turn by 3. His abilities are Lord of Skies, dealing 20 damage to a minion; Roaring Oceans, dealing 3 damage to all enemies and restoring 6 health to all friendly characters; and Shargahn's Wrath, drawing three Overload cards.
  • Making a Splash: Roaring Oceans calls in a wave that washes over your board to heal you, then forms into a crashing tidal wave to damage your opponent.
  • Shock and Awe: Golganneth calls lightning bolts and storms for most of his abilities.
  • There's No Kill like Overkill: Lord of Skies deals a whole 20 damage to a minion, which is more than enough to kill anything shy of The Ancient One. It being a damage effect rather than a hard removal is almost entirely for flavour.

Khaz'goroth

What story will you give my work?

Known as the Shaper and Forger of Worlds, Khaz'goroth oversees the creation of Titan-forged beings. His hammer is one of the Pillars of Creation used to reshape the world of Azeroth.

Khaz'goroth is a 6 mana 4/4 Warrior legendary Titan that becomes Immune for the turn and attacks a random enemy minion after using an ability. Those abilities are Titanforge, granting him +2/+2 and drawing a weapon; Heart of Flame, granting him +5 Health and giving your hero 5 Armor; and Tempering, granting him +5 Attack and giving your hero +5 Attack this turn.
  • Ultimate Blacksmith: The blacksmith of the Titans, and the creator of their world-shaping weapons and armour. This is represented by his effects, forging himself more powerful equipment.

    The Badlands 
For information on Deepminer Brann, see Heroes. For information on Reska, the Pit Boss and Elise, Badlands Savior, see Alternate Heroes. For information on Reno, Lone Ranger and Gunslinger Kurtrus, see Hero Cards.

With valuable Azerite veins discovered in the barren wastes of the Badlands, the greedy Bloodrock Mining Company set up shop in the region, backed by the local law enforcement. Outraged by the wanton destruction and pollution that Bloodrock's careless mining has brought, outlaw groups sprang up to force the miners out of the land. The outlaws' efforts didn't pay off, as Blackrock's digging efforts unfortunately uncovered a portal to the realm of Therazane, Elemental Lord of earth, prompting a battle that forced Bloodrock and the outlaws to team up.

Bloodrock Mining Company

  • Company Town: With the help of Sheriff Barrelbrim, Bloodrock has established itself as the main power in the Badlands and has legal authority to arrest anyone who opposes their operation.
  • Forty-Niner: The company is made of hopefuls looking to make a quick buck off the Azerite-rich land.
  • Toxic, Inc.: All of their practices are comically destructive to the environment, from blowing up the earth to uncover new dig sites to operating a tram that runs on fel-infused sludge. It's driving the local wildlife out of the land and awakening hostile elementals.

Sheriff Barrelbrim

Let's show these fine folks some "Badlands hospitality"!

Sheriff Eustice Barrelbrim is the head of the Bloodrock Mining Company, and a gnome with a greedy streak as wide tall as his hat is tall. He's got a special spot in the Badlands Jail reserved for anyone who stands in his way.

Sheriff Barrelbrim is a 4 mana 4/4 neutral Legendary. If your hero has 20 or less health, he summons the Badlands Jail, a 3-durability location that makes a minion Dormant for three turns.
  • Dirty Cop: He's an unscrupulous lawman that sold his own townsfolk out as laborers for Bloodrock, and abuses his authority to keep dissidents in line.
  • Meaningful Name: His ten-gallon hat contains three guns, meaning he's really got a barrel brim.
  • Weaponized Headgear: His hat can open up with three compartments that contain robotic hands with guns.

Tae'thelan Bloodwatcher

We will scour the treasure of this land.

The leader of the Reliquary, an archaeologist group founded in Silvermoon and a brutal rival of the Explorer's League. Tae'thelan has recently come to the Badlands to oversee the mining of Azerite and other artifacts from the area.

Tae'thelan is a 4-mana 2/5 Mage legendary that reduces the cost of cards that didn't start in your deck by 4, but not less than 1.
  • Russian Reversal: His entrance quote reverses "We will scour the land of this treasure", nodding to Bloodrock's destructive mining habits.

Velarok Windblade

You summon me for this? Heh, disgraceful.

A shifty, shady man and associate of Bloodrock, whose machinations have metaphorically gotten them into a hole too deep to get out of. Truthfully, Velarok is a black dragon sent to manipulate the events in the Badlands.

Velarok is a 3 mana 3/3 Rogue Legendary. If you play three cards from another class while he's in in your hand, he transforms into Velarok the Deceiver, a 3-mana 3/6 Dragon with Charge that Discovers a card from another class and reduces its cost by 3 whenever he attacks.
  • Corporate Dragon: A black dragon posing as a high-ranking businessman for an evil corporation.
  • Scaled Up: Playing three cards from another class will transform Velarok into his true form, a powerful dragon.

Tram Conductor Gerry

This train stops for no one!

The conductor operating the Bloodrock Tram which hauls loads of Azerite across the country... and pollutes wherever it goes with fel smoke and barrels of toxic sludge.

Gerry is a 7-mana 4/4 Warlock legendary. If you've Excavated twice this game, he fills the board with 3/3 Tram Cars with Rush.
  • Cool Train: Summoning him with his condition fulfilled turns your board into a seven-minion-long train. Gerry even summons all of his minions behind him to sell the visual that the cars are trailing behind the engine.
  • Unwitting Instigator of Doom: Gerry seems to be a genuine Rail Enthusiast, who has no idea how destructive his train is for the environment.
  • invoked Viewer Pronunciation Confusion: Invoked by his flavour text, which "helpfully" says that the G in Gerry is pronounced the same way as gif.

Boomboss Tho'grun

Make room for more boom!

The head of blastmining operations, who exposes new Azerite veins by bombing the hell out of everything.

