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Characters / Hearthstone Heroes Of Warcraft Bosses

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This is a list of bosses 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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Adventure Bosses

    Universal Tropes 
  • Boss Banter: The bosses freely talk during the fights.
  • The Computer Is a Cheating Bastard: The bosses break the "two of each card only" rule, though it is usually restricted to their unique cards.
  • Luck-Based Mission: Heroic bosses are so imbalanced that they can verge on this even with a custom-tailored deck.
  • Mythology Gag: The key gimmicks of each fight are largely based on their actual boss fights from World of Warcraft.
  • Power Copying: Defeating the last boss of each quarter will unlock them as legendary cards for your own use.
  • Purposely Overpowered: Simply put, the bosses would have been impossible if the Hearthstone AI wasn't less than stellar. Their cards and hero powers are extremely powerful when compared to what is available in the core game, but are at least beatable.
  • Puzzle Boss: Virtually no deck will be able to complete adventures in their entirety, requiring players to figure out the bosses' gimmick and switch decks accordingly. The game even warns that Heroic versions of each boss will require lots and lots of deck revisions to get it right.
  • SNK Boss: The Heroic versions of the bosses have increased health and vastly more powerful hero powers, with their exclusive cards receiving upgrades as well. Defeating them involves as much skill as it does luck.
  • Unusable Enemy Equipment: A handful of neutral cards exist specifically for them. The cards in question are unbelievably powerful, and would be completely game breaking if they were ever released to the public. For particular bosses who boast cards that even the rest don't have, read on.

    Tutorial Bosses 

General Tropes

  • The Computer Is a Cheating Bastard: Played for Laughs with Illidan, and some others have a few blatantly over-powered cards.
  • Curb-Stomp Battle: Designed to be pushovers, due to their status as tutorial bosses.
  • Early-Bird Cameo: All six of them return in the main game as collectible Legendaries.
  • Puzzle Boss: A simple puzzle, admittedly, but both the deck you are given and the behavior of the enemy funnels you into learning how to play strategically.
  • Unusable Enemy Equipment: A handful of cards are exclusive to each of them.
  • Warm-Up Boss: Part of their nature as part of the tutorial.


The very first opponent the player will face, the scripted battle against Hogger teaches the player the basics of playing cards, attacking, damage, and mana cost.

As a card, Hogger is a Legendary 6 mana 4/4 who summons a 2/2 Gnoll with Taunt at the end of each turn. The Hogger, Doom of Elwynn card is a 7 mana 6/6 who summons a 2/2 Gnoll with Taunt when damaged.

  • The Corruption: Infected by the corruption of the Old Gods as Hogger, Doom of Elwynn.
  • Unusable Enemy Equipment: The Gnoll, Massive Gnoll, Riverpaw Gnoll, and Hogger SMASH! cards.
  • Warm-Up Boss: It's literally impossible to lose to Hogger, and he only has 10 health.

Milhouse Manastorm

Milhouse serves as a demonstration of mana accumulation and the value of minions versus spells, and introduces minion abilities.

As a card, Milhouse Manastorm is a Legendary 2 mana 4/4 with a detrimental Battlecry of giving the opponent free spells on their next turn.

  • Large Ham
  • Squishy Wizard: Has only 20 health, and casts only spells.
  • Unusable Enemy Equipment: Subverted, the only one among the Tutorial bosses to lack unique cards.
  • Vagueness Is Coming: Throughout the duel with him he talks about an awesome card he has that he will use when he gets 10 mana, unfortunately it is impossible to stall out the game to see what it is and you will defeat him well before turn ten. It probably refers to the Alpha version of Milhouse Manastorm which gave you a 10-mana legendary spell called "MEGA-BLAST!!!" which dealt 5 damage to all enemies.
  • Warm-Up Boss: You can't lose to this guy, either.

Lorewalker Cho

Lorewalker Cho is the first boss to make the player trade minions to prevent his minions from overwhelming them. This fight also introduces healing and Battlecry effects.

As a minion, Lorewalker Cho is a 2 mana 0/4 Legendary. When either player casts a spell, his ability places a copy of that spell in the other player's hand.

  • Big Fun: Unlike most bosses, Cho sees the battle as a fun game, something that irks Jaina.
  • Cool Old Guy: Not only is he a nice guy, but he shows a lot of compassion to Jaina and seems to be aware of the fact that she just experienced the worst moment of her life. His dialogue is filled with concern that Jaina is now on a self-destructive path.
  • Graceful Loser: He leaves via Smoke Out, praising Jaina as he goes.
  • Nice Guy: Is quite civil and polite during his entire battle, even after losing.
  • Noodle Incident: Gearmaster Mechazod has some beef with him for some reason. We still don't know why.
  • Panda-ing to the Audience
  • Unusable Enemy Equipment: The Brewmaster, Pandaren Scout, Transcendence, Legacy of the Emperor, and Shado-Pan Monk cards.
  • Unwitting Instigator of Doom: Sort of. If Kel'Thuzad is to be believed, every adventurer who was defeated by Lorewalker Cho became the component parts of Patchwerk.
  • Wakeup Call Boss: The first tutorial boss you can actually lose to.

King Mukla

The fight against Mukla is where the kid gloves come off. Taunt and Charge are made available, and Mukla's Big Brother will demonstrate that sometimes, it's a lot more viable to ignore the opposing minions and go for the face. It also teaches the player how to read cards.

King Mukla's card is a 3 mana 5/5 Legendary whose Battlecry puts 2 Bananas in the opponent's hand, which can be used to buff a minion by +1/+1. Mukla, Terror of the Vale is a 6 mana 5/5 that puts 2 Bananas in your hand.

  • A Day in the Limelight: It's his birthday during the Banana Brawl! Tavern Brawl.
  • The Cameo: Raids the pantry once the banana supply runs out during the big party at Karazahn.
  • The Corruption: Infected by the corruption of the Old Gods as Mukla, Terror of the Vale.
  • Everything's Better with Monkeys: Well, technically he's an ape, but it's thematically the same, what with all the bananas.
  • Expy: Of King Kong, just like in World of Warcraft, but also of Donkey Kong.
  • Shout-Out: To Donkey Kong, what with the barrels and all.
  • Summon Bigger Fish: Mukla's Big Brother.
  • The Computer Is a Cheating Bastard: Mukla's Big Brother is blatantly overpowered. Fortunately, you have ways to stop it.
  • Unusable Enemy Equipment: The Bananas, Barrel, Barrel Toss, Crazy Monkey, Stomp, Will of Mukla, Hidden Gnome, and Mukla's Big Brother cards.
  • Wakeup Call Boss: The first of the boss fights where they stop holding your hand through most of it.

Hemet Nesingwary

The first opponent with a hero power, and he will use it liberally. Fortunately, the player also gets access to Jaina's Fireblast to even the odds.

Hemet Nesingwary is represented by 2 Legendary cards. The first is a 5 mana 6/3 from the Goblins vs Gnomes set, whose Battlecry destroys a Beast. His second card is Hemet, Jungle Hunter, a 6 mana 6/6 introduced in Journey to Un'Goro whose Battlecry destroys cards in his controller's deck that cost 3 mana or less.

Illidan Stormrage

Illidan introduces Weapons and their usage. He also comes with an incredibly strong hero power and several powerful cards, but if the player perseveres against this daunting opponent, he will go down.

As a card, Illidan is a Legendary 6 mana 7/5 that summons a 2/1 Flame of Azzinoth each time the player plays a card.

    Curse of Naxxramas 


  • Evil Is Hammy: Just about all of them, save for Maexxna, speak about as grandiosely as possible.
    • Fortunately, Kel'Thuzad doesn't force Maexxna to be a COMPLETELY ham-less boss. "Maexxna is a GIANT SPIDER! MUWAHAHAHA!"
  • Sorting Algorithm of Evil: Bosses and quarters are (generally) fought in ascending order of difficulty and importance. Kel'Thuzad enjoys taunting you as he sends his cronies to deal with you, but he gets increasingly more irritated as you kill them. He finally stops messing around and sics Sapphiron on you after you crush the penultimate Construct Quarter.
  • Thanatos Gambit: A large portion of minions used by the bosses have Deathrattle abilities. Some even depend on their minions dying to hinder or damage you.
  • Unusable Enemy Equipment: Many of the bosses use Deathcharger, a low cost minion that damages its owner when it dies, and Necroknight, a mid-range minion that destroys adjacent minions when it dies. These can make the enemy Hoist by Their Own Petard. There's also Skeletal Smith, a mid-range minion that destroys the opposing hero's weapon when it dies.

The Arachnid Quarter

The Arachnid Quarter houses undead nerubians, an ancient race of intelligent arachnoid beings. Normally highly reclusive and suspicious of outsiders, living nerubians fought valiantly against the undead Scourge, but were overwhelmed by their numbers. While living nerubians were immune to the undead plague, nothing could prevent the Lich King from bringing back the fallen to join the Scourge in undeath.

Aaah.. Welcome to my parlor..
One of the minions raised by the Lich King was the Crypt Lord Anub'Rekhan. In life, he was one of the nerubians’ most powerful lords. Now, he guards the doors of the Arachnid Quarter. His hero power summons a 3/1 nerubian for 2 mana, and this is bumped up to a 4/4 nerubian on heroic.
  • Glass Cannon: His hero power summons 3/1 minions, which means that they can trade with minions far above their cost - but the slightest breeze will kill them. This is averted by his heroic hero power though.
  • Unusable Enemy Equipment: Locust Swarm, a 7 cost spell that deals 3 damage to all of the players minions while healing Anub'Rekhan for 3 himself.
  • Warm-Up Boss: Contrasting the other bosses, Anub'Rekhan lacks a particular gimmick or element that requires a significant strategy to get around. While his hero power and Locust Swarm can cause problems, his fight is relatively straightforward, giving the player an opportunity to see some of the cards the expansion introduced in action so that they can plan out ways to fight them in the future.
  • Zerg Rush: On heroic, his strategy boils down to 'Use hero power first thing each turn and then keep hitting the opponent's face' - considering the 4/4 minions said hero power spawns, this is quite effective.

Grand Widow Faerlina
My acolytes serve me without question!
Once one of the high-ranking members of the Cult of the Damned under Kel'Thuzad, in death she breeds and takes care of the seemingly endless amount of arachnids that swarm from the depths of the citadel. A master of poisons, she has a keen understanding of what makes mortals suffer. Her hero power is a 2 mana nuke that deals 1 damage randomly to any enemy for each card in the opponent's hand - on heroic, it stays the same except for halving in mana cost.
  • Early-Bird Boss: She's meant to teach the player that they need to play around opposing cards and hero powers in order to beat the rest of Naxxramas, as her hero power encourages a deck that can dump the hand, and that the bosses can and will use their exemption to the "two of any card" rule to their advantage, as shown by her Worshippers. However, these elements aren't particularly important until the Military Quarter during normal mode, rendering her significantly harder than the next four bosses, who can be beaten with a single deck without any changes.
  • Unusable Enemy Equipment: Worshipper, a 3 cost 1/4 who gives Faerlina +1 attack, an effect that stacks with other Worshippers. They upgrade to 2/4's who give +3 attack in Heroic mode.
  • Wake-Up Call Boss: While Anub'Rekhan can be beaten by almost any deck, Faerlina is the first boss that will severely punish certain types of decks (namely lategame decks that build up one's hand). Either tailor your decks to each boss or you're not going to have a good time.

The poisons Grand Widow Faerlina concocts come from the spiderlings produced by Maexxna, a massive spider taken from the depths of Northrend. She feasts on those foolish enough to enter the necropolis, producing spider after spider that Kel'Thuzad uses to his own foul ends. Her hero power is the first of the bosses to break away from the standard 2-mana formula on normal; It returns a minion to your hand for 3 mana, and two minions to your hand for 'free' on heroic.

Maexxna's card is a 6 mana 2/8 Poisonous Beast minion.

  • Combat Pragmatist: In her efforts to win, she's willing to go against her master's own list of approved cards.
  • Flunky Boss: Heroic Maexxna starts the battle with two 1/2 Haunted Creepers - which spawn more spiders when they die.
  • Giant Space Flea from Nowhere: Given that Maexxna runs an entirely spider-based deck, Sea Giant comes straight out of left field. Even Kel'Thuzad is caught off-guard.
  • Giant Spider: Duh.
  • Logical Weakness: Here's a boss that wraps your minions and sends them back to hand - this leaves them unable to fight normally on the board unless you summon a lot. But battlecries do not care for that, and neither does charge minions! Stack your deck with any of these and go straight for the big spider - you'll be outhealing or outdamaging her spiders in short order.
  • Unusable Enemy Equipment: Necrotic Poison, a 2 cost spell that outright kills any minion. It acts as a failsafe just in case her hero power doesn't get rid of a powerful minion.
  • Spider Swarm: Her minions are a bunch of spiders that summon more spiders when they die!
  • Zerg Rush: Her strategy boils down to "summon many spiders and hope the opponent dies". When she suddenly breaks out a Sea Giant, who can work with the strategy, Kel'Thuzad is clearly annoyed at her breaking the spider theme.

The Plague Quarter

Rife with monstrosities twisted by the undead plague, the Plague Quarter produces and refines the plague into highly efficient weapons, bent on destroying all of humanity as a part of Kel’Thuzad’s undead army.

Noth, The Plaguebringer
Another soul for the collection.
Once a notable wizard and alchemist of Dalaran, Noth heard the Lich King's call as Arthas and Kel'Thuzad did. He was quick to turn his back on the Light and joined the Scourge, where he believed that real power lay. During the Third War, Noth saw that many innocent lives were needed to feed the growing might of the Scourge and he came to a point where he started opposing himself. Kel'Thuzad resolved the matter by freezing his heart in his chest with his frost magic. Noth the Plaguebringer, now more undead than human is an extremely powerful necromancer with a various array of deadly spells and curses.His hero power is a passive one; Each time an enemy minion dies, it will summon a 1/1 skeleton, on heroic, this skeleton is vastly more powerful at 5/5.
  • A Day in the Limelight: Got promoted to a playable hero for the Warlock class during the Boss Battle Royale tavern brawl.
  • Animate Dead: What his hero power does to your minions in a nutshell.
  • Dem Bones: What his side of the board will look like before long.
  • Kill 'Em All: His Unique card, Plague, kills any minion on the board that is not a skeleton - considering his hero power, this can be way worse than it sounds.
  • The Necromancer: His hero power is the first passive hero power to grace Naxxramas; every time one of your minions die, it will summon a 1/1 skeleton, which is bumped up to a 5/5 on heroic.
  • Pre Ass Kicking One Liner: You've got your board all set up, it is all healed up, and that means no skeletons! Then Noth reaches six mana, and you hear the three words you definitely didn't want to hear.
    Noth, the Plaguebringer: "Breathe no more..."
  • Unusable Enemy Equipment: Plague, a 6 mana 'kill anything that is not my hero power' card - which inevitably translates into more of the same hero-power's minions.

Heigan, The Unclean
You think you're safe here?
The mastermind behind the plague cauldrons that spread the plague through Lordaeron, corrupting not just the humans, but the flora and fauna in the area as well. The entire wilderness surrounding Lordaeron is now referred to as 'the Plaguelands'—thanks in no small part to Heigan’s handiwork. He has rigged the very walls and floors of Naxxramas itself with a vast array of traps, which he can trigger at will. - This translates into dealing 2, and on heroic 3, damage to your left-most minion for one mana and free respectively.
  • Attack! Attack! Attack!: Heigan's playstyle is familiar to anyone who has played against a good aggro-warlock. He removes your minions with cheap spells and goes directly for your face - but like a warlock, many of his cards have drawbacks.
  • Mythology Gag: Remember dancing around to avoid eruptions? Well, no dancing here, but it's the closest thing to it - keep placing expendable minions to the left to protect your more important ones! - No, you hero power tokens/totems won't work, as they enter the field to the right!
  • Tactical Suicide Boss: Eruption always hits the left-most minion on your board, making it easy to just park a beefy minion there to soak the damage up.
  • Unusable Enemy Equipment: Mindpocalypse - unlike some of the other cards, this wouldn't be imbalanced to release as it gives its benefit of 2 cards and a mana crystal to both players, but it just speeds up tempo to such an absurd degree that many rushdown decks would crumble before the beefier taunts of control decks. Heigan himself has ways around this with his hero power.

I see you!
A prime example of how the plague manifested in the local flora and fauna is the twisted fen creeper Loatheb. In a twisted mockery of the plant kingdom’s natural ability to regenerate, Loatheb can summon deadly spores that quickly spread a sickening miasma that turns magical healing arts against those who wield them. His hero power is a fairly straightforward 3 damage to your hero - costing two mana on normal and nothing on heroic

As a card, Loatheb is a 5 mana 5/5 that causes all enemy spells to cost 5 more on their next turn.

  • Artificial Stupidity: Even among Naxxarams bosses Lothaeb manages to stand out in this: if he plays a Faceless Manipulator, odds are that he'll clone one of his own spores even if there's something else that's less suicidal to clone.
  • Boss Arena Idiocy: Like his original incarnation, Lothaeb's spores work against him by giving your minions +8 attack when they die.
  • Damage-Sponge Boss: Holy hell! Even on normal difficulty, he packs 75 HP, and on Heroic it goes to an astronomical 99. Compensated for by the Spores his unique spells create, which on death give all of the players minions present +8 attack.
  • Flunky Boss: Like Heroic Maexxna, Heroic Loatheb starts out with two minions on the field; a 3/6 fen creeper and a 0/1 spore.
  • Kryptonite Factor: Alexstraza, a legendary minion that sets a hero's health to 15, can be used to outstanding effect on normal mode - try to do it on heroic, however, and Kel'thuzad will have something to say about it as he nullifies the effect
  • Rush Boss: Don't let Loatheb's massive health pool fool you - destroying his Spores allows your minions to kill him fairly quickly. And you'll have to, since his hero power puts you on a strict timer.
  • Time-Limit Boss: Heroic Loatheb will deal minimum three damage to you each turn - even without minions on the board. This gives you at most ten turns to defeat him without a way of healing yourself. In that time, you need to deal 99 damage.
  • Unusable Enemy Equipment: Spore Burst and Deathbloom, though this perhaps is for the best- the effects of these spells (1 damage to all enemy minions and 5 damage to a single minion, respectively) are not enough to make up for the enemy minion-buffing Spore that comes with them.