Tho'grun is an 8-mana Warrior legendary who shuffles three Explosives into your opponent's deck. When an explosive is drawn, it destroys a random minion from your opponent's hand, deck, and battlefield.
  • Anti-Frustration Features: The T.N.T. cards can only blow up non-T.N.T. cards, preventing scenarios where Boomboss only destroys one actual card from your opponent's deck.
  • Mad Bomber: His mining techniques involve throwing dynamite at random and seeing what it unearths.

Outlaws

  • La RĂ©sistance: A band of outlaws formed to combat Bloodrock's oppressive grip on the Badlands.

Snake Eyes

Looks like your luck is running out.

The leader of the Dryscale Naga and a gambling addict. Snake Eyes struck up an uneasy alliance with the outlaw gangs after Bloodrock polluted the naga's oasis with toxic sludge.

Snake Eyes is a 3-mana 2/3 legendary Demon Hunter Naga with rolls two dice. You then Discover two minions with cost equal to the each of the results, and Discover a third if both numbers were the same.
  • Enemy Mine: The naga have an unsteady relationship with the citizens of the Badlands, mostly preferring that each keep to themselves. However, she joined up with the resistance after her home was rendered unlivable.
  • Multi-Armed Multitasking: Her artwork shows her rolling dice with her upper left arm while her lower left arm is gripping her pistol.
  • Professional Gambler: She makes her living playing dice games at the local saloon. Her gambling skills probably have something to do with having an extra set of arms to cheat with.
  • Random Effect Spell: You have no idea what minions you'll be able to Discover with her effect, and have no influence on whether or not you get the lucky highroll to Discover 3.

Rheastrasza

After all I've done, the future will not be lost.

A red dragon who believes that all life is sacred and can be redeemed. She joined the outlaws in order to save the Badlands from Bloodrock.

Rheastrasza is an 8-mana 8/8 legendary Druid Dragon. If your deck has no duplicates, she summons the Purified Dragon Nest, a permanent that lets you Discover a Dragon at the start of your turn and reduces its cost by 4.
  • Getaway Driver: As seen in the cinematic, Rhea serves as the getaway wings for the outlaws' hit n' run operations disrupting Bloodrock's train.
  • Obvious Rule Patch: During the streamer showcase of the set, Rhea's nest could Discover another copy of Rheastrasza, since it wasn't technically the same card as Rhea and therefore not subject to the rule that cards can't generate themselves. This was fixed before launch, since getting multiple copies of the nest would generate an endless army of cheap dragons every turn.

Theldurin the Lost

I'm gonna punch ya!!!

A dwarf with some anger issues who's ready to punch everyone at Bloodrock in the face!

Theldurin is a 4-mana 3/4 Hunter legendary. If your deck has no duplicates, he becomes Immune to the turn you summon him and attacks each enemy.
  • Good Old Fisticuffs: His only weapons are the ol' one-two, but he still comes out swinging and doesn't take anything in retaliation.

Spirit of the Badlands

Gaze into the horizon, then you will see what is real.

A spirit wolf who speaks for the wildlife that has driven away by the Bloodrock Company.

Spirit of the Badlands is a 3-mana 3/4 Legendary Paladin Undead Beast. If your deck has no duplicates, she adds a Mirage to your hand. Each turn, the Mirage transforms into a copy of a random minion in your deck, and remains in your hand after being played.
  • Master of Illusion: She generates a magical mirage that can form into anything that resides in the Badlands, or in this case within your deck.
  • Nature Spirit: A ghostly wolf that embodies the wildlife of the Badlands.

Doctor Holli'dae

A curse of frogs upon you! It's really a blessing.

A troll witch doctor who believes that frogs can heal the Badlands.

Holli'dae is a 5-mana 4/5 Shaman legendary. If your deck has no duplicates, she equips you with the Staff of the Nine Frogs, a 2/9 weapon that summons a Frog with Taunt after your hero attacks. The Frog starts as a 1/1, but each subsequent frog is +1/+1 larger.
  • Gathering Steam: The staff only starts with a mere 1/1 Frog, but can go all the way up to summoning a free 9/9 if the game goes on long enough.
  • Named After Someone Famous: She's named after Doc Holiday, a dentist-turned-gunslinger that participated in the shootout at the O.K. Corral. Similarly, Holli'dae is a doctor-turned-outlaw.
  • Witch Doctor: She assists the outlaws with frog-based medicine and seeks to use frogs to heal the damage that Bloodrock has caused.

Deepholm

Therazane

The Elemental Lord of earth, ruler of Deepholm, and master of all earth elementals. Formerly ensnared by the Old Gods, Therazane has since largely kept herself concerned with protecting her realm from intruders... like the miners and outlaws who've inadvertandly uncovered a portal to Deepholm.

Therazane is a 7 mana 7/5 Legendary neutral Elemental from the Delve Into Deepholm mini-set with Taunt that doubles the stats of all Elementals in your deck on death.
  • Lampshade Hanging: While all of the other three Elemental Lords have had Legendaries since the pre-Standard days, Therazane was conspicuously absent for nearly a full decade. Blizzard poked fun at the fact that it took them so long with her flavor text:
    You thought we forgot about her, didn't you? *nervous laughter*

Maruut Stonebinder

A tauren shaman from the Earthen Ring and the leader of the Ring's forces in Deepholm, who restored the World Pillar following the Cataclysm while also holding back the forces of the Twilight's Hammer. In WoW, Maruut sacrificed his life to finish the restoration, but here, he's alive... and not happy about the mortals that've disrupted the balance of the elements.

Maruut Stonebinder is a 7 mana 5/6 neutral Legendary from the Delve into Deepholm mini-set. If your deck has no duplicates, he lets you Discover an Elemental to summon, with the remaining options getting added to your hand.
  • Back from the Dead: Based on Maruut's flavor text, his efforts to restore the World Pillar, as chronicled in the Cataclysm expansion, definitely happened... but considering he's still alive, Hearthstone's version of events likely doesn't include his sacrifice.
  • Gameplay and Story Integration: As a member of the Earthen Ring, Maruut ostensibly shares the goal of saving the Badlands with the outlaws, but his close affiliation with Therazane means he's not necessarily on their side, either. This is reflected in his Battlecry, which is reliant on not having duplicates in your deck (like the outlaws) and synergizes with Elementals (reflecting his alliance with Therazane).

    Other Expansions 

Tirion Fordring

Put your faith in the Light!

The Paladin class legendary of the Classic set, Tirion is an 8 mana 8/8 minion with Taunt, Divine Shield, and Deathrattle granting his controller a 5/3 weapon - the legendary Ashbringer.

Tirion introduced players to the Grand Tournament upon its inception. In the prologue of the Icecrown adventure, he attempts to come to Jaina's aid as she faces the Lich King, only to arrive too late as she is resurrected as the Frost Lich, under the player's control. Tirion then becomes the player's next opponent.


  • The Ace: Taunt, Divine Shield, decent stats, and a strong Deathrattle. Tirion is the ultimate value package. To top it off, he's from the Classic set, which means (barring a rotation to the Hall of Fame) he'll be in Standard forever.
  • Ascended Extra: Become an NPC in the Knights of the Frozen Throne prologue.
  • Barrier Warrior: He has the powerful combination of Divine Shield and Taunt.
  • "I Know You Are in There Somewhere" Fight: His entire fight with Frost Lich Jaina is this. Fortunately, he succeeds.
  • Surrounded by Idiots: All of his minions when fighting against Frost Lich Jaina are terrible. He even lampshaded this by saying: "I need to get better adventurers."
  • Take Up My Sword: His Deathrattle gives the player his sword, The Ashbringer.
  • You Are Too Late: He comes to Jaina's aid one turn too late in the Icecrown prologue.
  • Zero-Effort Boss: His boss fight as Frost Lich Jaina has him be scripted to use mediocre cards that are easily eliminated by Jaina's new abilities. It takes him five turns until he stops summoning joke minions, and at that point, the player's field will likely be set up enough that he simply can't take it back

Pompous Thespian

An autograph? Eh, I suppose.

A common 2 mana 3/2 with Taunt from One Night in Karazhan who serves as the storyteller for the plot of Knights of the Frozen Throne in the three-part, online, promotional comic series.
  • Accidental Truth: His lies are implied to be completely correct.
  • Characterization Marches On: His voicelines in-game present him as, well, a pompous thespian. The online comics make him a storyteller with a friendly demeanor that slowly transitions to a swindling conman.
  • Lemony Narrator: His story is constantly interrupted by the tavern-goers who nitpick about continuity issues and the Fortune Teller who keeps spoiling the outcomes, to which he stresses them to stop.
  • Unreliable Narrator: He's constantly changing details about the story on the fly, and tries to change the subject when a contradiction in his tale is pointed out. However, he's actually a pretty benevolent case of this trope, at least at the beginning - he goes out of his way to make his story as scary as possible to stop the Bloodsail Raider and her friends from travelling to Icecrown Citadel, aware of the dangers present. Later on, people are throwing money at him to tell them more, so he keeps it up to get a quick buck and bails after a while. However, he might not be so unreliable after all.
  • The Un-Twist: An in-universe case and also lampshaded with the reveal that Valeera almost killed Anduin, to which the rest of the tavern groans about how obvious it was.

Lords of Outland

For information on Lady Vashj, Lady Liadrin, and Maiev Shadowsong, see Alternate Heroes. For information on Zixor, Kanrethad Ebonlocke, Magtheridon, Kael'thas Sunstrider, and Teron Gorefiend see Bosses.

General

  • Cyborg: A large number of the Lords of Outland have become this, thanks to the Rusted Legion.
  • Cybernetics Eat Your Soul: After being "upgraded", they become loyal to the Rusted Legion, regardless of their previous alignment.

Murgur Murgurgle

Murgur murgurgle!

The leader of the Sungill murlocs. The Sungill are a murloc tribe who traveled through the Dark Portal in search of kidnapped tinyfins. Now lost in Outland, they settled in Hellfire Peninsula. However, the residual demonic energies corrupted some of them into the crazed Felfin tribe. On the brink of extinction, one valiant murloc, Murgurgle, led an offense and pushed his people to Zangarmarsh, making it their new haven. For his bravery, he earned the title Murgur, a murloc's greatest honorific.

Murgur Murgurgle is a 2 mana 2/1 Paladin Legendary with Divine Shield. His Prime form is a 6/3 for 8 that summons four random murlocs and gives them all Divine Shield.
  • All There in the Manual: Murgurgle's origin isn't revealed in game at all, and was instead revealed during an interview.
  • Harpoon Gun: Murgurgle Prime has one of these as an Arm Cannon.
  • Original Generation: That whole backstory was invented for Hearthstone, with the exception of the baby murlocs being taken into Zangarmarsh, which was part of a short TBC quest line.
  • Repetitive Name: Murgur Murgurgle.
  • Wowing Cthulhu: Jaraxxus heard the tale of Murgur Murgurgle, and was inspired to "recruit" him into the Rusted Legion.

Overarching Characters

    The Old Gods 
For information on N'Zoth and C'Thun, see the Alternate Heroes section.


A group of parasitic aliens created by the Void Lords to corrupt Azeroth, the Old Gods were the main focus of the Whispers of the Old Gods expansion, coming from an alternate timeline where they successfully brought forth the end of the world. They returned in Madness at the Darkmoon Faire, having infected Darkmoon Island with their evil.