The Military Quarter

Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.

Instructor Razuvious
You should have stayed home!
Instructor Razuvious is the trainer of the Death Knights, the fiercest and most loyal of the Lich King’s servants. His strikes are sure and deadly, and it is rumored that only students under his tutelage can withstand even a single blow of his deadly runeblade. His hero power is the most damaging of any you will likely have met up to this point: For two mana he can deal 3 damage to any one target on the board - on heroic, this increases to 4 damage for half the price.
  • Achilles' Heel: You'll want Acidic Swamp Oozes in your deck for this guy, trust us.
  • BFS: Gee.. I wonder what makes this Massive Runeblade so specia--
  • One-Hit Kill: Razuvious has a special card called Massive Runeblade which deals 5 damage per swing (or 10 on heroic), and is good for two swings. But if he attacks your hero with it, that damage doubles! Considering you will likely be damaged by the time it comes out, it can be a one-hit kill.
  • SNK Boss: Mages are reknowned for having one of the most versatile hero powers. Razuvious does triple the damage for the same cost on normal, and quadruple the damage for half the cost on heroic.
  • Suspicious Video Game Generosity: "Oh, what's this? A 1-mana Mind Control Crystal card to steal his 0/7 taunt minions? Awesome!" Good luck, you're going to need those.
  • Unusable Enemy Equipment: Massive Runeblade, a weapon with high damage that doubles when he attacks the hero. See One-Hit Kill.
  • Wake-Up Call Boss: Razuvious effectively forces the player to create a deck specifically tailored to counter his powerful weapons and hero power. The previous six bosses could be beaten with a single deck and some creative thinking, while the rest of the Military quarter require the same treatment as Razuvious.

Gothik, The Harvester
My minions never truly die.
Gothik the Harvester, master of necromancy, teaches young Death Knights the power of summoning the undead to their aid. Even the most novice Death Knight can call the lifeless from their graves, thanks to Gothik’s dark and sinister techniques. Ghosts, ghouls, skeletons —- none are safe from Gothik’s influence. On normal, his hero power draws him a card for two mana with no drawback. On heroic, it does all that and gives him another mana crystal for one mana, but he has to use it as the first thing each turn.
  • A Day in the Limelight: Got promoted to a playable hero for the Priest class during the Boss Battle Royale tavern brawl.
  • Hoist by His Own Petard: On death, his minions turn into useless 0-attack Unrelenting minions on your side of the field that continually damage you. However, should you manage to buff these up and/or give them taunt, you can have them inflict far more harm to their former master than they can to you!
    • In Heroic, he will use his Hero power every turn (draw 1 card and get 1 mana crystal for 1 mana). This means all the faster for him to exhaust his deck and start taking Fatigue damage, so try and mill him out in Heroic mode.
  • Mythology Gag: Normally, a boss will only have one line of replies for when you use any of the six emotes against them - but keep on using them against Gothik and he will recite his characteristic speech from the Naxxramas raid - with one difference.
    Gothik: "Foolishly, you have sought your own demise."
    Gothik: "Brazenly you have disregarded powers beyond your understanding."
    Gothik: "You have fought hard to invade the realm of The Harvester."
    Gothik: "Now, there is only one way out..."
    Gothik: "...Going into the Options menu, and hitting CONCEDE." note 
  • Our Ghosts Are Different: His Unrelenting minions come back as ghosts. They're hard to get rid of because they're re-summoned on the player's side as 0-attack minions.
  • Puzzle Boss: Heroic Gothik is practically made for mill decks; his hero power is on autocast, meaning he has to use it, first thing, at the start of his turn. If he starts his turn with ten cards in hand, that means he will burn two cards before doing anything.
  • Shout-Out: The Unrelenting Warrior minion will have you know that he'll be back - he will be, too.
  • Unusable Enemy Equipment: His Unrelenting Trainees/Warriors/Riders. When they die, they are resummoned in the player's side of the field as Spectral Trainees/Warriors/Riders. These minions have 0 attack and deal one damage to their owner each turn.
  • Why Won't You Die?: Any of his Unrelenting Trainees/Warriors/Riders will reemerge as near-useless minions with no attack on your side of the board when slain, they will then proceed to damage you for one health at the start of each of your turns.

The Four Horsemen
We shall grind your bones to dust!
Kel’Thuzad’s royal guard can be found in the Four Horsemen, each with their own twisted powers at their disposal: Lady Blameaux is a master of the shadow, able to drain the essence of life from those she encounters; Thane Korth’azz controls the destructive power of fire, and can even call forth fiery meteors from the skies; Sir Zeliek was once a paladin, so powerful in life that he can still wield the Light in death; and Baron Rivendare, once a friend of Kel'Thuzad, now continues to serve his old comrade in death with his corrupting powers and skeletal Deathcharger.

The Four horsemen is a unique encounter in that, aside from the titular horsemen, there is no other minions in the deck - every other card is there to harm your minions, buff the horsemen, or prevent the horsemen from dying - normally, such a deck would run out of steam fast, but their hero power in both normal and heroic draws two cards for five mana.

Baron Rivendare, the lead Horseman, is a legendary 4 mana 1/7 that causes your Deathrattles to trigger twice.

  • BFS: The Runeblade card that the 'hero' horseman can equip starts out no stronger than the rest of the horsemen's attack, but if the other horsemen are removed from his side of the field, it jumps to quadruple the attack damage.
  • Flunky Boss: Actually averted, Rivendare has no minions in his deck besides the three horsemen that he starts out with, which thematically count as part of the boss himself.
  • Kryptonite Factor: Doomsayer and Equality are prime cards for taking out the horsemen and rendering the hero vulnerable. Like with Loatheb, playing these cards on heroic will cause Kel'Thuzad to intervene
    • On a lesser note, defeating the normal version unlocks the Deathlord card, a 3 cost 2/8 minion with taunt and a deathrattle which summons an opponent's minion from the deck onto the field. You'll want this one in your deck for heroic attempts as they themselves have no other minions than the horsemen they start out with - rendering the deathlord's negative deathrattle useless.
    • The big danger of fighting the horsemen on Heroic is that they start with 6 damage per turn on the board and have a LOT of removal. You can effectively emasculate their damage by the simple process of casting Power Word: Glory (a Priest buff that costs 1 mana and causes you to gain recover 4 life every time the chosen minion attacks) on one of the horsemen on your first turn. Since Power Word: Glory was released after the Naxxramas adventure, Rivendare's AI isn't coded to refrain from attacking with the buffed horseman, and if you can remove another horseman with something as simple as Shadow Word: Pain then Power Word: Glory will heal you each turn for as much damage as they can deal. Even the Runeblade will run out of durability before it can do any serious damage and you can simply outlast Rivendare with relative ease.
  • Large Ham: Second only to Kel'Thuzad.
  • No-Sell: While at least one horseman remains on the field, Rivendare, the hero horseman, is completely immune to any damage.
  • Turns Red: Slay the other three horsemen and Rivendare's Runeblade weapon will become significantly more powerful.
  • Unusable Enemy Equipment: Runeblade, a 1/3 weapon (2/3 on Heroic) which increases in power when the other Horsemen are dead (+3 attack on normal, +6 on Heroic), and Mark of the Horsemen, a spell that gives all the Horsemen and their weapon +1/+1.
  • Why Won't You Die?: You can thank Sir Zeliek for that - he's the reason they have access to paladin secrets.
  • Wolfpack Boss: The Four Horsemen starts with three of the four horsemen already on the field as 1/7 minions (2/7 on heroic) each of them granting immunity to the boss while on the board, and the fourth serving as the opposing 'hero' with 7 health (14 in heroic) - there are no other minions in the deck, and the rest of their cards consist of removal spells, buffs, secrets and weapons.

The Construct Quarter

The Construct Quarter houses various nightmarish abominations stitched together from the once-living. A steady stream of toxic slime flows through this wing of Naxxramas; though it doesn’t pose a threat to the undead constructs that shamble about within, the viscous ooze is deadly to those who still enjoy doing things like breathing and having a pulse.

Patchwerk want to play!
Patchwerk is one of Kel'Thuzad’s most powerful abominations—his strength and speed come as a shock to those that may face him in combat. Far from a sluggish, mindless undead, Patchwerk uses his immense power to pulverize any tiny meat thing that may face him with a flurry of potent, powerful attacks. He just wants to play!

Patchwerk is a unique encounter in that he starts out fatigued with no cards to draw, and only a 5/8 hook weapon in play (4/8 windfury in heroic), the hook replenishing itself when it runs out of charges - mirroring the straightforward nature of his encounter in World of Warcraft. His hero power in both modes is a 4 mana 'destroy a minion' ability, rendering him able to remove your big taunters to continue wailing on his face.

  • Achilles' Heel: Patchwerk has multiple weaknesses because of his straightforward nature. Taunts are a good way to buy time if you can field enough of them, and the freezing mechanic will completelynote  shut him down for a turn. Surprisingly, Acidic Slime Ooze is not an effective counter since Hook's deathrattle is to put another copy into his hand- since it's 3 mana the only way this will slow him is if you coin into your ooze on turn 1.
  • And Call Him "George"!: When Patchwerk uses his hero power to destroy one of your minions, his response is a dissapointed "No more play?"
  • Attack! Attack! Attack!: His strategy boils down to 'If my weapon is not equipped, equip it, then hit opposing hero, if I can't hit opposing hero, use hero power to remove what is in the way, if I cannot use my hero power, hit the thing that is in the way.' - it's not a complex strategy, but it works just fine.
  • Hoist by His Own Petard: It is very possible for a Priest using Mind Vision to copy his Hook and use it against him.
  • Hooks and Crooks: Well, he's not a crook per se, but that hook of his really hurts.
  • Outside-the-Box Tactic: Aside from the noted "destroy his weapon" or "freeze him" or "rush him down first" strategies, another possibility is to just mill him to death with fatigue damage (i.e. forcing him to draw cards).
  • Psychopathic Manchild: Really, he just wants to play!
  • Time-Limit Boss: On normal, his hook will do 5 damage to you each turn unless you have a taunt up, after he reaches 4 mana, you'll need two taunts as he can remove one with his hero power. On heroic, his hook loses one damage, but he gains the ability to attack twice. Without taunts, weapon-removal, healing, or freezing, you're looking at a turn 6 and turn 4 kill on normal and heroic respectively.
  • Unusable Enemy Equipment: His Hook, of course.
  • Unskilled, but Strong: The least mechanically complex Naxaramas boss yet also capable of some very fast kill times.

Grobbulus lurks deeper in the Construct Quarter, carrying the same ooze that flows through Naxxramas within its hulking form. Grobbulus is a flesh giant, the first successful one of its kind, created to build a formidable army capable of quickly spreading the undead plague. One of Grobbulus’ limbs has been replaced with a syringe, which it uses to inject the plague slime of Naxxramas into its enemies.

His hero power is a fairly straightforward 'deal one damage to everything on the board' for two mana - but if anything dies to this, he will spawn a 2/2 slime to aid him. On heroic, this ability is free, on autocast, does double damage, only damages your side of the board, still spawns 2/2 slimes for each thing it kills, and also damages your hero.

  • A Day in the Limelight: Got promoted to a playable hero for the Rogue class during the Boss Battle Royale tavern brawl.
  • Artificial Brilliance: Yes, we're talking about the Hearthstone AI here, the same AI that is typically a class act in Artificial Stupidity - Grobbulus, however, has access to the Mutating Injection card, a 3 mana spell which gives a minion +4/+4 and taunt. He also has access to Echoing Ooze, a minion that, at the end of the turn, duplicates itself along with any buffs that might have been put onto it. Grobbulus loves nothing more than combining the two, leaving him with a very solid wall of two 5/6 minions with taunt for the low cost of 5 mana.
  • Blob Monster: Slimes and oozes are Grobbulus' theme, and boy does he have plenty of them.
  • Exact Words: Echoing Ooze is a 1/2 for 2 mana that produces an exact copy of itself at the end of the turn that it's played. Grobbulus will take full advantage of the "exact copy" part to give both oozes a nasty +4/+4 AND taunt when he buffs the first one.
  • My Rules Are Not Your Rules: If a player hasn't noticed up until this point, Grobbulus makes it very blatant that the Naxxaramas bosses are not restricted to 2 copies of their unique cards.
  • Unusable Enemy Equipment: Mutating Injection, a three mana spell that gives a minion +4+4 and Taunt.
  • Time-Limit Boss: On heroic, like Loatheb, he will deal 2 damage to you and everything you own each turn at minimum.

The undead plague-dog Gluth sits obediently within Naxxramas, awaiting orders from his masters. No doggie biscuit can satisfy Gluth’s ravenous hunger. It is rumored that Gluth can easily devour an army of undead on a daily basis, which Gluth uses to knit his own decaying flesh back together.

Gluth's hero power reduces the health of everything on the board to 1 on normal - and on heroic, reduces the health of everything on your side of the board to 1.

  • Achilles' Heel: Like all bosses with strong weapons, you really want Oozes in your deck for Gluth.
  • The Computer Shall Taunt You: Kel'Thuzad is all too happy to taunt you while you fight the dog.
    Kel'Thuzad: "I asked the Zombies if they wanted to eat your brains and they said 'I don't eat junk food'."
    Kel'Thuzad: "There is an achievement for losing to Gluth. I'm pretty sure."note 
  • HP to 1: His hero power sets minions' maximum health to 1. You may want to leave your Enrage minions and heals at home.
  • Magikarp Power: Gluth's 'Jaws' weapon card starts out weak — being a 1/5 weapon on normal and a 3/5 weapon on heroic — but every time a minion with deathrattle dies, it gains two attack. He also has access to some surprising burst with his Enragenote  and Bitenote  spells.
  • Right-Hand Attack Dog: Kel'Thuzad will gush about his good little doggy as it opens your throat with Enrage.
  • Unusable Enemy Equipment: Enrage, which gives Gluth +6 Attack, and Jaws, a 1/5 weapon that gets +2 Attack every time a minion with Deathrattle dies.
  • Xanatos Gambit: Gluth plays a LOT of deathrattle minions - and some of them even have Taunt. This means that if you want to kill Gluth, you need to go through the taunters - if you go through the taunters, you buff up his 'Jaws'. If you do not have an Ooze at hand in this situation, your loss is all but guaranteed.

I MUST obey!
The final hulking horror that stands within the Construct Quarter is Thaddius. Pieced together from the flesh of the innocent, this massive abomination dwells in one of Naxxramas’ experimental laboratories, flanked by two huge wights—Stalagg and Feugen. Powerful bolts of electricity arc through the laboratory, supercharging Thaddius and his wight minions.His hero power in both modes is a zero-mana autocast that swaps the health and damage of all minions on the board, it doesn't change on heroic - instead, on the first of his turns a 4/7 Feugen and a 7/4 Stalagg will spawn on his side of the board.

Thaddius himself is not a collectible minion. Instead, the collectible Feugen and Stalagg have Deathrattle effects that spawn Thaddius as an 11/11 token after they both die.

  • Critical Existence Failure: Averted in this fight, because of Polarity Shift constantly switching minion HP and attack, damaged minions will become less powerful than if they weren't damaged.
  • Dying as Yourself: Considering he is made from the flesh and souls of innocents, he is really thankful for being slain.
  • Flunky Boss: Heroic Thaddius summons a 4/7 Feugen and 7/4 Stalagg minions on the first turn.
  • Hoist by His Own Petard: Feugen and Stalagg, the tokens that spawn on Heroic Thaddius's first turn, can be turned against him by running your own Feugen and Stalagg. The collectible version of these minions spawn an 11/11 if they die after the other has been killed; Thaddius's tokens, despite being different cards, still fill the requirement. Amusingly, this means you get to beat Thaddius down with Thaddius, using cards you got by defeating Thaddius on Normal.
  • Lightning Can Do Anything: His Polarity Shift hero power swaps minions' HP and attack, and his Supercharge spell buffs all his minions' health - considering his hero power, this will mean a higher damage on said minions next turn.
  • Mercy Kill: It's heavily implied that his servitude is involuntary, as he genuinely thanks you for slaying him.
  • Puzzle Boss: Thaddius swaps the health and attack of all minions during his turn. This means a Stone Wall becomes a Glass Cannon and the other way around. Dealing damage to, but not killing a minion, effectively lowers that minion's attack next turn.
  • Shock and Awe: He has access to the 'Lightning Bolt', 'Forked Lightning' and 'Lightning Storm' Shaman spells.
  • Unusable Enemy Equipment: Supercharge, which gives all of his minions +2 Health.
  • This Means War!: After defeating Thaddeus, Kel'thuzad will remark that THIS was the straw that broke the camel's back.

Frostwyrm Lair

At the pinnacle of Naxxramas awaits Kel’Thuzad himself, who is protected by the ancient skeletal frost wyrm Sapphiron.

Once one of Malygos’ blue dragonflight, Sapphiron was slain by Arthas Menethil and raised from the dead to guard Kel'Thuzad for all of eternity. Like many of the blue dragonflight, Sapphiron had immense magical power, which was only magnified by the fact that the future Lich King personally resurrected him to serve the Scourge. The chill of frost is at his command, and he uses his magic to defend Kel'Thuzad at all costs.

Sapphiron's hero power is straightforward in both normal and heroic: It kills any minions that aren't frozen. Furthermore, the player starts with a Frozen Champion minion on normal, which is immune to Sapphiron's hero power and makes adjacent minions immune as well. The Frozen Champion is removed on heroic.

  • An Ice Dragon: How to sum up Sapphiron in three words.
  • Breath Weapon: Its Frost Breath hero power.
  • The Dragon: Literally the dragon to Kel'Thuzad's Big Bad.
  • Like Cannot Cut Like: It seems this way, since hiding near a Frozen Champion (basically a block of ice) will protect against its ice breath.
  • One-Hit Kill: No matter how much HP a minion has, it'll be instantly vaporized if it isn't frozen or using something frozen as cover.
  • Kill It with Ice: Unless a minion is already frozen or covering behind a block of ice, it won't last a turn against him. He also has a nasty Pure Cold spell for 5 mana which freezes your hero and deals 8 damage.
  • Unusable Enemy Equipment: Pure Cold, a 5-mana spell that freezes and deals 8 damage to the enemy hero.

Archlich Kel'Thuzad
We finally meet.

"Minions, servants, soldiers of the cold dark, obey the call... of Kel'thuzad!"

The archlich known as Kel’Thuzad sits at the seat of power within Naxxramas, coordinating the normally mindless Scourge into a fighting force for the Lich King. In his mortal days, Kel’Thuzad was once a powerful human mage and high-ranking member of the Kirin Tor, working under the great Archmage Antonidas, leader of the Kirin Tor at the time. The Kirin Tor had a wealth of secrets and knowledge at their disposal, and Kel’Thuzad spent countless hours devouring every bit of knowledge he could get his hands on—even the darkest and most unthinkable of arcane arts, such as necromancy. He became increasingly more reclusive and shunned by his peers the further he delved into forbidden magic.
The Lich King sought out Azeroth’s most powerful and ambitious individuals to bend to his will, sending out a mental summons to those he thought could easily be swayed by the promise of power. Kel’Thuzad was the first to answer the Lich King’s call. He saw the power the Lich King held over the undead and desired such power for his own, so he offered his services as a mage to the Lich King in whatever manner he desired. After a long, tortured journey to the frozen wastes of Northrend, Kel’Thuzad knelt at the feet of the Lich King and offered him not just his loyalty, but his soul as well."As my lieutenant, you will gain knowledge and magic to surpass your most ambitious dreams. But in return, living or dead, you will serve me for the rest of your days. If you betray me, I shall make you into one of my mindless ones, and you will serve me still.”
The Lich King’s words were both a threat and a promise. Kel’Thuzad would become his lieutenant, carrying out the Lich King’s whims, but in return he would gain power beyond his wildest dreams. Kel’Thuzad accepted these terms… as if he had much of a choice in the matter.

Kel'Thuzad is advertised as not playing fair, and it shows: He starts out with armor on top of his normal healthpool, his hero power starts off as a 2 damage (on heroic 3 damage) nuke straight to the hero, but if he reaches turn 10, or has the armor removed, his hero power will change to an 8 mana one-turn random-enemy mind control - on heroic, this mind control is permanent.

Kel'Thuzad also appears as a collectible Legendary minion with 6/8 stats and a mana cost of 8. As long as he's in play, all of the player's minions that die are revived at the end of the turn.

  • Arc Villain: Of Naxxramas.
  • Big "NO!": Screams out one of these when his Heroic version is slain. His Normal version will exclaim that he's not finished, since there's still Heroic mode to beat.
  • Blatant Lies: Kel'Thuzad will occasionally give horrible advice to the player or just outright tell silly lies.
    Kel'Thuzad: "Just being nearby Loatheb causes your flesh to rot. So I recommend a melee class."note 
    Kel'Thuzad: "Heigan sent me a message telling me that he promises not to kill you if you don't play any cards against him."
    Kel'Thuzad: "''There is an achievement for losing to Gluth. I'm pretty sure."
  • ...But He Sounds Handsome: "This next fight will not be easy. I hear the boss is ALL POWERFUL... and very handsome."
  • Deadpan Snarker: Despite otherwise being extremely silly, he has a propensity to make snide remarks at the player. He gets some good ones in if the player happens to do an action on Heroic difficulty that upsets him.
    • Not to mention each of his opening remarks in the battle against him.
    Valeera: "Watch. Your. Back."
    Kel'Thuzad: "Okay. I. Will."
    Uther: "I will fight with honor!"
    Kel'Thuzad: "...and I will fight with huge minions and devastating spells. Good luck!"
    Thrall: "For Doomhammer!"
    Kel'Thuzad: "You're fighting for a hammer? Ok then."
    Garrosh: "Victory or Death!"
    Kel'Thuzad: "Really? Death it is, then."
  • Denser and Wackier: Far goofier than his canon counterpart.
  • Easter Egg: Playing Animal Companion as a Hunter summons the unique minion Mr. Bigglesworth, a 1/1 kitty with no other effects. Trying to give it taunt will not work, as Kel'Thuzad and his minions will not attack it and just bypass it- something that Word of God states is "very much intended". If you play Call of the Wild, which summons all three Animal Companions, it summons Mr. Bigglesworth on top of its usual effect.
  • Faux Affably Evil: In some moments, he comes off as having a facade of smugness - it's all very clear that it is just a facade.
  • Final Boss: Acts as the final opponent of the Naxxramas adventure. Impressively for a card game, he even follows a couple of final boss tropes, such as multiple phases and having more health than a typical boss.
  • Joke Character: Kel'Thuzad's kitty Mr. Bigglesworth is a 0-cost minion with 1/1 stats. Killing his beloved kitty will make him very angry.
  • Kill It with Ice: He will FREEZE the blood in your veins!
  • Lampshade Hanging: He notices some of the particularly bizarre elements about the game, such as:
    • Questioning why Maexxna has a Sea Giant
    • Why Gothik doesn't come back as a Spectral himself.
    • Why Malfurion is fighting for the wild in Naxxramas.
    • Why Jaina claims 'He asked for it' when it was she who came barging into his home without permission.
    • Asking if you have a habit of greeting people who are about to kill you if you try to use the "Greetings" emote.
  • Large Ham: In the World of Ham that is Naxxramas, he stands out as particularly over the top.
    Kel'Thuzad: "Give me a K! Give me a T! What's that spell?!"
    Kel'Thuzad: "I just completed a quest to destroy an interloper! 40 gold, yes!"
  • Medium Awareness: He's entirely aware that he's a boss in a video game, since most of the lampshade hangings and meta-humor of Naxxaramas comes from him.
  • Now It's My Turn: If you break his 10 initial armor, he will invoke this by immediately going into his second form and ending the player's turn prematurely.
    Kel'Thuzed: "NO! Your turn is over! My turn now!"
  • Oh, Crap!: If you use the "thank you" emote, Kel'Thuzad's hesitant "You're... welcome?" Sounds somewhere between confused and really worried.
  • Pun: He's not above throwing these at you either.
    Kel'Thuzad: "NOTH ing can defeat Noth!"
  • Turns Red: When you break his armor or reach turn 8, he will stop screwing around and pull out his real hero power.
  • Unusable Enemy Equipment: Guardian of Icecrown, automatically summoned when Kel'Thuzad enters his second phase. These minions have Taunt and are 3/3 on normal and 5/5 on Heroic.
  • Villainous Breakdown: Suffers a minor one every time the player defeats one of his underlings.

    Blackrock Mountain 


  • Enemy Civil War: The mountain is contested by Ragnaros and Nefarian. The player initially helps Nefarian (in his Victor Nefarius persona) before turning against him once Ragnaros is defeated. Ragnaros even yells at Nefarian at one point.
  • Unusable Enemy Equipment: Many bosses use Flameheart, a 3-mana spell that draws two cards and gives its player 4 Armor.
    • The last wing has bosses that use Magmaw, a Legendary 10/2 minion with Taunt that costs five mana.

The Blackrock Depths

Descriptions taken from here

The sooty stone halls of Blackrock Depths form a dim, sprawling city whose subterranean streets are filled with Dark Iron dwarves. The Dark Irons are enslaved to the will of Ragnaros the Firelord, and that’s a pretty time-consuming job. When they’re not slaving away, however, they make time for fun! Brawls in the Grim Guzzler, brawls in the Ring of Law . . . really just brawling everywhere they feel like brawling.

The Grim Guzzler (Coren Direbrew)
Welcome.. to the Grim Guzzler
The Grim Guzzler is home to all sorts of eccentric characters, and Coren Direbrew is no exception. He and his totally reasonable and not rambunctious friends will require you to throw down if you want to journey deeper into the Mountain!

The special mechanic here summons a random minion from each deck for each player. The heroic mode version summons two minions for the boss, one for the player.

  • A Day in the Limelight: Got promoted to a playable hero for the Warrior class during the Boss Battle Royale tavern brawl.
  • Bad-Guy Bar: The Grim Guzzler in a nutshell, where there's constant Bar Brawls going on and eventually everyone gets dragged into them!
  • Bar Brawl: Implied to be what is going on. Appropriately enough, Brawl is also a card in this boss's deck. The card you get from defeating him also simulates the random bystanders piling into the brawl.
    Coren Direbrew: Ahahah! DOG PILE!!!
  • Did You Just Punch Out Cthulhu?: The playable Coren card in the Tavern Brawl mode gives you a Brawl when played, and he always wins it. Now imagine a full board of dragons, elemental lords, all these legendary powerful creatures... They all got into a tussle with this dwarf, and the dwarf knocked them all out.
  • Luck-Based Mission: Coren's hero power pulls a random minion out from both decks. Depending on your deck and your luck, you might find yourself at a severe advantage or disadvantage by turn 3.
  • Luck Manipulation Mechanic: Dark Iron Bouncer defeats the randomness of the Brawl spell by default. On the player's end, it is possible to (literally) stack one's deck so that Coren's hero power works in their favor.
  • Puzzle Boss: Battlecry minions are right out, since they can be pulled straight from your deck without a chance to use their effects. Magikarp Power minions are unfavorable, since they're unlikely to get the time to snowball their power. It's better to just load up on high-power, high-cost minions that are more practical in this fight.
  • Unusable Enemy Equipment: Dark Iron Bouncer, a minion that always wins Brawl (which normally chooses its survivor at random). There's also Get 'em!, a spell that summons four 1/1 Dwarves with Taunt.

Dark Iron Arena (High Justice Grimstone)
A new challenger!
You’d never think it, but the Dark Iron Dwarves have some pretty strong ideas about their version of Blackrock justice. Uther might not agree with them, but hey, this isn’t Uther-rock Depths!

In game, this boss summons a 1/1 minion with taunt each turn (costs 1 mana on Normal, free on Heroic). In addition, his deck is full of legendary minions.

  • Artificial Stupidity: Hoo boy, does the arena have this. It will often play minions which actually do it more harm than good (Such as Lorewalker Cho, which allows you to bounce spell cards back and forth between the arena endlessly (Not to mention filling up his hand with potentially useless spells), Millhouse Manastorm, which makes all your spells free for the next turn, or Deathwing when you have a Sylvanas Windrunner on the board), in short, expect some interesting and hilarious wins from the arena.
    • The Mage hero challenge seems to be made to exploit this by giving you a deck full of nothing but unstable portals (2 cost spell that randomly summons another card)... and since Milhouse is a potential draw, it goes from a 2 cost to a 0.
  • Ascended Meme: From a gimmick 30-legendaries deck into an actual boss encounter.
  • Early-Bird Cameo: "Coming to you all the way from the mission after this one, it's Emperor Thaurissan!"
  • Elite Army: The boss's deck only contains legendaries.
  • Hammy Herald: Uniquely and amusingly, High Justice Grimstone has an introductory speech for each and every card he plays.
  • Kangaroo Court: The Dark Iron Dwarves' idea of "justice" is gladitorial combat in an arena, complete with a "judge" that's essentially a sports announcer hyping the whole thing up.
  • Large Ham: Grimstone is clearly having a good time hamming up his intro speeches. It makes the fight on the whole fairly funny.
  • Practical Taunt: To offset how impractical some of his legendaries are, Grimstone can keep churning out 1/1 cannon fodder minions with taunt so his heavy hitters at least have a chance to stay alive.

Emperor Thaurissan
The Dark Iron Dwarves will never fall!
Emperor Thaurissan rules in title alone. He, like the other Dark Iron Dwarves, serves at the whim of the Firelord. That’s unfortunate because the benefits are just awful— no vacation time whatsoever. Thaurissan’s glad you’re stopping by for a visit; fighting you will let him take his mind off a lifetime of servitude.

In game, has a hero power that can kill players instantly. However, he starts with Moira Bronzebeard, his wife, as a minion, and while she is alive, his hero power cannot be used. The challenge, as a result, is to kill the boss without getting Moira killed, and absorbing her damage (Taunts and Ao E are generally out as a result.

As a card, Emperor Thaurissan is a 6 mana 5/5 that reduces the cost of all of the cards in your hand by 1 at the end of your turn.

  • Artificial Brilliance: Yes, we're talking about the Hearthstone AI who needs overpowered cards and hero abilities to be a challenge, but long story short, do not play any cards that give your opponent a Spare Part when you're fighting Emperor Thaurissan. If he gets the Time Rewinder, he'll use it on his wife... and use his hero power on you.
  • Easter Egg: He has special dialogue if the player plays a Ragnaros minion. In addition, Nefarian's after-battle message changes depending on whether Moira is still alive.
  • Escort Mission: Whatever you do, you must keep Moira alive, or else Thaurissan will kill you in very short order, so AoEs and Taunts are no-no (unless your Taunt has low attack, and you can heal her, or better yet, no attack at all.). In Heroic, she's a One-Hit-Point Wonder.
  • I Have Your Wife: Using one of several "steal an enemy minion" cards allows one to take control of Moira, doing this literally. This is not necessarily recommended, since there is nothing stopping Thaurissan from simply killing her with his minions then using his hero power. Disappointingly, there is no special dialogue from Thaurissan if one actually takes his wife hostage.
  • Power Limiter: As long Moira is alive, Thaurissan can't use his Hero Power. Keep her alive at all costs.
  • One-Hit Kill: What Thaurissan can do if Moira is killed. It actually deals just 30 damage, so a player can survive with enough armor, or with a source of immunity (Ice Barrier; Mal'Ganis). Then he'll use it again next turn...
  • Roaring Rampage of Revenge: Implied by the hero power setup.
    • However, Heroic Thaurissan is not above rather hypocritically trying to kill Moira himself, with cards in his deck such as Unstable Ghoul, Abomination and Death's Bite. While he won't directly try and off her (with Fire Elemental, for example), he makes no effort to prevent collateral damage from taking her out, meaning players hoping to beat Heroic Thaurissan will often have to go to extreme lengths to protect Moira.

The Molten Core

Descriptions taken from here

The Molten Core is the heart of Blackrock Mountain, and its blood is piping-hot magma. This is the domain of Ragnaros the Firelord, summoned to Azeroth long ago by the Dark Iron dwarves in a bid to gain power over their enemies. That didn’t work out too well for them...

I will rock you.
One of Ragnaros’s lieutenants, Garr is a hulking elemental made of pure obsidian. With the help of his little Firesworn buddies, he can’t wait to rock your world.

Garr begins the match with several 0/5 Firesworn on the field, and his hero power is on autocast to damage all minions for 1 point on each of his turns. When Firesworn are killed, they will deal 1 (3 on Heroic) damage to the player for each Firesworn that has died this turn.

  • Achilles' Heel: The Mass Dispel card from Priest will silence all his minions, and you don't have to worry about their Deathrattles any further. As added bonus, they will continue to clog the board and prevent Garr from playing other minion unless Garr buffs their attack or finally clear the board with his hero power. Even then, Priest has the Circle of Healing to continue clogging his board...
    • Additionally, Garr is extraordinarily vulnerable to cards which benefit from taking small, regular amounts of damage, such as Frothing Berserker and Grim Patron. The Berkserkers in particular, which gain +1 attack every time a minion takes damage (on either side of the board, from any source) can utterly dismember Garr with contemptuous ease, making him almost a Breather Boss.
  • Herd-Hitting Attack: Garr's hero power hits all minions for one damage. While this would normally be an impediment to a player trying to build up a board, one can take advantage of this by playing cards that want to be damaged like Enrage minions, Acolyte of Pain, Armorsmith, etc.
  • Poor, Predictable Rock: Emote to him, and his response is "Rock beats everything." It sure doesn't beat your minions that get stronger after taking partial damage.
  • Rush Boss: Firesworn have 5 health each, meaning you have 5 turns to either kill Garr or silence/kill as many of his minions as possible. Note that you should take care to only eliminate 2 or 3 at once, as blowing them all up will basically instantly kill you regardless of what turn it is.
  • Unusable Enemy Equipment: Rock Out, which summons three more Firesworn.

Baron Geddon
You will BURN!
Baron Geddon used to be Ragnaros’s second-in-command, until Majordomo Executus snaked into his spot. Now Baron Geddon is ready to unleash his fiery temper on any foolish heroes who trespass into the Molten Core.

Baron Geddon's hero power will deal significant damage to the player after turns where the player's mana was not fully spent. Aggressive decks are very successful on Normal... and are somewhat complicated by Geddon's 50 health and 50 armor on Heroic.