General Tropes

  • Big Bad Duumvirate: They are the main villains of both Whispers of the Old Gods and Madness at the Darkmoon Faire.
  • The Corruption: Warp and twist a number of iconic minions, ranging from Annoy O Tron to King Mukla himself.
  • Darker and Edgier: By far the most sinister figures from Warcraft to enter the tavern so far, and that's after we've seen the likes of Illidan, Gul'dan, Ragnaros, Nefarian, Kel'Thuzad and Rafaam. Their corruption even spreads to a number of the tavern's other patrons. That said...
  • Did You Just Punch Out Cthulhu?: The Old Gods are no less vulnerable to enemy removal than any other minion in the game. This goes double for Yogg-Saron and N'zoth, whose stats are dismal for their cost despite their powerful effects (with Yogg-Saron in particular being completely able to punch himself out).
  • Eldritch Abomination: All of the Old Gods are references to the Cthulhu Mythos, and have that look.
  • Lighter and Softer: Some of their mannerisms are definitely a lot sillier and wackier than in World of Warcraft, such as N'Zoth being sick of 'Under the Sea' and Yogg-Saron seeking tryouts for new minions.
  • Villain Protagonist: They're an evil bunch, and you can put 'em right there in your deck to help you win.
  • Weak, but Skilled: For a bunch of Eldritch Abominations, most of the Old Gods are pitifully weak in terms of raw stats, with the exception of Y'Shaarj. However, their abilities and C'Thun's cultists more than compensate.
  • What If?: Hail from a universe where the Old Gods succeeded in bringing about the Hour of Twilight and rule Azeroth, and notably Y'Shaarj is still alive.

Yogg-Saron

Bow down before the god of death.

The final boss of Ulduar and a major antagonist from the World of Warcraft expansion Wrath of the Lich King, Yogg-Saron, Hope's End is a 10 mana 7/5 who casts a random spell with random targets for every spell his owner cast that game.

He returned in Madness at the Darkmoon Faire as Yogg-Saron, Master of Fate. He is a 10 mana 7/5 that activates one of six effects randomly as long as you've cast ten spells this game. The first five have a 19% chance to trigger - Hand of Fate fills your hand with spells and makes them cost 0 this turn, Curse of Flesh fills the board with random minions and gives yours Rush, Mindflayer Goggles takes control of three enemy minions, Mysterybox gives him the original Yogg's Battlecry, and Devouring Hunger destroys all minions and gives their stats to Yogg-Saron. He also has a 5% chance to cast Rod of Roasting, casting Pyroblast on random targets until one player loses.

In TITANS, he is represented by Prison of Yogg-Saron, a 7-mana neutral Legendary location with 3 durability that casts 4 random spells when used, targeting a specific character if possible.

He returned again in Fall of Ulduar as Yogg-Saron Unleashed, a 9 mana 7/5 Titan that casts two random spells each time you use an ability. His abilities are Induce Insanity, causing all enemy minions to attack each other; Reign of Chaos, taking control of an enemy minion; and Tentacle Swarm, filling your hand with 1/1 Chaotic Tendrils that cast a random spell of a certain mana cost when played, improved by each Tendril played this game.
  • Cardboard Prison: Ulduar was designed to hold Yogg-Saron indefinitely, but his close proximity to the Watchers let him easily spread doubt in the minds of his captors and eventually spread his influence all throughout Northrend. The pit that contains Yogg is also... not the most secure-looking, which is parodied in Prison of Yogg-Saron's flavour text:
    "We've finally captured Yogg-Saron! How should we keep him contained?"
    "How about... an open pit... right below us... with four loose chains?"
    "PERFECT!"
  • Chronic Backstabbing Disorder: With the random spells he can cast, Yogg-Saron can very easily pull such shenanigans as Pyroblasting his owner in the face, summoning a bunch of tokens and then destroying them, buffing up a minion and then Pyroblasting it, going over to the opponent's side and Pyroblasting them in the face, and so on and so forth. It's very hard to tell who ends up benefiting more from Yogg-Saron until the dust has settled. This has earned him the nickname of "Yogg-Saron the Betrayer" among players.
  • Cold Ham: Delivers his lines far more calmly than in his Ulduar encounter, where he yells at the top of his lungs. Averted as Yogg-Saron Unleashed, where he goes full Large Ham again.
  • Evil Laugh: "Master of Fate" lets out an evil cackle if his wheel lands on Rod of Roasting.
  • Evil Minions: Is apparently holding tryouts for new ones, which is the topic of the "Servants of Yogg-Saron Tryouts" tavern brawl.
  • Evil Sounds Deep: Has an extremely deep-filtered voice, which is notable because he doesn't sound like this in World of Warcraft at all in his Ulduar encounter. He sounds like his World of Warcraft incarnation again as Yogg-Saron Unleashed.note 
  • Hoist by His Own Petard: Statistically speaking, as the number of spells cast by Yogg-Saron's Battlecry increases, so too do his chances of that Battlecry ending with Yogg-Saron killing himself.
  • Irony: For something whose moniker is 'Hope's End', it's hilariously ironic how players actually put their hope in him.
  • Lethal Joke Character: The best example in the game. Who knew such a wacky effect would turn out to be such an ample board-clearing and card drawing mechanism? Blizzard even had to nerf Yogg by way of ending the effect if Yogg kills itself or otherwise removes itself from the board because it was so powerful.
    • That said, his Ensemble Dark Horse nature led to that nerf being reverted years later, putting the Lethal back into his arsenal.
  • Magic Missile Storm: Often creates these as part of his battlecry.
  • More Teeth than the Osmond Family: With that many mouths, this shouldn't be surprising.
  • Nerf:
    • The original Yogg-Saron proved to be too much of a power outlier when he was released, turning games into literal coinflips when he was cast. He was eventually nerfed to stop his spell-spree if he left the battlefield before it was over, pretty much killing the card. However, this was eventually reverted as the card is no longer a problem.
    • Yoog-Saron Unleashed originally cost 15 mana but has its cost reduced by 1 for each spell you cast this game. It turned out that Rogue and Druid were way too good at chaining cheap spells, getting Yogg down to 0 in just a few turns then dominating with endless free board clears/mind controls by copying or bouncing Yogg. He was reworked to his current state to fix this power outlier and make his effect more resonant.
  • Organ Autonomy: Yogg-Saron's tentacles are represented as Chaotic Tendril minions which are both collectable and can be generated by various cards, including Yogg-Saron Unleashed.
  • Random Effect Spell: Might as well be the Trope Codifier at this point, at least for card games. It can pull from the list of all viable spells for the format that the game is in, and can pick any viable target, even if it doesn't logically make sense to do so. Yes, this does include pyroblasting your own face. Repeatedly. Or pyroblasting himself. Each of his variants continue the theme, with Master of Fate spinning a wheel of possible effects (many of which also have random effects), Prison casting random spells at a target, and Unleashed casting spells on ability use and potentially filling your hand with minions that cast random spells.
  • Random Number God: Actually succeeded in replacing RNGesus for a while as the God that players and streamers pray to.
  • Reality Is Out to Lunch: When Yogg comes out, it's an excuse to sit back and watch the fireworks while chaos unfolds.
  • Too Many Mouths: He has about 60 orifices on his face, and every single one is a mouth.
  • Wheel of Decisions: Master of Fate's battlecry takes the appearance of one, showing a wheel with his six effects (with Rod of Roasting having an appropriately smaller slice than the others).

Y'Shaarj

Gorge your hatred! Embrace your rage!

The progenitor of the Sha and one of the main villains of the World of Warcraft expansion Mists of Pandaria, Y'Shaarj, Rage Unbound is a 10 mana 10/10 who pulls a minion out of his owner's deck onto the battlefield at the end of their turn.

In Madness at the Darkmoon Faire, Y'Shaarj, The Defiler is a 10 mana 10/10 that adds a copy of each Corrupted card you've played this game to your hand, and sets their cost to 0 that turn.
  • Boring, but Practical: Compared to C'Thun getting buffed by his followers to the point where he can vaporize the opponent and their board, N'Zoth reviving a full board's worth of minions, and Yogg'Saron doing literally anything he feels like, Y'Shaarj's effect is quite mundane. However, he's also a solid 10/10 body with no strings attached, and his effect is generic enough that you can splash him into most decks with no problems.
  • The Corrupter: Encourages your minions to "Gorge your hatred...embrace your rage...", bringing them into the fight straight from the deck. The Defiler takes that more literally, returning every Corrupted card you've played that game to your hand.
  • Informed Attribute: Y'Shaarj is frequently attributed as having 7 heads, but his Hearthstone art merely shows him with one.
  • Unstoppable Rage: Implied to be whipping your minions into this, causing them to leap from your decks directly to engage the enemy, even if doing so is counterproductive.

    Year of the Dragon 

The League of E.V.I.L.

For more information on Rafaam, Hagatha, Dr. Boom, Madame Lazul, Vessina, Dark Pharaoh Tekahn, and the League of Explorers, see Heroes.

General

  • Adorable Evil Minions: The Lackeys are disposable 1/1 minions. Kobold, Goblin, and to some extent Witchy Lackey are all especially cute.
  • The Bad Guy Wins: They successfully stole Dalaran in Rise of Shadows, and Rafaam manages to obtain the Plague of Undeath from Uldum in Saviours of Uldum.
  • The Bus Came Back: Five former villains return for this group. Notably, there's one villain for each year - Dr. Boom is 2014, Rafaam is 2015, Lazul is 2016, Togwaggle is 2017, and Hagatha is 2018. To hammer home the point, a few mechanics from old sets reappeared too.
  • Equal-Opportunity Evil: The League has members of most races with a relatively equal gender split, as is the case for most expansions; their leadership alone comprises an Ethereal, a Kobold, a Goblin, an Orc, and a Troll. Their playable lackeys from the Dalaran Heist encompass even more races, including a few really obscure ones.
  • Faux Affably Evil: They're a personable bunch, at least towards each other. They squabble, carry their cards, and have mostly goofy personalities. Of course, they still stole Dalaran, unleashed ancient plagues in Uldum, and intend to resurrect Galakrond, an ancient evil that once roamed Azeroth. Rafaam, in particular, reminds the players how evil he is when he leaves Tekahn to die at the end of Tombs of Terror.
  • Fun with Acronyms: Their team name is stylized as one, but it's not clear what it's supposed to stand for.
  • Mooks: The main mechanic of the five is creating Lackeys, which are unique 1/1 minions with a small Battlecry, themed around the villains.
  • Sympathy for the Devil: The teasers for the set showed a handful of the villains quite sad after their defeat - Togwaggle is in an unlit, treasureless cave, Hagatha is being chased out of the swamp by hounds, and Dr. Boom is in the ruins of his lab. It's hard not to feel a little bad for putting them in that spot.
  • Villain Protagonist: The main characters of Rise of Shadows.
  • Villain Team-Up: It's a collection of Rafaam, Madame Lazulnote , King Togwaggle, Dr. Boom, and Hagatha.

Togwaggle

https://static.tvtropes.org/pmwiki/pub/images/674px_heistbaron_togwaggle_full.jpg
Who the king? I THE KING!
Click here to see King Togwaggle
The legendary king of the Kobolds. He had retained his kingship for many generations due to being smarter than the average kobold - he placed a lantern over his candle to stop rivals from snuffing it out. Inside his lantern lives Rakinishu, a tiny fire elemental - his "magic candle" that guides him. Unfortunately, he wasn't clever enough to stop adventurers from raiding his kingdom, leaving him without gold or candles. To get his wealth back, he happily accepted Madame Lazul's call.