Baron Geddon is also a collectible Legendary from the Classic set. He's a 7 mana 7/5 that deals 2 damage to all other characters at the end of your turn.

  • Damage-Sponge Boss: Heroic Baron Geddon has an extremely high health total and several removal options, and unlike Loatheb there is no way to boost the damage he takes.
  • Kill It with Fire: The only card he has without a fiery element to it is a pair of imps.
  • Resources Management Gameplay: If there's any unspent mana, Geddon gets to use his hero power, which deals 5 damage to your face. To confound the problem further, he has the Living Bomb spell, where if an enemy minion survives until his next turn, it deals 5 damage to all of its allies. On Heroic, both deal 10 damage.
  • Unusable Enemy Equipment: The Living Bomb spell.
  • Why Am I Ticking?: As a throwback to his World of Warcraft days, he will target a minion on your board with the spell Living Bomb - if this minion remains unsilenced on the board and survives your following turn, you're in for a very bad time.

Majordomo Executus & Ragnaros the Firelord
None may challenge the living flame!
An elemental lord’s most trusted lieutenant can rise to become their majordomo, responsible for taking care of their master’s affairs while they are otherwise indisposed. We’re not naming any names, but some of those majordomos are more than willing to throw their boss into the waiting arms of brave adventurers.

Executus' hero power is to summon a 1/3 (3/3 heroic) Flamewaker Acolyte to the field. When defeated, he is immediately replaced by Ragnaros, whose hero power will deal 8 damage to a random enemy (this triggers twice on heroic).

As a card, Majordomo Executus is a 9 mana 9/7 who's Deathrattle replaces your hero with Ragnaros. All tropes applying to Ragnaros should go under his own entry in the Summonable Heroes folder.

  • The Cameo: Arrives for the big party at Karazhan. But he arrives too soon.
  • Crippling Overspecialization: Executus' deck contains a whopping TEN Molten Giants (8/8 which originally cost 20, but reduce the cost by each point of damage taken). His primary strategy was to wait until you whittle him down to ten life then fill the board with giants, guaranteeing a one turn kill. However, the downside to this is that a third of his deck is unusable till the late phase of the game. And if you manage to kill him in one shot, then Ragnaros won't be able to play the giants either (Since his Max HP is 8, he won't be able to reduce the cost of the giants enough to play them). The nerf to Molten Giant at the start of Whispers of the Old Gods, which increased their cost to 25, basically turned this Up to Eleven, making it almost impossible to lose to him on normal.
  • Glass Cannon: Ragnaros has only 8 health/8 armor on normal, but deals a lot of damage with his hero power. Averted on Heroic.
    • Marathon Boss: In Heroic mode, you have to dismantle Executus's 30 health and 15 armor first. Then Executus goes down, and Ragnaros comes in... with 30 health and 30 armor. That's a combined 105 health, the most hp of any boss prior to Karazhan's Heroic Malchezzar (prologue).
  • Sequential Boss: Ragnaros takes over after you defeat Executus.
  • Villain: Exit, Stage Left: After summoning Ragnaros, Executus just kind of disappears, as Ragnaros firing him wasn't included in this version of their encounter.

Blackrock Spire

Descriptions taken from here

Blackrock Spire honeycombs the heights of Blackrock Mountain, and serves as the first line of defense against those who would dare intrude on Blackwing’s domain. Nefarian’s forces now occupy the former Dark Iron dwarf citadel, with the likes of ogres, orcs, and dragonspawn patrolling its halls.

Highlord Omokk
I'll crush you.
Omokk didn’t rise to Highlord by being sharp. Quite the opposite—he’s the very definition of a blunt instrument, and he’ll be ogre-joyed to pound you and your minions into dust.

Omokk's hero power causes him to destroy a random damaged enemy minion for one mana. On Heroic, this becomes a no mana auto-casted ability that randomly destroys one minion regardless of damage.

General Drakkisath
Are you here to help me destroy the mortals of this world?
This dragonkin general leads Nefarian’s armies within Blackrock to inflict corporal punishment on the minions of Ragnaros. Ragnaros might also be a bad guy, but sometimes it turns out that the enemy of your enemy is still kind of a jerk. Don’t listen to that kernel of doubt: Drakkisath might be anti-Firelord, but in private he’s still pro-evil.

Drakkisath's continuously active hero power completely changes how the game is played. It makes all cards cost one mana and limits players to having only one mana crystal. This means that only one card can be played each turn. On Heroic, the player is still limited to one mana crystal, but Darkkisath can have two mana crystals. This lets him play two cards when the player is still limited to one.

Rend Blackhand
We are the TRUE horde!
Rend is the leader of the Dark Horde, which is allied with Nefarian because he needs the dragon’s help to overthrow Thrall and seize control. His management style is classic villain—spend a lot of time hanging back, being crazy, and ordering minions around. Give him points for unpredictability: you never know what he’ll throw at you next.

Rend's hero power is unusual because it changes each time he uses it. It summons either three 1/1 Whelps, two 1/1 Orcs with Taunt, a 3/1 Dragonkin, or Rend's drake mount Gyth, an 8/4 Legendary Dragon. Mana costs for the hero power vary depending on the minion summoned. On Heroic, these summoned minions have improved stats: the Whelps and Orcs are 2/2, the Dragonkin is 5/4, and Gyth is 8/8.

Rend Blackhand is also a Legendary minion, an 8/4 for 8 that destroys a Legendary minion of your choice as long as you're holding a Dragon.

Blackwing Lair

Descriptions taken from here

Blackwing Lair is Lord Victor Nefarius’ seat of power within Blackrock Mountain. There, he tinkers with blood of the various dragonflights in an effort to create a perfect, unstoppable draconic army. It’s not an exact science, but hey, it’s still SCIENCE!

Behold. The corrupted eggs of our new dragonflight.
Watching eggs is a full-time responsibility. It doesn’t leave poor Razorgore much time to do important things like get a degree, socialize, or do fun, destructive dragon stuff. This unfortunate situation has only worsened his historically poor temperament. Razorgore’s glad you’re stopping by to help him work off some stress!

Razorgore's gameplay revolves around his unique Corrupted Egg minion. He play with one on the table, and his one mana, auto-casted hero power gives all the Corrupted Eggs one health before summoning a new one. Once an Egg gains enough health, it hatches into a powerful Chromatic Drake. On Heroic, Razorgore's hero power costs no mana, his Eggs start with more health and take less time to hatch, and the Chromatic Drakes are more powerful.

  • A Day in the Limelight: Got promoted to a playable hero for the Druid class during the Boss Battle Royale tavern brawl.
  • Crippling Overspecialization: The only threat he really has going for him is his Corrupted Egg gimmick, making him relatively simple to neutralize if you can contain that threat.
  • Dummied Out Unusable Enemy Equipment: Razorgore's Claws, a 1/5 weapon with +1 Attack for each Corrupted Egg. This weapon is found in the game's files but is unused.
  • Egg Sitting: This is his job. He takes it very seriously, to the point where he yells at the player for destroying his eggs.
  • Hoist by His Own Petard: It's possible to silence or otherwise neutralize his Eggs. Once his board is full he can't play any more minions and the player can destroy him at their leisure.
  • Incredibly Lame Pun: His emote response.
    I will scramble you!
  • Magikarp Power: Those eggs start off with no attack and low health, but they turn into 7/3 Chromatic Dragons should they hatch. Prevent that from happening at all costs!
  • Mook Maker: Expect to see a lot of eggs.
  • Rush Boss: If you don't start maiming those eggs, you will be swarmed by huge dragons in short order. As with Garr, you don't have to kill them, just do anything to make sure they don't hatch.
  • This Is Unforgivable!: Lashes out at the player if they keep destroying Corrupted Eggs.

Flee! Before I lose control...
We’ve touched upon the fact that Victor Nefarius is a bad dude, and here’s the proof. Vaelastrasz was once one of the good guys - a happy-go-lucky red dragon. Victor Nefarius used dark magic to corrupt him, forcing the ferocious red dragon to serve the Lord of Blackwing Lair against his will.

In-game, his free, auto-casted hero power makes both players draw two cards. The catch is he's playing a mill deck, using cards such as Naturalize to further clog up a player's hand, or cards like Clockwork Giant which benefit from the number of cards in the opposing player's hand. On Heroic, his hero power causes both players to draw three cards, and it gives Vaelastrasz an extra mana crystal when used.

  • Apologetic Attacker: He really doesn't want to fight, and even apologizes to the player if they lose.
  • Brainwashed and Crazy: Indicated by some of his attack quotes.
  • Easter Egg: Playing Alexstrasza against him makes him more than a little distraught:
    Vaelastrasz: Help me! Lifebinder! Help!
  • Hoist by His Own Petard: In Normal, because his hero power also makes him draw two cards per turn, he can easily clog up his hand and get himself into trouble when he can't draw his more useful cards. His heroic version slightly mitigates this by giving him an additional mana crystal each activation, thus he has more mana and more chances to play more cards.
    • His playstyle tries to do this to the player. Explanation 
  • I Die Free: Expresses his gratitude when the player kills him.
  • Knight of Cerebus: The fight is surprisingly somber compared to the rest of Blackrock Mountain, and the only jokes actually present do little else but point out he's a good guy. Even his Easter Egg isn't a joke; it just drives the mood home.
  • Rush Boss: Like his original incarnation, Vael needs to be defeated quickly before his Milling reaches lethal threshold.
  • Unusable Enemy Equipment: Burning Adrenaline a free spell that does 2 damage to the enemy hero.

What’s worse than a horrible mutant dragon monstrosity that uses magic? A horrible mutant dragon monstrosity that uses five types of magic, obviously! Chromaggus unleashes abilities ripped from the flesh of all five dragonflights. Don’t ask how he got those powers. Viscera are involved. Hey, we told you not to ask! You’ll have to battle the chromatic horror before you can take on Lord Victor Nefarius.

In game, his free, auto-casted hero power puts a Brood Affliction card into the player's hand at the end of Chromaggus's turn. These cards cost one mana and hurt the player or benefit Chromaggus as long as they remain in the hand. On Heroic, the Brood Affliction cards cost three mana to play, and their effects are more powerful.

As a card, Chromaggus is a 6/8 Dragon for 8 that creates a copy of any cards you draw.

  • All Animals Are Dogs: Well, Nefarian seems to treat Chromaggus as one.
    Good job, Chromaggus. Good boy.
    Hand getting a bit clogged? Good doggie.
  • All Your Powers Combined: Has aspects of all five chromatic dragonflights, though in the dark form of this trope, as he is something of a Frankenstein monster.
  • Artificial Stupidity: Even for Hearthstone AI, Chromaggus stands out in particular. It seems like he's set up to use Savagery (1 mana spell, deal damage equal to your attack power) after using Claw or Bite to first get attack power, yet he will frequently use the spells in the wrong order. Sometimes he'll just use one (or both) Savagery spells and never have any attack power at all that turn!
  • Color-Coded for Your Convenience: The Brood Affliction cards, which are based on the five kinds of dragons.
    • Red: Deals one damage to its holder at the start of their turn. On Heroic, this does three damage instead.
    • Green: At the start of the holder's turn, this card heals two damage to their opponent. On Heroic, this restore six health instead.
    • Blue: While in a hand, this reduces the cost of Chromaggus's spells by one. On Heroic, the cost of spells is instead reduced by three.
    • Black: While in a hand, this causes Chromaggus to get an additional copy of any card he draws.
    • Bronze: Whine in a hand, this reduces the cost of Chromaggus's minions by one. On Heroic, the cost of minions is instead reduced by three.
  • Dummied Out: The Chromatic Mutation spell, which would have turned a random minion into a 2/2 Chromatic Dragonkin. An even bigger one is the Chromatic Dragonkin hero. According to this article, an early version of the Chromaggus fight would have the player's hero be turned into a Chromatic Dragonkin, with the useless hero power of discarding a card.
  • Exact Words/Hoist by His Own Petard: Pay attention to the card text. If the player can get Brood Affliction: Red or Brood Affliction: Green into Chromaggus' hand, then these cards will damage Chromaggus or heal the player, respectively. The other cards benefit Chromaggus regardless of who holds them.
    • Brood Affliction: Black can fill up Chromaggus's hand, forcing him to discard cards he draws.
  • Resources Management Gameplay: Much of the point of the fight is decision making; the player has to decide whether giving Chromaggus an advantage is worth it to develop their board/remove his own, or to pay up the mana cost and hope Chromggus doesn't get too far ahead.
  • This Looks Like a Job for Aquaman: For the first time in the game's run, discarding cards using Deathwing, Succubus, Soulfire, or Doomguard actually becomes helpful, as it gets rid of the Brood Afflictions without paying their mana cost.
  • Unusable Enemy Equipment: Chromatic Dragonkin: A 2/3 minion for two mana that gains +2/+2 when the owner's opponent casts a spell. This penalizes the player when they cast Brood Afflictions in order to remove them from their hand.

Lord Victor Nefarius/Nefarian
Welcome to my personal sanctum, hero.End Turn 

"Let the games... begin!"

The master of Blackwing Lair and the primary antagonist of the adventure, Nefarian is the son of Deathwing and creator of the Chromatic Dragonflight. He initially recruits the player in a bid to conquer the lower layers of Blackrock under the guise of a human named Lord Victor Nefarius. His rule becomes complicated after the defeat of Ragnaros, where the player begins to quest up the mountain, and it all goes downhill from there.

The battle with Nefarian is the largest in scale in the entire game. On his very first turn, Nefarian will automatically turn into his dragon form, gaining 30 armor (50 on Heroic), 10 mana crystals, two extra cards, and a 1 mana auto-cast hero power that gives him a random spell from the player's class. To compensate, Ragnaros reveals himself to be alive and grants the player his power to defeat Nefarian, giving the player absurdly powerful cards at the start of their turn. On Heroic, Ragnaros will only be able to help once.

Nefarian's card is a 9 mana 8/8 Dragon that adds two spells to your hand from your opponent's class.

  • Blatant Lies: With shades of I Meant to Do That. At the start of the Chromaggus battle, he triumphantly announces that Chromaggus is his greatest achievement. When the player wins...
    Actually, Chromaggus was my weakest minion. Were you impressed with yourself?
    • When the Omnotron Defense System is beaten, Nefarian thanks the player for saving him a repair bill. This is after he called it "the most powerful defense system imaginable!"
  • Big Bad: The main villain of the expansion, with Ragnaros acting as a secondary major villain.
  • Breaking the Fourth Wall: After the fight against Omokk, Nefarian, clearly distressed, tells the player to hit the back button, or play ranked mode instead.
    • During the Heroic mode battle, Nefarian will tell Ragnaros that he can no longer help the player in Heroic mode.
  • The Bus Came Back: Returned to square off with Morgl and Anduin in his own co-op Tavern Brawl, Nefarian Rises!
  • The Cameo: Shows up to party at Karazhan.
  • Didn't See That Coming: He certainly did not expect the player to return to Blackrock Mountain after defeating Ragnaros and then going after him.
  • Disc-One Final Boss: Those unfamiliar with the lore probably find it odd that Nefarian gets defeated at the end of Wing 4 when there's an entire Hidden Laboratory that's yet to be explored.
  • Easter Egg: Playing Deathwing during his boss fight gets this reaction out of him:
    Nefarian: D-Daddy?
  • Et Tu, Brute?: As you start taking out the Blackrock Spire bosses, Nefarian angrier and angrier at what he assumes is a betrayal, as you previously slew his arch-nemesis for him.
  • Faux Affably Evil: His politeness towards the player is an act to get them to take out Ragnaros, and even then it's offset by his snide remarks. Understandably, he immediately drops it the second they come after him.
  • Guest-Star Party Member: While Nefarian is stuck with player cards, the player is given absurdly powerful Ragnaros cards, all of which cost 0 mana:
    • DIE INSECT!, a spell which deals 8 damage to a random enemy.
    • Living Lava, a 6/6 with taunt.
    • Son of the Flame, a 6/3 with a battlecry of dealing 6 damage.
    • Whirling Ash, a 4/5 with windfury.
    • Unfortunately, Ragnaros will only give one of these cards on Heroic.
  • Hoist by His Own Petard: His hero power attempts to do this by supplying him with random spells from the player's class to make the player taste their own medicine.
  • Hypocrite: When Ragnaros shows up to assist the player with overpowered cards, Nefarian will rage that this is cheating. Says the boss who just gave himself 30 armor (50 on heroic), 9 more mana crystals, several cards from his deck and a new hero power that allows him to blatantly cheat. All on turn one.
  • Interface Spoiler: The portrait for his first fight is that of Lord Victor Nefarius, but his hero power (costing 1 mana) shows that he will assume his true form as soon as the battle begins...
  • Jerkass: He's hypocritical, insane, violent, condescending, a terrible person to work for, and a cheater at card games.
  • Leeroy Jenkins: No wait, keep reading. The key to beating Nefarian on Heroic is exploiting the fact that he'll try to play as many minions as possible. Once the player survives his initial onslaught of minions (which aren't as powerful as you might expect) Nefarian will be stuck with whatever he gets from topdecking and his hero power.
  • Mad Scientist: He's the creator of the Chromatic Dragonflight, a species of dragons created by splicing together the genes of all five Dragonflights, and the corrupter of Vaelastrasz. He's also quite proud of what he does, if his reaction towards Chromaggus is any indication.
  • Mean Boss: He has very little, if any, faith in his minions, and if Maloriak's dialogue is any indication he threatens them too.
  • Mission Control Is Off Its Meds: Starting with the battle against Omokk, Nefarian (still in his Victor Nefarius persona) asks the player to turn back and stop fighting. He seems both surprised at and confused by the player continuing to poke around inside Blackrock Spire.
  • Most Definitely Not a Villain/Suspiciously Specific Denial: This message, given to players who pre-ordered the adventure.
  • My Nayme Is: Lord Victor Nefarius couldn't possible be connected to that dragon Nefarian, could he?
  • Not So Above It All: For the first two wings he's jarringly serious and takes the time to mock his defeated adversaries in a condescending tone. After those two wings, he jumps into a stark raving Mad Scientist who wants the player dead and drops anything resembling sophistication.
  • Sitcom Arch-Nemesis: His bickering with Ragnaros in the Blackrock Mountain adventure plays them up as this.
  • Smug Snake: He comes off at this in the fourth wing, mocking the player for defeating Vaelastrasz and insisting on the weakness of Chromaggus. This continues in the fifth wing, which is more of the same.
  • This Means War!: After defeating Rend, Nefarian announces that the player is messing with the wrong dragon.
  • Treacherous Quest Giver: He's the one who recruits the player to start their Blackrock Mountain adventure, and happens to be the main villain and Final Boss.
  • Vile Villain, Saccharine Show: Funny though he may be, Nefarian is jarringly evil considering how silly the adventure is.
  • Villainous Breakdown: He freaks out during the events of wing 3, saying what he can to get the player to leave.
  • You Bastard!: He tries to guilt the player when they defeat Vaelastrasz and later Atramedes.

The Hidden Laboratory

Descriptions taken from here

The Hidden Laboratory festers deep within Blackrock Mountain. It is Nefarian’s inner sanctum, and its chambers full of strange equipment and the best (worst?) of his mad experiments. Harden your heart against the horrors lurking within and watch your step.

Omnotron Defense System

The Omnotron Defense System was once a plaything of the Dark Iron dwarves left forgotten in Blackrock’s depths. Nefarian has taken to tinkering with them, and he’s adjusted his pet project’s “Murder” setting to 11.

The Defense System has an unusual hero power that it will auto-cast, if possible. First it costs two mana and summons Arcanotron, a 2/2 which gives both player +2 spell damage. Next it costs four mana and summons Toxitron, a 3/3 that damages all other monster's at the start of its owner's turn. Then for six mana the hero power summons Electron, a 5/5 which reduces the cost of all spells by three. After that the power's cost goes to eight mana and it summons Magmatron, a 7/7 that deals two damage to anyone that plays a card. After that, the Defense System's hero power goes down to four mana and it summons one of the four minions randomly. On Heroic mode, the mana costs for all forms of the hero power are reduced by two, and the summoned minions are stronger.


Poor Maloriak. Turns out that Nefarian’s attempt to fuse the power of a dragonkin with the brilliant mind of an alchemist resulted in a stupid, incompetent, and disappointing minion. Despite his deficiencies (by admittedly unrealistic dragon standards), Maloriak’s crazed alchemical concoctions make him a most noxious foe.

Maloriak's hero power is continuously active. It causes all minions to have their Attack and Health swapped when summoned. On Heroic, his hero power also gives Maloriak's minions +2/+2.

  • And Your Reward Is Clothes/Call-Back: After defeating Maloriak, Nefarian bestows upon you the title of "Slayer of Stupid, Incompetent and Disappointing Minions", which is exactly the title received from defeating Maloriak in World of Warcraft. This title actually replaces your user name in the next match you play.
  • Ineffectual Sympathetic Villain: Even Nefarian thinks of him as a joke.
  • Not So Harmless: He is portrayed as bumbling and incompetent, but he can still grind you into the ground if you're not prepared for him. It's worse on Heroic, where all his minions will get boosted for no cost.
  • The Igor: Is this to Nefarian.
  • Unusable Enemy Equipment: Release the Aberrations!, a two-mana spell that summons three 1/1 Aberrations with Charge.


Atramedes was once a hapless Black Dragonwhelp, and Nefarian had him blinded with a toxic salve in a failed bid to give the dragon super-sight. Don’t feel too bad though, because he’s still super evil.

Atramedes's hero power gives him Dragonteeth, a 0/6 weapon that gets +1 Attack every time its owner's opponent plays a card. On normal this power costs one mana, while its free on Heroic. In addition, the player gets three Reverberating Gong's on normal, which automatically destroy Atramedes's weapon.

  • Come Out, Come Out, Wherever You Are: His dialogue is some variation of this.
  • Handicapped Badass: This is simulated by his weapon. Playing cards alerts Atramedes to the player's "location", making his weapon more powerful.
  • Magikarp Power: Dragonteeth can get out of control if a player doesn't do something about it, and it highly limits how many cards they can play per turn.
  • Make Me Wanna Shout: His unique boss card Sonic Breath. Can be used against him with Reverberating Gong.
  • Too Dumb to Live: Emotes don't do anything, but if one is used Atramedes's response is to thank the player for making noise.
  • Unusable Enemy Equipment: Sonic Breath, a four mana spell that deals three damage to a minion and increases the Attack of the user's weapon by three.

Nefarian (again) and Onyxia

Nefarian challenges the player again in the very final battle of the adventure, this time as an undead dragon. However, he does not fight alone...

This battle has three phases. First, Nefarian will will use his two mana hero power to summon two 2/1 Bone Constructs (4/2 on Heroic). Once his armor is depleted, Nefarian will replace himself with his reanimated sister Onyxia. Onyxia starts with a 2/6 weapon named Onyxiclaw, and her free hero power has Nefarian shoot fireballs at the player every turn. Once Onyxia is defeated, Nefarian will destroy all the player's minions and return to play.

Onyxia is also a collectible card from the Classic set, a 9 mana 8/8 Dragon who comes into play with up to six 1/1 Whelps.

  • Ax-Crazy: Coming back from the dead made him a little nutty.
  • Back from the Dead: Though how it happened seems to be different from Warcraft lore, where his father Deathwing resurrected him. Here, it seems like he kinda just did it.
  • Dummied Out: Chromatic Prototype, a 2-mana 1/4 minion with Taunt.
  • Easter Egg: Unfortunately, averted. You'd expect the devs include some remark if you manage to tank his 20-hits fireballs.
  • Final Boss: The last battle of Blackrock Mountain.
  • Loophole Abuse: Nefarian will only switch over to Onyxia once you deplete his armor; if you remove the last of his armor and all 30 of his health in one hit, you get to skip the next two phases.
  • Marathon Boss: Between Nefarian's hero power with requires constant attention, the trinity of phases, and the minion annihilating fire at the start of phase 3, this battle can take a long time, especially on Heroic mode.
  • Running Gag: "From above!"
  • Sequential Boss: Manages to top both Kel'Thuzad and Ragnaros with three.
  • The Unintelligible: Onyxia doesn't have any real dialogue; just roars and grunts.
  • Time-Limit Boss: The Onyxia phase effectively has a time limit of seven turns. At turn eight and every turn afterward, Nefarian will fire twenty fireballs. This is all but guaranteed to kill the player.
  • Troll: Once Onyxia is summoned, Nefarian's hero power to randomly drop a fireball that ramps up, you think it would move in logical increments, right? Nope, While it does go up to three for the first three turns, Nefarian arbitrarily decides to only shoot one or not at all, all while throwing out hilarious quotes. And if you take seven or more turns to kill Onyxia, he just gets angry and blitzes you with 20, most likely ending the fight.
  • Unusable Enemy Equipment: LAVA!, a two mana spell that deals two damage to all minions.


    The League of Explorers 


  • Unusable Enemy Equipment: Many bosses use Looming Presence in Heroic Mode, a 3-mana spell that draws three cards and gives its player 6 Armor.

Temple of Orsis

Help Reno Jackson track down the first piece of the artifact by uncovering the mysteries of the time-lost Temple of Orsis. These ruins have lain undisturbed for centuries, but that doesn’t mean they don’t hold their fair share of danger. Getting in may turn out to be much easier than getting out alive!


A djinni unwittingly released from his lamp by Reno Jackson, every turn Zinaar will draw a card and give the player a random Wish card, which can be as follows: Discover a minion, Discover a spell, Discover an Animal Companion (Hunter only) or Wishing for More Wishes. On Heroic, he also gains an extra mana crystal each turn, and "more wishes" is no longer an option.

Sun Raider Phaerix

The guardian of the rod for the Staff of Origination. In battle, he starts off with control of the Rod of the Sun, a 0/5 which shifts control to the other hero when destroyed. Whoever controls the rod is Immune... in Normal mode. In Heroic mode only Phaerix benefits from holding the rod.

The Collapsing Temple Escape

Not a singular enemy per se so much as a gauntlet of obstacles the player (accompanied by Reno Jackson) must survive to win, numerous enemies and traps along the way lead to choices, in the form of Discover cards, that must be made in order to reach safety.
  • Big Creepy-Crawlies: You get attacked by a pair of Giant Insects at one point.
  • Collapsing Ceiling Boss: This is one of the events. It destroys everything on the board.
  • Easter Egg: Getting control of the Orsis Guard or Anubisath Temple Guard and then attacking with them leads to some funny dialogue, such as the former voicing his desire to be in Heroes of the Storm someday.
  • Hold the Line: The player needs to survive for 9 to 10 turns to win.
  • Indy Escape: The entire sequence, complete with the classic giant rolling boulder.
  • Punch-Clock Villain: The Anubisath Temple Guard, who if you gain control of him, will beg you to take him with you since they apparently don't pay him.
  • Schmuck Bait: The event prior to the Collapsing Ceiling Boss above. No matter what you do, it summons a 10/10 to the field.


The second piece of the artifact lies deep within the halls of Uldaman, a key location of immense importance to dwarf history. Lucky for you, Brann Bronzebeard himself will help you probe the depths of this dangerous dig site. With such an experienced treasure hunter at your side, surely nothing will go wrong. Say, do these ancient statues look… evil?

Chieftain Scarvash

The leader of the Uldaman trogg tribe. His hero power swaps every turn between increasing the cost of either spells or minions by 2. On Heroic, he switches between making enemy spells and enemy minions cost eleven mana, making them near-unplayable.
  • Gonk: As a trogg, it's a given. According to Brann, he's even uglier than when he was younger.
  • Lame Comeback: Brann also says he's gotten stupider since Brann's last time there. Scarvash's rebuttal?
    "Trogg no stupid! Trogg make you stupid!"
  • Original Generation
  • Puzzle Boss: A notable one that requires your deck to specifically designed to curve out between spells and minions on alternating turns.
  • Unusable Enemy Equipment: Three minions which also appear in the Mine Cart Rush: Chasing Trogg, a 4-mana 2/6, Earthen Pursuer a 5 mana 4/6, and Lumbering Golem, a 6 mana 6/6.

Mine Cart Rush

The player and Brann must take a mine cart to get to the center of Uldaman, but along the way are attacked by a horde of Troggs, likely sent by Scarvash. The player must work together with Brann to keep the cart functional until they can escape, repairing the cart on the fly, siccing Brann's mechanical parrot, Ginny, on the Troggs, leaving decoys, and hurling rocks, bouncing bombs, and even dynamite at the Troggs to survive.
  • Hold the Line: Like with the Temple Escape, the player needs to survive for 8-10 turns to win.
  • Mad Bomber: Not the troggs, but the player. They can use bouncing bombs and dynamite during the escape.
  • Zerg Rush: The Troggs pour onto the field each turn and if not dealt with expediently will quickly overwhelm the cart.


A stone giant crafted by the Titans to protect the headpiece of the Staff. His hero power spawns a 0/2 Earthen Statue for both players and pilots a deck specifically designed to exploit it as much as possible. On Heroic, his hero power still summons a 0/2 Earthen Statue for the player, but he gets a 0/5 statue.
  • Developers' Foresight: He is preprogrammed to always draw Shattering Spree if the amount of statues on the board reaches a certain threshold, to prevent the board from becoming too crowded to play anything.
  • Mook Maker: His hero power spawns a limitless amount of statues for both players, in a similar vein to the Paladin's hero power. He also has the ability to convert all statues into a point of damage each with Shattering Spree.
  • Unusable Enemy Equipment: Animate Earthen, a 2 mana spell that gives his minions +1/+1 and Taunt, and Shattering Spree, a 2 mana spell that destroys all statues on both sides of the field and deals 1 damage for each one destroyed. On Heroic, these spells instead give +3/+3 and Taunt, and deal 3 damage per destroyed statue.

Stranglethorn Jungle

Face hordes of Naga and Murlocs and worse to reach the third piece of the artifact. To aid you in your struggle against the scaly and slippery terrors of the ruined city, refined gentleman and scholar Sir Finley Mrrgglton joins your quest. Brave the challenges of this ruined city, and you will be one step closer to claiming your prize.

Lord Slitherspear

A naga general who has held Sir Finley captive and prepped for dinner. Right when the battle begins he has Sir Finley captured on his side of the field, who when freed will add himself to the player's hand. Slitherspear starts off with a free hero power that summons increasingly powerful Hungry Nagas, which switches to a power that gives him +2 attack for the turn once Finley is saved. On Heroic, Sir Finley is absent.
  • Easter Egg: His Slithering Archer minion has unique dialogue if you control it.
  • Original Generation
  • Sequential Boss: A minor case, as the fight will switch gears soon after Sir Finley is rescued. Averted on Heroic.
  • Snake Talk: A given, considering he's a naga.
  • Unusable Enemy Equipment: The Cauldron is technically this, a 0/5 with Taunt that changes Sliterhspear's Hero Power and gives you Sir Finley. In addition, there is Slithering Archer, a 2/2 for 2 mana that deals one damage on Normal and two damage to all enemy minions on Heroic. He also has Slithering Guard, a 5 mana 3/6 (5/7 on Heroic) with Taunt.


A titanic murloc blocking the path to the pearl of the Staff of Origination. He possesses a deck composed entirely of murlocs and murloc support cards. Normally such a deck would be susceptible to area of effect damage, but his hero power allows him to draw as many cards as the player holds, meaning he will rarely run out of steam. On Heroic he draws two cards per turn...and has a deck of 50 cards.
  • Dummied Out: There is apparently some dialogue meant to be played when Giantfin plays a Tidehunter, but no-one has been able to trigger it.
  • Easter Egg: Playing Old Murk-eye against him causes him to ask why "Middlefin" is here.
  • Jerkass: The player doesn't actually know what he's saying, but according to Sir Finley he's acting quite rude during the battle.
  • Original Generation
  • Unusable Enemy Equipment: Mrgl Mrgl Nyah Nyah, a 5 (3 on Heroic) mana spell that summons 3 (or 5) Murlocs that died in game.
  • Zerg Rush: Spews a seemingly neverending supply of cheap murlocs, and thanks to his hero power he can do it for as long as he wants.

Lady Naz'jar

A servant of Queen Azshara who guards the pearl. Her hero power causes her to use the power of the pearl to replace all minions on the board with minions that cost 1 more. In Heroic, only her minions cost one more; your minions retain the same cost.
  • A Day in the Limelight: Got promoted to a playable hero for the Shaman class during the Boss Battle Royale tavern brawl.
  • Zerg Rush: She spams the board with loads of weakass minions and tokens, only to upgrade them next turn with her hero power. Notably, while the player can do this too, Naz'jar's power doesn't activate until the end of her turn, so she gets the chance to destroy your tokens before they get upgraded.

The Hall of Explorers

Skelesaurus Hex

A huge dinosaur skeleton Rafaam animates and sics on you and the League to buy time while he loots the museum. It's Hero Power gives each player a random card that can be played for free. In Heroic, only he gets the card.

The Steel Sentinel

An animated suit of armor that Rafaam puts in your way after you deal with Skelesaurus Hex. It's Hero Power prevents it from taking more than one damage at time. On Heroic, this effect applies to it's minions also.
  • Animated Armor: Duh.
  • Continuity Nod: Is the animated armor of Anduin Lothar, and Brann mentions obtaining it from Blackrock Mountain.
  • Damage-Sponge Boss: To infamously irritating degrees.
  • Death of a Thousand Cuts: Its hero power forces you to deal only one damage at a time to it, making its entire defeat this by default.
  • Degraded Boss: A variation; beating the boss unlocks the Animated Armor card, a minion version of this enemy.

Arch-Thief Rafaam

The supreme archaeologist and a master thief, Rafaam is the main villain of the adventure seeking to seize the Staff of Origination for himself. He later reappeared in Rise of Shadows leading a Villain Team-Up; for more information on that version and his general personality, see Secondary Characters.

Rafaam is fought twice. In the first match, he steals your deck, forcing the player to use a preconstructed one. In this match, his Hero Power is Unstable Portal, which functions like the card of the same name. On Heroic, this power is free. In the second match, Rafaam uses his own deck. His Hero Power is the Staff of Origination, which charges for three turns and renders Rafaam immune while it does so. After it summons a minion version of one of the adventure's bosses (possessing various effects based on their encounters and statted at 5/5 on Normal and 10/10 on Heroic), Rafaam can be attacked until the staff begins charging again.