In Kobolds & Catacombs, King Togwaggle was an 8-mana 5/5 Neutral legendary that swapped you and your opponent's deck around, but also put a 5-mana King's Ransom in your opponent's hand to switch them back.

He returned as Heistbaron Togwaggle, a 6 mana 5/5 Rogue minion that lets you choose a fantastic treasure if you control a Lackey. The treasures are the same that Marin the Fox created.
  • Adipose Rex: You'd be hard-pressed to find a fatter kobold than him.
  • Familiar: He sees Rakanishu as this.
  • Fat Bastard: He's quite corpulent, and was the Big Bad of Kobolds & Catacombs.
  • Foreshadowing: He implied he had a Villainous Friendship with Rafaam back in the Dungeon Run. In fact, a tie-in comic shows Rafaam gave Togwaggle his crown.
  • Greed: No amount of treasure is enough for King Togwaggle. That said, his concept of 'treasure' did consist of stealing candles until Rafaam convinced him to dream bigger.

Tak Nozwhisker

You say "hoard"? Me say "prepared"!

A goon of Togwaggle's. Tak is a 7 mana 6/6 for Rogue from Rise of Shadows. Whenever you shuffle a card into your deck, Tak adds a copy to your hand.

Kronx Dragonhoof

You are too late. His return is nigh!

A tauren cultist. While he serves Rafaam, his loyalties lie with his true master; Galakrond. Kronx is a 6 mana 6/6 Neutral Legendary from Descent of Dragons that draws Galakrond from your deck. If you already are Galakrond, his Battlecry instead lets you unleash a Devastation: Annihilation deals 5 damage to all other minions, Decimation deals 5 damage to the enemy hero and heals you for 5, Domination grants your minions +2/+2, and Reanimation summons an 8/8 Dragon with Taunt.
  • Breath Weapon: Annihilation takes the form of your hero breathing fire across the battlefield.
  • Evil Is Not a Toy: He believes this about Galakrond, and (correctly) assumes Galakrond will betray Rafaam at the first opportunity. He keeps quiet about it though, since he ultimately just wants his master resurrected.
  • Situational Sword: If Galakrond is already in your hand, Kronx is effectively a dead card until he's played. Given that Galakrond is 7 mana and Kronx is another 6, this might make his powerful Battlecry too slow in desperate situations.
  • You Are Too Late: Quoted verbatim in his summoning line.

Dragon Aspects

For more information on Deathwing and Nozdormu, see Alternate Heroes.

Alexstrasza

I bring life and hope.

Leader of the Red Dragonflight, and Aspect of Life. Alexstrasza is a 9-mana 8/8 that sets the health of a hero to 15.

She returned in Descent of Dragons as another neutral Legendary: Dragonqueen Alexstrasza, another 9 mana 8/8 with the effect of adding two random dragons to your hand and reducing their cost to 1 as long as your deck has no duplicates.
She returned in the Core set as the neutral Legendary Alexstrasza the Life-Binder, with the same statline as the original, but a new battlecry, either healing you or one of your minions for 8 health or dealing 8 damage to an enemy minion or hero.
  • The Red Mage: The original version of Alexstrasza sees play in control decks as both a self-heal to deal with aggression and as a 15-damage nuke to make up for such decks' lack of early damage.
  • Obvious Rule Patch: Dragonqueen used to be able to generate a copy of herself. On the rare chance it happened, it was completely game-breaking as the player got five dragons in play. A swift hotfix prevented her from doing this.
  • Nerf: Originally Dragonqueen's dragons cost 0 mana, which made her extremely swingy when played on curve. Their cost was raised to 1 so you can only play one (or no) dragons on the same turn as her.

Ysera

I dream, and the world trembles.

Leader of the Green Dragonflight, and Aspect of Dreams. Ysera is a Legendary 4/12 Dragon for 9 mana in the Classic set, who adds a random Dream Card to your hand at the end of each turn. The Dream Cards are:
  • Dream, a 1-mana spell that returns an enemy minion to the opponent’s hand (It was originally a free spell that returns a minion to its owner's hand).
  • Nightmare, a free spell that gives a minion +4/+4 (originally +5/+5) but destroys it at the start of your next turn.
  • Ysera Awakens, a 3-mana (originally 2-mana) spell that deals 5 damage to all minions (originally everything) not named Ysera.
  • Laughing Sister, a 2-mana (Originally 3-cost) 3/5 that can't be targeted by spells or hero powers.
  • Emerald Drake, a 4-mana 7/6 Dragon.


Ysera returned in Descent of Dragons as the Druid Legendary Ysera, Unleashed. She retains her 9-mana 4/12 statline, and has a Battlecry that shuffles seven Dream Portals into your deck. Dream Portals summon a random Dragon when drawn.

She returned in the Core set as Ysera the Dreamer, with the same statline as the original Ysera, but adds every Dream card to your hand as a Battlecry.


  • Badass Boast: "I dream, and the world trembles!"
    • Ysera, Unleashed has "My dream is your nightmare!"
  • The Cavalry: Ysera, Unleashed provides a steady stream of free Dragons throughout the game after being played.
  • Mighty Glacier: Ysera's 12 health is quite hefty even for a 9-mana minion, and her 4 attack lets her trade decently well while dodging most Priest removal. She'll also churn out overpowered cards for free for as long as she sticks around, making her a late-game powerhouse, though the need to play those cards from your hand along with Ysera's own high mana cost means it takes a while for her to start making an impact.
  • Nerf: In order to compensate for Ysera the Dreamer, most of the Dream cards had their effects nerfed. Dream in particular would've been bonkers overpowered in its old form, letting you infinitely recycle Ysera for endless copies of the other four cards. However, Laughing Sister was actually buffed since it was pretty awful compared to the others.
  • Purposely Overpowered: All of Ysera's Dream Cards are way undercosted for their effects and stats. Given that she only comes into play during the late game, they pretty much need to be.

Malygos

I am the essence of magic!

Leader of the Blue Dragonflight and the Aspect of Magic. Malygos is a 9-mana 4/12 neutral Legendary Dragon from the Classic set with Spell Damage +5. He returned in Descent of Dragons as Malygos, Aspect of Magic. A 5-mana 2/8 Mage Legendary, Aspect of Magic's Battlecry Discovers an upgraded Mage spell if you're holding a Dragon.List His version in the Core set, Malygos the Spellweaver, is a 9-mana 4/12 neutral legendary dragon whose Battlecry draws spells from your deck until your hand is full.
  • The Archmage: He's the guardian of all magic on Azeroth (at least until Kalecgos took up the mantle in Warcraft lore). His original version is pretty much designed for burning your opponent's face off with massive spell damage, and his Aspect of Magic version gives you stronger versions of existing spells, like a 1-mana Polymorph or an Arcane Intellect that draws 4 cards.
  • Finishing Move: If anyone drops Malygos on the board, they'll be winding up a huge burst of spell damage to end the game. Most decks built around Malygos also have ways around his mana cost, letting them destroy the opponent on the spot rather than praying that he lives a turn (which, if the opponent is even slightly competent, he won't).
  • Spared by the Adaptation: In the Hearthstone universe, Kalecgos serves on the Council of Six but Malygos is still around, as opposed to World of Warcraft lore where Kalec only took up the position after Malygos went mad and had to be put down.
  • You Don't Look Like You: The art on Malygos's original card was initially a portrait of Kalecgos, who received a whole new artwork when he also became a card. This was an intentional choice by the developers due to the lack of good Malygos art at the time.

Murozond

You think this is your time? It is MINE.

The evil future version of Nozdormu, Murozond is the lord of the Infinite Dragonflight.
  • Murozond first appeared as an Arena-exclusive Legendary in the Taverns of Time event, as a 7-mana 6/6 who sets your turn timer to 15 seconds for the rest of the game, but lets you draw 2 more cards each turn.
  • He returned in Descent of Dragons as Murozond the Infinite, an 8-mana 8/8 Priest Legendary whose Battlecry replays every card the opponent played last turn.
  • He appeared again in Caverns of Time as Murozond, Thief of Time, a 7-mana 6/6 Priest Legendary who Discovers a Dragon and deals damage equal to its cost to all other minions if your deck has no duplicates.

  • Ditto Fighter: In keeping with Priest's copying gimmicks, Murozond the Infinite can copy a turn from the opponent. Unfortunately he won't replay Battlecries, but that can be an advantage if your opponent played, say, Deathwing.
  • Evil Doppelgänger: He is Nozdormu after witnessing the End Times, which drove him insane and caused him to try and muck with the timeline to prevent this future.

    Year of the Gryphon 
For information on Lady Prestor, Edwin VanCleef, and the ten Mercenaries, see Alternate Heroes.

Runi

Come with me, into the future!

The daughter of Xyrella. When the Exodar crashed into Azeroth, Runi fell into an unbreakable coma that seemingly no magic could awaken her from. One night while praying over her daughter, Xyrella had a vision of shards of light raining from the sky. These shards were the fractured pieces of the naaru Mi'da, who promised Xyrella that his shards could save Runi's life.

Runi was not represented by any cards in the Year of the Gryphon, however her future self does appear in Caverns of Time as Runi, Time Explorer, a 3 mana 3/4 Paladin legendary that Discovers a Paladin location from the FUTURE!note 
  • Delicate and Sickly: A young girl that is comatose and slowly dying, driving much of the conflict of the Year of the Gryphon's story.
  • Future Badass: After being healed by Mi'da, she would at some point be Lightforged and recruited by Nozdormu to help defend the timeline.
  • Meaningful Echo: Time Explorer's attack quote is "For the Light! For my mother!", playing off a similar quote from Xyrella where she says "For my daughter!" instead.
  • Mythology Gag: The locations from the future all reference expansions from World of Warcraft that take place after the Year of the Gryphon is set. Lordaeron references Battle for Azeroth, Korune references Mists of Pandaria, Temple of Earth references Cataclysm, Valdrakken references Dragonflight, and The Nighthold and Xenedar reference Legion. The only odd one out is Wind Rider Roost, but it might be referencing World of Warcraft: Classic.

Archdruid Naralex

In my folly, I have sown chaos!

A night elf druid who attempted to use the natural wonders of the Wailing Caverns and the power of the Emerald Dream to restore the Barrens to its original, lush state. However, after connecting to the Dream, he was instead overwhelmed by the power of the Old God-corrupted Emerald Nightmare, transforming the Caverns into what they are now and corrupting his companions into the Druids of the Fang. He would be stuck asleep, continually shifting between madness and sanity, until one of his last disciples, accompanied by a group of adventurers, was able to brave the Caverns and rescue him.

Archdruid Naralex is a 3-mana 3/3 neutral Legendary that begins Dormant for 2 turns. While he's Dormant, one of Ysera's Dream cards is added to your hand at the end of your turn.
  • Absurd Phobia: His deepest fear is murlocs, which manifests as a giant albino murloc.
  • Deep Sleep: What Naralex is stuck in, represented in-game through the Dormant mechanic. While he's asleep, the Emerald Nightmare- a dark, corrupted part of the Emerald Dream- leaks out and corrupts the Wailing Caverns, and as such Naralex gives you Dream cards while he's "asleep", one of which could be the Nightmare spell.
  • Forced Sleep: Naralex attempted to connect to the Emerald Dream in this manner. It didn't go well for him.