As a card, Rafaam is a 7/8 costing 9 mana. His Battlecry allows the player to discover one of three powerful artifacts: Timepiece of Horrornote , Mirror of Doomnote  and Lantern of Power.note 
  • Animate Inanimate Object: When he invades the Hall of Explorers he just starts animating everything. The player fights a statue and a dinosaur skeleton, while the League of Explorers deal with other animated objects offscreen.
  • Artificial Stupidity: Potentially one of the worst cases in the entire game. If he steals a warlock deck that has both Jaraxxus and Sacrificial Pact, it's entirely possible for him to play Jaraxxus and then use the spell on him, instantly killing himself.
  • Boss Rush: In the final battle against him, he summons the various bosses of the adventure using his hero power.
  • The Cameo: Shows up to Karazhan to pilfer things while everyone else is partying.
  • Collector of the Strange: "Oooh, is this really Arthas’ signet ring? And in mint condition."
  • Developers' Foresight: He actually muses on the player's deck choices depending on what they included before the first battle with him. If every card in the deck is golden, an impressed Rafaam will compare your collection to his own. Inversely, if you included Magma Rager in your deck, he'll be utterly stupefied as to why it's in the deck in the first place.
  • Hostile Show Takeover: He doesn't steal the show, but in the final battle he steals the Innkeeper's introduction.
    Inkeeper: <Player Name> versus...
  • Impossible Thief: He somehow steals the players deck before the first battle with him.
  • Logical Weakness: Since he steals your deck in his first fight, the best thing to do is fill it with useless cards that do nothing. The only threat in the fight will be his Unstable Portal Hero Power.
    • Each of his Artifacts can be nullified in some way - The Mirror's effect can be nullified by Flamestrike or any board clear doing at least 3 damage. In the final boss fight, it can be negated by the artifact Lothar's Left Greavenote . The Lantern can be negated by Silencing the minion, removal or Poisonous etc. All can be negated by Counterspell, since the artifacts are spells.
  • MacGuffin Delivery Service: A variation. Apparently, the Staff of Origination was actually his staff. By assembling it, the League of Explorers allow him to penetrate the Hall of Explorers' wards, giving him the opportunity to steal everything... erm, the good things.
  • Never My Fault: After his first loss in which he uses the player's stolen deck, he complains over that the deck held him back even if it's his own stupidity that caused him to lose.
  • Nigh Invulnerable/Tactical Suicide Boss: During the final battle with him, Rafaam is Immune and only drops his shield every 3 turns to summon a very powerful minion.
  • Puzzle Boss: Since he fights his first encounter with the deck he steals from you, the natural thing to do is to engage him with the worst deck you can build, which can be complicated if you have a habit of disenchanting useless cards.
  • Sore Loser: If you win the first battle with him, he complains about how the deck he stole from you sucked. Even if it was your top-tier deck.
  • Useless Useful Spell: The Timepiece is considered to be the worst spell, being an Avenging Wrath but with 2 extra damage and 4 extra cost. Despite this, its still a useful potential board clear and works best against the Animated Armor card or boss. Alternatively, if your opponent has no minions, it can be as useful as a Pyroblast.
  • Wham Line: The fight with Rafaam begins normally enough, but just before you get to draw your opening hand...
    Rafaam: I like your deck. I think I will TAKE IT!

    One Night in Karazhan 


Prince Malchezaar

A high-ranking member of the Burning Legion and an Eredar prince, Malchezaar was barred from Medivh's parties in Karazhan for expensive reasons. In the prologue for One Night in Karazhan, Malchezaar returns to Karazhan angry that he wasn't invited, and challenges Medivh to battle. The Prince is defeated, but as he is banished back to his home he takes the guardian with him, setting up the events of the adventure.

In the prologue battle, Malchezaar is Lord Jaraxxus on steroids, boasting the "Summon a 6/6'" hero power right out of the box along with 30 HP and 30 armor, 6 mana crystals, and a variety of warrior weapons, including Gorehowl. He is also the final battle of the adventure, though now he lacks armor and the extra mana crystals. On Heroic, he gets his 30 armor back and his Hero Power summons two 6/6 Demons.

As a card, Prince Malchezaar is a Legendary 5 mana 5/6 that automatically adds 5 random Legendary minions to the player's deck at the beginning of the game.

  • Always Someone Better: He outranks Lord Jaraxxus, who he calls a weakling, has the same Hero Power as him, twice as much health, plus armor and six mana crystals.
  • Big Bad: Of One Night in Karazhan, albeit he lacks the screentime of the other major villains.
  • Contractual Boss Immunity: In the second battle, unlike with Jaraxxus, Sacrifical Pact doesn't work on him. However, this is only if Sacrificial Pact is targeted on him directly - if he gets randomly targeted by Sacrificial Pact (such as by Yogg-Saron or Mayor Noggenfogger), he'll still die.
  • Damage-Sponge Boss: Subverted in the Normal prologue fight, where 60 HP turns out not to be a whole lot against Medivh. Played straight in Heroic mode, where his 120 HP is the highest of any boss battle so far and takes a suitable amount of time to wear down, although it's still not a whole lot against Medivh overall.
  • Dynamic Entry: He enters the final boss fight with 8 mana, and will immediately spend it all on Twisting Nether.
    "Out of my way, fool!"
  • Easily Forgiven: He's allowed to join the party anyway as a DJ.
  • Easter Egg: Playing Lord Jaraxxus against Malchezaar will result in a brief exchange between the two Eredar. After that Jaraxxus sings some "karaoke" , using the only way he knows
  • Elite Mook: His Legion summons 6/6 Abyssals, which are basically the same as Jaraxxus's Infernals.
  • Evil Is Petty: His entire motivation in the adventure is that he's pissed because he didn't get an invite. Taken Up to Eleven once Medivh defeats him, pulling a Taking You with Me and potentially ruining the entire party.
  • Mythology Gag:
    • As an eredar, he possesses the exact same hero power as Lord Jaraxxus and has an army of demons as his deck.
    • His use of Gorehowl as a weapon and in his flavor text are references to that fact one of the items among his loot pool in the original Karazhan raid is none other than Gorehowl, with no explanation as to why he has it instead of the weapon being in Mannoroth's skull.
  • Noodle Incident: Considering that Medivh is willing to welcome Lord Jaraxxus and Nefarian to his party, Malchezaar must have seriously wrecked the place in his last visit.
  • RevengeSVP: He angrily storms into Karazhan after being snubbed by Medivh, but Medivh cites the massive property damage Malchezaar incurred the last time as justification.
    Medivh: After the last time? We're still fixing a hole in the roof!
    Moroes: *ahem* And [Jaraxxus] didn't torch the library.
  • Skill Gate Character: The random legendaries given by Prince Malchezaar are generally far better than what a player with a limited collection has in their deck, but once you expand your collection, they're instead more likely to simply make your deck less consistent due to simply not synergizing with the rest of it.
  • Unusable Enemy Equipment: In the second battle he uses Shadow Bolt Volley, which does 4 damage to three random enemies, and Demonic Presence, which draws 2 cards and gives him 10 armor.(3 cards on Heroic.)
  • Taking You with Me: Word for word his response when Medivh tries to banish him.

The Parlor

Silverware Golem

The Silverware Golem uses a hyper-powered version of an aggressive face deck, swarming the board with 1/1 Plates. On top of summoning Plates each turn for free, it possesses multiple cards that buff the Plates in various ways. The regular version summons one plate a turn, while the heroic summons two, and features more powerful minions.

As a minion, the Silverware Golem is a 3 mana 3/3 Warlock minion that automatically summons itself when discarded from the player's hand.

  • Achilles' Heel: While the golem is quick to fill up its board with minions, all of its minions have only 1 Health which makes the boss' board criminally weak to all forms of AOE. Averted hard on Heroic, where its non-Plate minions all have health matching their attack; this also makes most of them criminally overstatted for their costs.
  • Animate Inanimate Object: The golem itself is an amalgamation of all manners of cutlery, and it fights you with living plates, spoons, forks, knives, teacups...
  • Attack! Attack! Attack!: Plays like a zoo deck on speed, with an upgraded version of the Paladin hero power and lots of cards that buff his plates up.
  • Pungeon Master: Not the Golem itself, but almost all of its minions say a pun based on what kind of silverware they are. They're even worse if you manage to take control of one.
  • Unusable Enemy Equipment: Basically its entire deck, which is completely built around the Plates summoned by its hero power.
  • Zerg Rush: Its hero power is to automatically summon a 1/1 plate for free, or two of them in Heroic. And it also have a spell that brings out five plates immediately.

Magic Mirror

Whenever a minion is played in the Magic Mirror encounter, a 1/1 copy of it is created. In Heroic mode, the copies are always summoned on the Mirror's side of the board.
  • Goddamned Boss: Between its constant taunting, an overabundance of Spell Damage minions - further heightened by its Hero Power - and cheap spells taking advantage of that (i.e Arcane Missiles) it can take a surprisingly long while to wear it down, assuming your nerves won't.
  • I Shall Taunt You: Without Medivh around, the mirror decides to Trash Talk.
  • Jerkass: Darn straight. The Mirror spends the entire fight flinging petty insults at the player.
  • Magic Mirror: What's his name again?
  • Sore Loser: On defeat, he accuses the player of cheating and angrily demands a rematch.

Chess (The White and Black Kings)

The Chess encounter has the player taking control of the White King and using special chess pieces to defeat the Black King. Instead of attacking directly, chess pieces deal damage to whatever is across from them on the board (except the Knight, which has Charge but can't attack the enemy Hero). On normal mode, The White King's hero power Discovers a chess piece. On Heroic, it instead moves a friendly chess piece on the board, and additionally, his deck only has 15 cards. In both modes, The Black King cheats, destroying your leftmost chess piece with his Hero Power.
  • A Day in the Limelight: Their encounter got an entire tavern brawl version, and the White King also acts as the Paladin class hero for Boss Battle Royale.
  • Dual Wielding: The Queen wields two swords.
  • Puzzle Boss: The Heroic version of this boss has you start with the white king and a deck of only fifteen cards, representing a regular set of chess pieces, and your hero power is only good for repositioning your pieces.
  • The Computer Is a Cheating Bastard: The Black King's hero power is literally called Cheat, whereupon he instantly kills any minion on your left side of the field. This trope is even truer in Heroic mode, where you are saddled with only fifteen cards in your deck, but the Black King still commands the same thirty-card deck he uses in Normal.
  • Unexpected Gameplay Change: Unlike normal games, all pieces except the Knight cannot be ordered to attack specific targets, but instead automatically attacks whatever is facing them at the end of turn, even on the same turn they are summoned as though they had charge. The Knight also cannot be used to attack the kings, so dealing damage to the opposing king can only be done by clearing the board to allow the pieces to push in damage.

The Opera

Julliane (And Romulo)

Julliane comes into play with Romulo (a 4/2) on the board. Julliane only has 15 health, but as long as Romulo is alive, she's immune to damage. If Romulo is killed, her hero power resummons him for 4 mana (or for free on heroic).
  • Easter Egg: If you play Feign Death against her, she says "And then awake, as from a pleasant sleep." Playing Deadly Poison whilst Romulo is on the board causes him to say "Ah, a dram of poison." Finally, if you gain control of Romulo and attack with him, he'll gripe that he wanted to play Peter Pan.
  • Outside-the-Box Tactic: Silencing Romulo removes Julianne's protection and prevents her from resummoning him.
  • The Power of Love: Unless Romulo is killed, Julliane remains immune to all damage. He can be resummoned for 4 mana (for free on Heroic) thanks to her hero power. To compensate, she has only 15 HP as opposed to the usual 30.
  • Stone Wall: Julianne's deck is loaded with Taunts to protect herself and Romulo.

Big Bad Wolf

Big Bad Wolf causes your minions to become 1 mana 1/1s, and protects his 20 health with many Taunts. On Heroic mode, his minions also cost 1, but don't have reduced stats.

As a card, he is represented as a Hunter-exclusive 2 mana 1/1 Kindly Grandmother, whose Deathrattle summons the 3/2 Big Bad Wolf. The Heroic Big Bad Wolf fight starts with three of these on his board.

The Crone

The Crone's fight begins with the 0/10 Dorothee on your field, and it's your job to protect her from the Crone's onslaught. And you'll want to, since she's the only thing preventing the Crone from instantly killing you with her hero power. Fortunately, Dorothee isn't dead weight, as she empowers the minions to her left with Charge and the ones to her right with Taunt. On Heroic mode, the Crone starts with more health, armor, and will begin casting Twisting Nether every turn from turn 8 onwards to wipe out Dorothee, your minions, your health, and your little dog too.
  • Achilles' Heel: Because you start the game with a 0/10 Dorothee, Priest's Inner Firenote  easily turns Dorothee from a useful escortee into a lethal damsel against The Crone herself.
  • Escort Mission: In a similar vein with the fight against Emperor Thaurissan, there is Dorothee on your side of the board whom you need to protect at all cost. Failing to do that will result in The Crone ending you with her hero power. At least unlike Moira, Dorothee helps you in the fight by giving your minions to her left Charge and your minions to her right Taunt.
  • Evil Laugh: This is how The Crone greets you.
  • There Is No Kill Like Overkill: The Crone upstages Emperor Thaurissan by having a hero power that deals 100 damage once she kills Dorothee.
  • Time-Limit Boss: In Heroic mode, The Crone ALWAYS draws Twisting Nether by turn eight, guaranteeing she can kill Dorothee and kill you by then. If you manage to keep Dorothee alive (either by countering the spell with counterspell or by using the shaman spell Ancestral Spirit), or you keep her from using her hero power via the minion saboteur (which increases the cost of your hero enemies hero power by 7), she will keep drawing a new twisting nether each turn, to the point that her deck actually begins to increase in size, giving her more Twisting Nethers until she wins.
  • Unusable Enemy Equipment: Can play a 3-mana 4/2 Flying Monkey with Charge (5/2 on Heroic).

The Menagerie

The Curator

The enormous, mild-mannered arcane golem tasked with the upkeep of Karazahn's menagerie. With Medivh missing, his programming has gone haywire, and as a result he begins releasing the menagerie's creatures. He serves as the first boss of the wing and must be defeated and repaired, before requesting your help recapturing Nightbane and Terestian Illhoof. His passive Hero Power grants him Taunt, and he abuses this by protecting many otherwise high-priority minions.

As a card, The Curator is a 7 mana 4/6 Taunt that draws a Beast, Murloc, and Dragon from your deck.

  • A Day in the Limelight: Got promoted to a playable hero for the Mage class during the Boss Battle Royale tavern brawl.
  • Berserk Button: Does not like it if you bring Harrison Jones or Reno Jackson along, and will actually deal a free 3 damage to them if they get played against him. He will also take objection throughout the wing at the presence of any of the four Old Gods.
  • Defeat Equals Friendship: Is the first boss of the menagerie, then helps you clear the rest of the menagerie out, before finally being the wing's Legendary reward.
  • Percussive Maintenance: Smacking him brings him back to his senses, whereupon he then helps the adventurers corral the escaped beasts back to the Menagerie.
  • Rush Boss: You are unable to control the board by attacking his minions. Burst him down before he overruns you.
  • Skewed Priorities: Cares much more about the menagerie than rescuing Medivh. Justifed in that that's what he is programmed to do, and stopping Terestian Illhoof may be slightly more important in the short-term.


Both heroes start with 10 mana in the Nightbane encounter on both normal and heroic. In the latter, he starts with 15 armor and a more powerful deck.
  • Instant Awesome: Just Add Dragons!: He runs a dragon-centric deck. His Heroic deck is more about Beasts than Dragons, but he still has a few.
  • Phlebotinum-Induced Stupidity: He was once an ordinary blue dragon named Arcanagos, but exposure to uncontrolled magic drove him into his current feral state. The Curator even chides the player for using Unstable Portal, since Nightbane is scared of it.
  • Rush Boss: Both you and Nightbane start at 10 mana, allowing heavy hitters from both sides to come into play right off the bat. This generally results in a fairly short fight.
  • Unusable Enemy Equipment: Has Looming Presence on Heroic.

Terestian Illhoof

Terestian can only be damaged by Icky Imps; 1/1 minions (2/2 on Heroic) that resummon themselves on death but deal damage to Terestian in doing so.
  • Achilles' Heel:
    • Given that his Icky Imps are 1/1 minions that immediately resummon themselves when they die, the Warlock's Defile spellnote  makes the fight comically easy. On Heroic mode, you'll either need to deal 1 damage to one of the Imps to start the chain with Defile, or endure until you can play Lord Godfreynote ; either way, have fun laughing til you burst.
    • As of Rastakhan's Rumble, Druids can get in on the fun with Gonk, the Raptor. This card gives your hero an extra attack every time your hero attacks and kills a minion, allowing you to attack the Imps over and over until Illhoof drops dead.
  • Nigh Invulnerable: He can only be damaged via his Icky Imps, whose Deathrattle deals 2 damage to Terestian Illhoof but also revives them immediately like Dreadsteed.
  • Rush Boss: The Icky Imps' ability to respawn instantly is a double-edged sword for the player. On one hand, it makes Illhoof easier to damage as the fight goes on; on the other hand, it's an endlessly respawning bunch of 1/1 (or 2/2 on Heroic) minions that can quickly wear the player down.
  • Summoning Ritual: Is trying to complete one when the player fights him, apparently to summon Sargeras.
  • Tactical Suicide Boss: Considering that Icky Imps are the only way to hurt Illhoof, he runs way more of them in his deck than he probably should.
  • Unusable Enemy Equipment: His Icky Imps of course, but also the spell Summon Kil'rek, summoning a 2/6(4/8 on Heroic) Kil'rek with Taunt, Shadow Volley, which does 3 damage to all non-demons, Steal Life, which does 5 damage and heals him for 5 health, and Many Imps!, which summons 2 Icky Imps.
  • Why Won't You Die?: Like Dreadsteed, his 1/1 Icky Imps will immediately resummon themselves whenever they get killed.

The Spire

Shade of Aran

Shade of Aran has Ley Lines as his hero power, passively giving both heroes +3 Spell Damage (+5 on heroic).
  • Berserk Button: Seems angry at just about everyone but Medivh, but Annoy-o-Tron especially bothers him.
  • Grumpy Old Man: A ghostly one, no less. He even complains if you use Crackle that it always did six damage back in his day.
  • Hoist by His Own Petard: Given that most of his deck is based on fending off minions, one of the easier ways to beat him is to simply load your deck with damaging spells and then burn his face off with the free spell damage from his hero power.
  • Squishy Wizard: His deck is very heavy on spells to take advantage of his hero power, but has virtually no minions.
  • Unusable Enemy Equipment: Flame Wreath, a Secret that deals 5 (10 on Heroic) damage to all enemies except the attacking enemy.