Mutanus

A colossal, monstrous albino murloc manifested from Naralex's nightmares. He appears when anyone tries to awaken Naralex from his slumber. Mutanus the Devourer is a 7-mana 4/4 Legendary neutral murloc that eats a minion in your opponent's hand and gains its stats.
  • Cannibalism Superpower: He gains the stats of whatever he eats.
  • Extreme Omnivore: He can eat any minion in one gulp. Alexstrasza? Yogg-Saron? Iron Juggernaut? Doesn't matter.
  • Living Dream: Rather, living nightmare. He's the living manifestation of Naralex's fears.

Anetheron

You are defenders of a doomed world!

A nathrezim of the Burning Legion, brother of Tichondrius and the demon who slaughtered Kurtrus' family. Although he was defeated many years ago at the Battle of Mount Hyjal, Tamsin Roame has gathered an artifact called the Demon Seed to resummon him into this world, and Kurtrus has returned to slay the dreadlord for good.

Anetheron is a 6 mana 8/6 Warlock Legendary. If your hand is full, he instead only costs 1 mana.
  • Ascended Extra: Previously, Anetheron was the least fleshed-out of the nathrezim lords, only appearing as a background character in one cutscene, a mini-boss in Reign of Chaos, a boss fight in the Caverns of Time, and a cameo in Legion. Here, he is the driving force of the story for Tamsin, Cariel, and Kurtrus and has personal history with the latter.
  • CCG Importance Dissonance: In the story, Anetheron tears through Stormwind's guards and burns the city to the ground once he' summoned. A lot of emphasis is placed on how powerful he is and how deadly Tamsin's quest is. In play mode he's... fine, and he has seen play, but it's nowhere near the world-ending force the adventures make him out to be.
  • Person of Mass Destruction: In Book of Mercenaries, he's a 5/200 minion with Mega-Windfury that cleaves adjacent minions. He's almost as strong as Galakrond, who destroys the entire world in the non-canon EVIL ending for Galakrond's Awakening.

Cornelius Roame

The sky burns and you're sitting around? MOVE IT!

A guard captain in Stormwind, and the father of both Cariel and Tamsin Roame. Cornelius is a 6-mana 4/5 neutral Legendary from United in Stormwind that makes you draw a card at the start and end of each player's turn.
  • Flesh Golem: What he's ultimately become by the time Cariel confronts him.
  • Mind Rape: What Tamsin does with him, represented by burning his cards and killing him with fatigue.
  • People Puppets: He's reduced to one after the final encounter with Tamsin.
  • Parental Favouritism: He always preferred Tamsin over Cariel. Even when he's just a mindless undead husk, when Cariel tries to tell him she's his daughter, he answers with a surprised and happy "Tamsin?".
  • Puzzle Boss: In Tamsin's chapter in the Book of Mercenaries, he can't be harmed by minions. The only way to kill him is through fatigue.

Lokholar, the Ice Lord

Let your essence congeal... with Lokholar.

A massive frost elemental spirit summoned by the Horde to Alterac Valley to aid them in combating the Stormpikes.

Lokholar, The Ice Lord is a 10-mana 8/8 Legendary neutral Elemental with Rush and Windfury; if you have 15 or less health, he costs 5 less.
  • Defeat Equals Friendship: In order to call upon the Ice Lord's power, you have to first defeat him. Bru'kan does so, earning his help.
  • Summon Bigger Fish: Bru'kan invokes the aid of Lokholar in order to get the Alliance forces in Alterac to listen to him and help defeat Tamsin.

Ivus, the Forest Lord

From your ashes... shall rise life.

A massive ancient of war summoned by the Alliance to Alterac Valley to aid them in combating the Frostwolves.

Ivus, The Forest Lord is a 1-mana 1/1 neutral Legendary from Fractured in Alterac Valley that spends the rest of your mana; for each mana crystal consumed this way, Ivus randomly gains either Rush, Divine Shield, Taunt, or +2/+2, with only the last effect being capable of repeating.

Mi'da, Pure Light

Rest easy, child. You are safe now.

Mi'da is a naaru, a sentient being made entirely of holy energies sworn to bring peace to all mortals and halt the forces of the Holy Light's opposite, the Void. One night, through mysterious circumstances, Mi'da shattered into numerous shards of Light in the skies of Azeroth, with multiple parties scattering across the land in search of them. Among these individuals were a Draenai healer named Xyrella, whose daughter Mi'da promised to save if she reassembled her, and the malevolent black dragons Kazakusan and Onyxia, who wanted to utilize her power by turning her into a Void-corrupted dark naaru. Now, in the depths of Onyxia's lair in Dustwallow Marsh, the shattered naaru has been fully restored, and her confrontation with Onyxia is nigh.

Mi'da, Pure Light is a 6-mana 4/6 Priest Legendary from the Onyxia's Lair mini-set with Divine Shield, Lifesteal, and a Deathrattle that shuffles a Fragment of Mi'da into your deck, which is a 6-mana Cast When Drawn that resummons her.
  • Foil: To Waxadred, with whom Mi'da more-or-less shares a Deathrattle:
    • Waxadred basically amounts to a 5-mana 7/5 beatstick with naught but his Deathrattle to set him apart, while Mi'da is a 6-mana 4/6 that also has Divine Shield and Lifesteal, making her far more flexible and a perfect target for Priest's many buff spells.
    • Mi'da is completely tribeless, while Waxadred is a dragon, which means that he can be Discovered through cards that look for dragons, as well as synergize with other dragon cards.
  • Resurrective Immortality: Like Waxadred before her, Mi'da will always come back to life as long as she's not silenced or her Fragment isn't burned.

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