Netherspite's hero power grants him +3 attack (+8 on heroic). In addition, he's inside two portals; the blue one reduces all damage he takes to 1, while the red grants Windfury. Thankfully, you can block the portals off by placing minions in the way, instead granting the blocking minion the power.
  • A.I. Breaker: If you put a Taunt minion with 1 or more attack in the blue portal, Netherspite will not attack it unless it's at 1 health. That won't stop him from trying to remove it with spells, though.
  • Easter Egg: The Raid Leader minion has unique lines for this fight, making this the only time that a minion was given entirely different responses for an encounter.
    "Stand in the beam! No, the other beam!"
  • Hoist by His Own Petard: The portals on your side of the board grant Netherspite Windfury and reduces the damage he takes to one, but if a minion blocks one of the portals, they get the benefit instead.
  • One-Man Army: Nightbane's deck has no minions; instead, he opts to attack you himself using his hero power. His cards are all spells that either remove your minions or help him kill you faster.
  • Someone Else's Problem: He is far more interested in researching portals than being the slightest bit concerned that Medivh has gone missing, In fact, given that he tells the adventurers to just go back to the party and leave him alone, it is as if he is not even aware that Medivh has disappeared.
  • Unusable Enemy Equipment: Nether Breath, which reduces all of your minion's health to one, and Terrifying Roar, which sends one of your minions back to your hand.

Nazra Wildaxe

Nazra is the prelude to the Malchezaar fight. She has 15 health, and her hero power summons a 3/2 orc (3/3 orc with Charge on heroic). She and Malchezaar are part of the same encounter and both need to be defeated on the same run.
  • An Axe to Grind: She's basically a Warrior hero with half health, so she has plenty of axes.
  • Giant Space Flea from Nowhere: She has nothing to do with the adventure, she just pops out of a portal to fight you.
  • Mini-Boss: She's basically here as a prelude to the fight with Prince Malchezaar.
  • Noodle Incident: Apparently has... history with Grom Hellscream.
  • Unusable Enemy Equipment: She has Power of The Horde, which is normally only usable if you play Elite Tauren Chieftain. She also has Looming Presence on Heroic.

    Knights of the Frozen Throne 



Arthas Menethil, the Lich King
I am the beginning and the end - I AM THE NEW META.

"Warriors of the frozen wastes, rise!"

The prologue opens with a hopeless fight against The Lich King, with Tirion coming to the rescue. However, Tirion arrives too late, and The Lich King resurrects you as a Death Knight. The actual prologue fight is instead against Tirion.

When confronted at the top of Icecrown, the Lich King less blatantly overpowered, though he still does begin with 30 armor and health, and opens with a unique spell based on the player's class to give them a hard time. His initial Hero Power summons a 2/2 Ghoul. Once he hits 7 mana, he equips Frostmourne, swapping his board for six 2/6 Trapped Souls. His Hero Power for this phase becomes Soul Harvest, making him and Frostmourne immune while he controls a Trapped Soul. Once the Trapped Souls are destroyed, his final Hero Power is Remorseless Winter, which is free and deals 1 damage to the player, while increasing in strength each time he uses it.

As a playable card, the Lich King is an 8 mana 8/8 with Taunt that adds one of 8 different Death Knight cards (no, not the hero cards) to the player's hand at the end of each turn.

  • Big Bad: Of Knights of the Frozen Throne.
  • Breather Level: Invoked Trope. While his opening spell can outright destroy certain decks and force the player to build a deck specifically to work around it, challenging him with the Priest has him open with a joke spell that simply muffles emotes and has little gameplay impact. This, at least, allows players with a limited collection to beat him for the pack reward.
  • The Comically Serious: His entire personality, basically. He has a perpetual air of menace to him and a very deep voice, and all things considered he'd be a pretty creepy villain if he wasn't constantly talking about how great he is at Hearthstone. Word of God is that the original draft for him was a much more straightforward, Laughably Evil villain, but they felt it wasn't in the spirit of the character, so they took to this trope to strike a balance between serious and silly.
  • Contrasting Sequel Antagonist: The Lich King is the only major villain to be completely identical to his canon counterpart, albeit with some Medium Awareness thrown into the mix.
  • The Corrupter: Responsible for the characters' Death Knight selves. Beating him will cause the chosen class to revert to their Death Knight form, declaring "There must always be a Lich King!"
  • Cuteness Proximity: Even he can't resist Snowflipper Penguin's cuteness.
    I... I love him...
  • Developers' Foresight: His "cheat card" against Priest will muffle the player's emotes. If you steal it with Mind Vision and use it against him, he'll also be forced to mumble for the rest of the game.
  • Easter Egg: The Lich King has special responses to a lot of different cards. Notably, this includes Archmage Antonidas and Illidan Stormrage, in a Call-Back to the events of Warcraft III (unfortunately, he does not have a line for Mal'Ganis).
    • Kel'Thuzad has a special entry line if summoned against the Lich King.
    Kel'Thuzad: Glory to the Lich King!
    The Lich King: Kel'Thuzad! You're in the wrong adventure!
    • If you go back and challenge him with Prince Arthas after beating him with all classes, you get a unique intro line.
  • Fourth-Wall Observer: He's completely aware of the fact that he's a video game character and talks to the player as if he's a player himself.
  • Gradual Grinder: The Lich King prioritizes keeping your board as empty as possible with spells and minion trades, aiming to wear the player down over time. After all, you're the one on a timer in this fight.
  • Hopeless Boss Fight: His first boss fight during the prologue is COMPLETELY one sided. Your cards all cost more than 3, and Arthas begins his turn summoning 7 3/3 minions on his side. Oh and if that wasn't bad enough, the game gives you a glimmer of hope with Tirion trying to come to your rescue, but arriving one turn late.
  • HP to 1: When challenging him as the Mage, he opens with The True Lich, putting you to 1 health from the get-go.
  • Jerkass: Hilariously so. For example, when fighting him as a Priest, instead of imposing any gameplay limitations, he simply forces you to shut up and muffles your emotes.
  • Loophole Abuse: Defied on two fronts.
    • Paladins may catch onto the fact that his cheat card allows you to easily turn him into Ragnaros by letting him kill Majordomo Executus, at which point you can kill the Executus on his board at your leisure. However, the Lich King is smart enough to Obliterate his own Majordomo and then kill you with Ragnaros's hero power, so that might not be the best idea.
    • Not only is it impossible to mill his Frostmourne, causing him to overdraw on turn 7 (when he plays it) will cause him to get stuck in his second phase, making it virtually impossible to defeat him.
  • One-Hit Kill: Hunters see him open the battle with The Hunted, that deals 2 damage for each minion in their deck. The typical aggressive Hunter deck would have only about 6 non-minion cards in their deck, which results in them easily taking over 40 damage from the get-go if they don't expect it. Warlocks instead see him use Soul Reaper, which deals 2 damage for each duplicate card in their deck, instantly killing an unaware player.
  • Marathon Boss: Warriors will see him begin the fight with The True King, which grants him 100 additional armor, making him the tankiest boss to date.
  • Medium Awareness: Pretty much every other line he speaks is talking about how powerful his decks are, and the other half are insulting how bad the player's deck is. He treats his minions like how the player treats their cards, talking about crafting and disenchanting them.
  • Puzzle Boss: You'll have to build decks specifically to get around his cheat cards, and even then, it's far from an easy fight.
  • Rush Boss: Once he reaches his final phase, it becomes a race to defeat him before his Hero Power overwhelms the player. Some strategies to beat him exaggerate this trope in attempting to defeat him before he enters his Frostmourne phase.
  • Sequential Boss: The fight starts fairly normally (aside from him dropping a single overpowered spell from the get-go) with the Lich King sporting a power that lets him summon 2/2 Ghouls. Once he hits turn 7, though, he equips Frostmourne and summons several minions, and his hero power changes to make him immune to damage until they're all killed. He then enters his third and final phase, where his hero power will change again to deal damage for free... and the damage increases every time he uses it.
  • Serious Business: He treats Hearthstone as seriously as his canon self treats world domination.
  • SNK Boss: He stands out even among other bosses in the game by blatantly cheating with his opening spells. So as if his 30 armor on top of 30 health wasn't enough, you'll have to try and beat him with only 1 health. Or with all your minions neutered to 1/1. Or with no spells at all.
  • Sore Loser: Upon beating him with your first hero, he'll exclaim. "Impossible! This Cannot Be!... What do you say.. Best of nine?"
  • This Cannot Be!: He begins shouting "IMPOSSIBLE!" as you bring him down.
  • This Loser Is You: He's a Jerkass power-gamer that never stops making puns based on the game's mechanics.
  • Unusable Enemy Equipment: His overpowered opening spells, of course. He also has Val'kyr Shadowguard, a 3 mana 0/5 that kills itself and a random enemy minion at the start of its controller's turn, Looming Presence, and his signature Frostmourne, a 5-damage weapon that can only be destroyed by taking out the six 2/6 Trapped Souls that spawn when he equips it. Finally, he has Anti-Magic Shell and Obliterate in his deck; these cards are only accessible to players via the Lich King's (or Arfus's) card effect.
    • In the prologue battle, he uses Blood Tap, a 1 mana spell that makes the next spell cost 0 mana, and a unique version of Army of the Dead, a 10 mana spell (reduced to 0 by the aforementioned Blood Tap) that summons seven 3/3 Ghouls with Taunt.

The Lower Citadel

Lord Marrowgar
None may enter the master's sanctum.
A hideous bone amalgamation reportedly made from the remnants of The Lich King's duplicate cards. Marrowgar's hero power allows him to fully heal himself for no mana. In addition, he summons Bone Spikes, 0/8 minions that deal 15 damage to the player at the start of Marrowgar's turn.
  • Calling Your Attacks: "BONESTORM!" As he uses this more often he even changes his tone.
  • Healing Factor: His free Hero Power completely heals him, forcing the player to burst him down or suppress this healing.
  • Hoist by His Own Petard: One of the ways to defeat Marrowgar is to take control of two Bone Spikes, instantly killing him.
    • Another way, albeit more luck based, is for Marrowgar to be given Auchenai Soulpriest through a random effect. As Marrowgar will ALWAYS use his hero power once a turn, having a Soulpriest on board guarantees that he'll kill himself, a fate he's all too aware of.
    "Hah hah, now I have your soulpriest. Wait. NO! Go away! Shoo!"
  • I Regret Nothing: If the player manages to summon The Ancient One, which can kill him in one hit, Marrowgar quotes the trope name verbatim.
  • Unusable Enemy Equipment:
    • He uses Deathcharger from the Naxxramas adventure.
    • His signature attack Bonestorm, a 2-mana spell that deals 1 damage to all enemies and lets him draw a card.
    • Bone Spike, a 4-mana 0/8 minion that deals 15 damage to the opposing hero at the start of the turn.
    • His unique weapon, Bryn'Troll the Bone Arbiter, a 6-mana 3/6 weapon with Windfury.

Deathbringer Saurfang
Come and face the might of the Scourge!
Saurfang is The Lich King's favourite Legendary, according to him. He only has 20 health, but his hero power protects him from all damage except damage from weapons.
  • An Axe to Grind: His weapons of choice are various types of axes.
  • I Die Free: He thanks the player for killing him.
  • No-Sell: Takes no damage from anything that isn't a weapon. Note that this includes fatigue damage.
  • Puzzle Boss: You'll have to put a few weapons in your deck to beat this guy - he's not gonna go down otherwise.
  • Unusable Enemy Equipment: Blood Beast, a 3-mana 2/4 that restores 3 health to its controller at the start of their turn.

Lady Deathwhisper
What is this disturbance? My work here is not complete.
Deathwhisper's hero power damages your minions until they have 1 health. She begins with 90 armour over her 30 health, but you begin with Valithra Dreamwalker on your board, a 30/5 dragon that cannot attack or be attacked while she's injured.
  • Achilles' Heel: Baku the Mooneater makes the fight almost trivial by letting a Priest effortlessly heal Valithria to full. Throw in a Flash Heal or Binding Heal on your first turn, and Deathwhisper dies on turn 4.
  • Composite Character: In World of Warcraft, Valithria was a separate boss encounter where the goal was to heal her to full HP. Here, the two fights are combined into one.
  • Damage-Sponge Boss: Has a whopping 90 armor and 30 health. Fortunately, you are accompanied by Valithria Dreamwalker, who has a whopping 30 attack but needs to be kept at full health to attack, which is still not a problem considering that a Priest can easily silence Valithria on first round and immediately start attacking Lady Deathwhisper. Or maybe that's not such a good idea...
  • HP to 1: Her free Hero Power performs this on the player's minions.
  • Loophole Abuse: Subverted. You may think you're being clever by silencing Valithra to remove the text preventing her from attacking unless she's on full HP. However, Valithria's text prevents her from being attacked, and silencing her removes that protection.note  If you silence Valithra, she'll be able to attack once, but that text will be cleared along with the rest and Deathwhisper will immediately kill her. If you didn't do it just to deliver the final blow, you've just screwed yourself.
  • Why Don't You Just Shoot Him?: For a death cultist, Lady Deathwhisper doesn't directly do a lot of killing, though her Hero Power makes it ridiculously easy for her minions to do so. The Lich King is exasperated that she lacks Arcane Explosion to finish off the player's minions.note 

The Upper Reaches

Blood Queen Lana'thel
You have made an... unwise... decision.
Lana'thel starts the battle with two 0/10 Sleeping Acolytes. Her Hero Power is much like that of Death Knight Gul'dan, dealing 3 damage for 2 mana with lifesteal. At the start of the game, she bites your hero, transforming you into a vampire. As a vampire, your Hero Power gives any minion +2/+2 but can only be used on each minion once. You must use your hero power every turn.

As a playable card, Lana'thel is a 5 mana 1/6 with Lifesteal who gains an extra attack for each card the player has discarded through the course of the current game.

  • Bi the Way: Accuses the player of flirting with her and laments how well you were getting along with her when defeated regardless of Hero gender.
  • Developers' Foresight: If you play Coldarra Drake (which allows you to play your Hero Power an unlimited number of times each turn), your Hero Power can't become rested. Thankfully, the game still lets you end your turn as long as you've bitten every minion on the board. Similarly, setting the hero power's cost to 1 with Raza the Chained or Maiden of the Lake and then spending all your mana allows you to end your turn without using it.
    • If you manage to steal Lana'thel's vampire spell with Mind Vision and try to remove her hero power with it, she'll No-Sell it, laughing and saying she was turned long ago.
  • Horror Hunger: She bestows this on the player with Bite of the Blood Queen, turning their Hero Power into a free buff to any minion, but each minion can only receive this buff once. This is compulsory, so they are forced to use it on her minions if no other options are available.
  • Loophole Abuse: Subverted. Players can catch on to the fact that if they spam cheap minions, they will always have something to bite and won't need to bite the acolytes. However, her deck contains Blood Essence, a spell that transforms minions in hand into random spells, quickly depleting their options. May be Double Subverted if the player gets spells that put minions on the board.
    • At the start of the fight, Lana'thel uses a spell to change your hero power. If you try to get around it by changing to a different hero power (e.g. by playing a hero card or Sir Finley), she automatically gets another copy to change your hero power back.
  • Unusable Enemy Equipment: Blood Essence, a 1-mana spell that turns 2 random minions in the opponent's hand into random spells. She also has Looming Presence and starts with two 0/10 Sleeping Acolytes on the board as targets for the player to bite.
  • Vampiric Draining: Her Hero Power is very similar to that of Death Knight Gul'dan.
  • Zerg Rush: Like an aggressive Warlock deck, she plays a lot of cheap minions, almost always ensuring there's something for the player to bite.

Professor Putricide
Good news, everyone! I've fixed the poison slime pipes!
Professor Putricide's fight proceeds in stages. He begins with 15 additional armor and a passive Hero Power making all Secrets free. Once that first layer is depleted, he gets another 15 armor, summons Festergut, and shifts to a second Hero Power making all weapons cost 1 mana. Once this last layer of armor is depleted, he summons Rotface and shifts to his final form, with a Hero Power that makes all cards cost 5.

As a playable card, Professor Putricide is a 4 mana 5/4 Hunter Legendary that sets a random Hunter Secret in play whenever the player plays a Secret.

  • Achilles' Heel: You really want Eater of Secrets or Chief Inspector for his first phase to get rid of his Secrets, while Oozes help remove his Tentacles during the second phase.
    Putricide: (when Eater of Secrets is played) No! My secrets! My life's work!
  • Combat Tentacles: His main attack, which manifests as a 6 mana 3/6 weapon that usually is played in his second phase, where it costs 1. He also expresses interest when the player uses other tentacle-related cards like Tentacles for Arms.
  • Et Tu, Brute?: When you play Rotface against him:
    Professor Putricide: Rotface! How could you?
    Rotface: Rotface have NEEDS.
  • For Science!: When his Armor is broken twice, he changes to his final Hero Power, this time making all cards cost 5. Why? "Because science!"
  • Mad Scientist: His three Hero Powers are named "Mad Science", "Madder Science", and "Maddest Science". He even uses the Mad Scientist minion in his deck.
  • One-Winged Angel: Professor Putricide's three hero portraits depict him downing his own concoctions and taking on a more grotesque form when he gets serious.
  • Sequential Boss: His health doesn't regenerate and his deck doesn't change, but the fight proceeds in a much different direction each time his armor is depleted.
  • Shout-Out: To Professor Farnsworth of Futurama, down to the "Good news, everyone!"
  • Trap Master: Just like his card, he specializes in setting down Secrets. Both players get free Secrets during the first third of the fight.
  • Unusable Enemy Equipment:
    • Growing Ooze, a 1-mana 1/1 that gets +1/+1 at the start of his turn.
    • Festergut, a 4-mana 3/5 summoned in his second phase that deals 3 damage to all enemy minions at the end of the turn.
    • Tentacles, a 6-mana 3/6 weapon.

You are a FOOL to come to this place!
Sindragosa's battle starts with 4 blocks of ice on the player's side of the battlefield. They serve to clog the field, and there is no way to remove them. Once she reaches 20 and 10 health, her Hero Power triggers, freezing over the player's minions, leaving them without any space on the battlefield if they are not careful. Once she reaches 10 or lower health, her Hero Power changes to Ice Claw, doing 2 damage to any target.

As a playable card, Sindragosa is a 8 mana 8/8 Mage Legendary that summons 2 Frozen Champions - 0/1 tokens that add a random Legendary minion to the player's hand when they die.

  • An Ice Person: Freezing over the player's minions is her specialty.
  • Boss Arena Urgency: You start the battle with 4 less minion zones, and your board will become even more limited if she freezes over your minions. Play too carelessly, and you might end up with no room for minions at all.
  • Loophole Abuse: Subverted. One would think a spell-heavy deck would be best to use against her, circumventing the board space restriction. That is the most unwise thing to do, as Sindragosa carries Unchained Magic, a 1-mana spell which deals 3 damage to the player for each spell in their hand. But would you have expected your pathetic magic not to betray you?
  • Puzzle Boss: An entirely spell-based deck is right out since Unchained Magic will straight-up kill you, which means you'll have to use minions carefully to avoid Sindragosa clogging up your board even further. Alternatively, you can try and buff a minion's attack up to 21 or more and kill her in one hit.
  • Turns Red: When she's on the final third of her health total, she gets a Hero Power that lets her proactively damage the player and their minions.
  • Unusable Enemy Equipment: Her signature spell Unchained Magic, described above. She also borrows Chromatic Dragonkin from Chromaggus to carry on the "your pathetic magic will betray you" theme.


Roguelike Bosses

    Universal Tropes 
  • Artificial Brilliance: It's redundant to mention Artificial Stupidity here, but it's clear that the AI for the Dungeon Bosses have been improved. For example, you'll notice they will combo their cards properly, or not play any minion when you have Doomsayer on board.
  • Cosmetic Award: You get a card back for completing the run with every class.
  • Final Death Mode: Losing to a boss deletes your deck and all acquired loot, forcing you to start from square one.
  • Luck-Based Mission: There's no telling if the next boss will outright trounce your deck, or if they are an easy win. You only see your next opponent after you pick your next batch of cards, so you cannot make your choices to specifically counter them.
  • Mythology Gag: Many of the treasures are references to well-known cards, such as Wax Rager, Justicar's Ring, or Dr. Boom's Boombox. Some bosses are this as well.
  • Nintendo Hard: The first bosses are always Warmup Bosses with low HP and crappy hero powers. The later ones? Let's just say you'll need those overpowered treasures you gather on the way.
  • Random Drop: Each win awards you with packets of themed cards. You can choose from three, but the three choices are random. You also get really strong treasures after beating every odd-numbered level, which are selected in the same way.
  • Roguelike: The main inspiration for this mode. You face a set of randomly-selected bosses from a large pool, using a weak deck and hero that grows stronger as you collect random cards and powerful artifacts.

    Kobolds & Catacombs - Dungeon Run 
  • Infinity -1 Sword: The Rod of Roasting, a 10 mana spell that casts Pyroblast with random targets until a hero dies. While less consistent than Tad's Pole and Quel'delar, it can be obtained from the standard relic selection pool, meaning it can be obtained easier and earlier, and if you're lucky it can bail you out of some bad situations.
  • Infinity +1 Sword: There are treasures that are difficult to obtain, but far outclass the rest of them in terms of strength and are fully capable of soloing every boss:
    • Tad's Pole, a 1 mana 0/1 weapon that Recruits a minion from your opponent's deck at the end of every turn. To obtain it, you have to survive ten turns without damaging him.
    • Quel'delar, a 1 mana 6/6 weapon that deals 6 damage to all enemies whenever you attack with it, and always appears in your starting hand. To get it, you have to pick the underpowered Hilt of Quel'delar and Blade of Quel'delar relics instead of the more appealing and flashy options. The nature of obtaining it means that it's only available for the final bosses, but it's well worth the effort.

Level One

  • Warm-Up Boss: All of the first bosses are incredibly easy. The devs specifically designed them this way so that you'd have a chance to get invested in your deck.

Bink the Burglar

This low-down thief preys on starting adventurers.

A common bandit. His hero power allows him an extra temporary mana crystal each turn, and his deck features thieves and bandits of all kinds.

  • Sequence Breaking: His hero power, which lets him flood the board (as best as a starter boss can).

Giant Rat

The bane of every young adventurer.

A giant rat. It features an aggressive beast deck, and its hero power summons two 1/1 rats. Giant Rat also appears as a 2/3 token summoned by the Battlecry of Sewer Crawler, a 3-mana 1/1.

  • Boss in Mook's Clothing: Less of a boss and more of an obstacle. It's not even given a name!
  • Flunky Boss: Summons 1/1 rats throughout the (probably brief) fight.
  • Pun: His hero power is called Rat Race.
  • Rodents of Unusual Size
  • Zerg Rush: Its main strategy is to spam out weak, cheap minions and go for the face. Fortunately, the majority of its minions have only 1 health, letting you easily destroy them en masse.

Wee Whelp

It's just a baby dragon. But it's still a dragon.

A tiny dragon. He has an aggressive dragon deck, and his hero power deals two damage. Its artwork is recycled from the Whelp tokens summoned by Leeroy Jenkins and Onyxia, among others.

  • Boss in Mook's Clothing: Less so than A Giant Rat since he at least has some kind of personality, but it's still just a random baby dragon.
  • Breath Weapon: His hero power launches a little fireball.

Levels Two and Three

  • Took a Level in Badass: Some of these bosses can also be encountered in later levels. If so, they have an enhanced version of their hero power.


This kobold pirate's favorite move is chaaaarrge!

A kobold who started acting like a pirate ever since he got his hands on a pirate's treasure. He uses an aggressive pirate deck, and his hero power gives a minion of his Charge for 1 mana. If encountered at a later level, his hero power passively bestows Charge to his minions.

Elder Brandlemar

The bane of magic users, this furbolg can counter any spell.

A furbolg anti-mage. His hero power is Dampen Magic, which puts a Counterspell into play.


These furbolg warrens feels unnaturally cold...

A furbolg who uses ice magic. Her hero power freezes an enemy minion.

Graves the Cleric

This healing adventurer was separated from his old party.

A former adventurer who was lost in the catacombs. His hero power costs no mana and restores 2 health to all minions, synergizing with his deck which is based on healing.

  • Evil Albino: What he looks like after being lost in the catacombs for so long.
  • Lampshade Hanging: "You never go full Northshire!" note 
  • Light Is Not Good: A Holy priest who's willing to kill any adventurers trying to take the treasure he's hunting.
  • White Mage: Almost everything he does involves healing.

Overseer Mogark

This trogg commander is extra "motivational" to underlings.

A trogg taskmaster with a flaming whip. His hero power deals 1 damage to a friendly minion and gives it +2 Attack. If encountered at a later level, his hero power bestows +5 attack instead.

  • Artificial Brilliance / Artificial Stupidity: He has both cases. On one hand, he will not use his hero power on his minions who only have 1 health left, in other words he's not so stupid as to kill his own minions for nothing. On the other hand, his minions include Nerubian Egg and Devilsaur Egg, who have 0 attack but very beneficial Deathrattle abilities (summoning stronger minions), and yet if you leave these eggs at 1 health left, he won't kill them himself even if in player logic it would've been better to finish them off.
  • Bad Boss: He hurts his own minions to boost them up.
  • Drill Sergeant Nasty: He has this personality, as close as a trogg can.
  • Whip It Good: His weapon. He even quotes this when using his hero power.

Pathmaker Hamm

There's more than one way for a kobold to dig a tunnel.

A kobold miner who prefers to use dynamite. His hero power deals 1 damage to two random enemies, and activates every turn. If encountered at a later level, this hero power deals 2 damage to each of three random enemies instead.

  • Dungeon Bypass: Implied to be his method of "digging".
  • Hoist by His Own Petard: In a very literal sense, as his Mad Bomber and Madder Bomber minions can kill him. He has a unique reaction when this happens.
    "Not like this...!"
  • Mad Bomber: Implied by his quotes and hero power. Especially prevalent with how his hero power has to be used every turn, even if losing the mana is a detriment, and how it's similar to the minion literally named Mad Bomber.


A twilight dragon bent on draining your minions.

This dragon utilizes a simple Dragon Priest deck. Her hero power reduces the attack of an enemy minion by 1.

  • Early-Bird Boss: Surprisingly competent with Dragon synergy cards, and can give players a bit of a tough time if they can't defeat her quickly.
  • No Cure for Evil: Averted, she has Flash Heal to keep herself alive.

Levels Four and Five

  • Wake-Up Call Boss: At this point, most bosses become reasonably challenging, threatening to end a run if the player has made poor selections.

A. F. Kay

Waylay this adventurer while she isn't paying attention!

One of Tirion Fordring's former "champions". Her hero power is Idle, which is two mana and does nothing. Or so it seems.

  • Ascended Extra: She was just a popular one-off gag from Knights of the Frozen Throne. Now she's another treasure hunter, and a very silly boss.
  • Brilliant, but Lazy: She's one of the most powerful opponents in the game, but she's too distracted to bother playing, at least initially.
  • Good Bad Bugs: Blizzard apparently didn't plan for a scenario where Kay gains a weapon (such as via Blingtron), and she will happily chop your minions to ribbons as soon as she gets one Even if it isn't turn 6 yet.
  • Joke Character: She's AFK. She does nothing. Her Hero Power does nothing. She never plays any cards. She literally does nothing. For the first six turns, that is.
  • Time-Limit Boss: Her true nature. If A. F. Kay isn't beaten by turn 6, she'll suddenly realize that she's supposed to be playing the game, and will spam the board with 0-cost 8/8 minions, then refill her hand and do it again next turn. Not a single class in the game can weather this onslaught barring some extremely precise treasure/card combinations, so the only option is to kill her fast.
  • Unusable Enemy Equipment: Downplayed. She uses Boots of Haste to play minions, then Bag of Stuffing to fill her hand again. Both cards can be found as a Treasure that you can pick up.

Battlecrier Jin'zo

When he calls in the troops, they listen. Twice.

His hero power passively causes all Battlecry effects to trigger twice.

  • Hoist by His Own Petard: All Battlecry effects trigger twice, including your own. With the right deck, you can overwhelm him before he overwhelms you.
  • Rush Boss: Most of his deck consists of cheap Battlecry minions, which can overwhelm the player quickly in tandem with his hero power, and he has a lot of draw effects to keep his onslaught going. However, this also makes him susceptible to fatigue, and his minions can't trade well against bigger opponents.


This furbolg's dark magic twists the other dungeonfolk.

A corrupted furbolg. His hero power evolves a minion into one that costs 1 mana more for free. If encountered at a later level, his hero power instead costs 1 mana, and evolves a minion into one that costs 3 mana more.

Brimstone Warden

At all costs, stop him from waking the ancient guardians...

He begins the battle with four 15/5 golems that can't attack, and have a deathrattle of causing him to lose mana. His 5-mana hero power silences all his minions, enabling them to attack.

  • Stone Wall: Has many ways to gain armor, dragging out the fight and giving him the opportunity to awaken his minions. He also runs a ton of Poisonous minions and Secrets that activate when you attack his minions in order to keep your board clear.
  • Time-Limit Boss: The moment he reaches 5 mana, he awakens his golems, allowing them to attack. No hero can survive this, so the player is forced to give up their minions to kill the golems and buy some more time.
  • Unusable Enemy Equipment: The Stone Golems, 2-mana 15/5s that can't attack and cause the Warden to lose a mana crystal when killed.

Elder Jari

This furbolg elder calls arcane energies to her defense.

A furbolg mystic who builds armor very quickly. Her hero power grants 3 armor for 1 mana, combined with a deck that uses many taunts.

  • Damage-Sponge Boss: Among the spongiest in the Dungeon Run, with her ability to gain armor at absurd rates and the many Taunt minions she packs letting her easily survive into the late game and start dropping giant beaters like Tyrantus.
  • Spirit Advisor: The spirits speak through her. They apparently don't like the player very much.
  • Stone Wall: She not only builds armor very quickly, she also features other ways to gain armor and has plenty of Taunt minions.

Fungalmancer Flurgl

This fungalmancer empowers his friends. With fungas.

A fat murloc fungalmancer. His hero power gives his minion +1/+1.

  • Festering Fungus: Growing on him and presumably his minions.
  • The Unintelligible: Most murlocs are, but he takes it a step further with nothing but gassy gurgling. If you emote, he responds by barfing.
  • Whatevermancy: Fungalmancy.
  • Zerg Rush: He uses an aggressive murloc/totem hybrid deck, which benefits greatly from his hero power.


This trogg elder and his minions flock towards sources of magic.

A king trogg. His hero power is passive, reacting to when the player casts spells. The first version has him summon Tunnel Troggs whenever the player casts a spell. The second, used when he's encountered at later levels, instead draws him a card and reduces its cost to 1.

  • Hoist by His Own Petard: His upgraded Hero Power makes him draw whenever you play a spell, which a lucky adventurer can use to mill him or force him into fatigue.
  • Mage Killer: He can pile up cheap cards against a spell-heavy deck. He also uses cards like the Stonesplinter Trogg and Burgly Bully to benefit from your spells even further.
  • Schmuck Bait: He gets away with playing Millhouse Manastorm and Mukla, as the free spells granted by those cards lets a player walk right into triggering his hero power.
  • Zerg Rush: Recklessly casting spells against him either results in a field full of Tunnel Troggs, or his hand being full of greatly discounted threats.


This ancient stone guardian prefers the loot to stay here.

A massive stone golem. His hero power deals 1 damage to all minions, and his deck abuses this with minions that gain power when taking damage. Kraxx's artwork is shared with Mithril Golem, a 5/5 token summoned by the Mithril Spellstone.

Lyris the Wild Mage

She loves fire. Her minions love that she loves fire.

A pyromantic pyromaniac. Her hero power adds Arcane Missiles to her hand, synergizing with her deck, which is made entirely of Flamewakers.

  • Ascended Meme: She sometimes says "Spells are fun! So fun!" when using her hero power, which is Babbling Book's attack quote.
  • Death of a Thousand Cuts: Almost all forms of her damage output come in 1-point increments. There's a lot of them.
  • Magic Missile Storm: Pretty much her entire repertoire. If you survive long enough, she'll even throw in Archmage Antonidas and add Fireballs to the mix.
  • Playing with Fire: Not actually her surprisingly, but a vast majority of her deck consists of Flamewakers. If you last long enough, she starts fielding Archmage Antonidas for an endless supply of Fireballs.
  • Pungeon Master: Her response to any voice emote is to loudly declare, "You're fired!" She then laughs and asks, "See what I did there?" The latter part is even excluded from her speech bubble.
  • Random Number God: She relies on Arcane Missiles and Flamewakers to splash random damage everywhere. Her deck doesn't do much else, but it really bullies weeny decks.
  • When All You Have Is a Hammer...: Her only tactic is to combine Arcane Missiles and Flamewakers to indiscriminately decimate anything in front of her. It's not a very complex strategy, but it's definitely a destructive one.
  • Zerg Rush: She swarms the board with endless Flamewakers and plays a bunch of Arcane Missiles.

Mushhuckster Max

You probably don't want the potions he's hocking.

A kobold potion salesman. His hero power brews a custom Mushroom Potion, which is functionally similar to 1-mana Kazakus potions.

Russell the Bard

His tunes are catchy. Just ask your minions.

His 2-mana hero power takes control of a minion with 2 attack or less.

  • The Bard: Well, natch.
  • Creator Cameo: Possibly named after Russell Brower, music composer of many a Blizzard game, Hearthstone included.
  • Easter Egg: Wait for a while and he'll start singing the Kobolds & Catacombs theme.
  • Mind-Control Music: His hero power.

Spiritspeaker Azun

This troll priest speaks with the dead... twice.

His deck is focused around completing the Awaken the Masters quest. His hero power lets all Deathrattle effects trigger twice.

  • Time-Limit Boss: Once he summons 7 Deathrattle minions (which comprises pretty much every minion in his deck) and completes the quest, he'll have an 8/8 Taunt on the board and 40 health. At that point, he'll almost certainly overrun you.

Thaddock the Thief

One moment her minions are there... the next... gone!

She uses a deck focused around the Caverns Below quest. Her hero power returns a friendly minion to her hand for 1 mana.

  • Artificial Stupidity: She has a habit of playing a minion enough times for the Quest to reach 4/5... and then just leaves it on the board for you to kill it, meaning she has to start over again (unless she gets lucky and draws her other copy, or uses Flame Elementals to clear it instead). Particularly notable considering she's playing one of the best decks of the Un'Goro era, and has a hero power that should make completing the Quest a breeze. She'd likely be absurdly difficult if she was any smarter, so it's probably better to give Blizzard a pass on this one.
  • Tactical Withdrawal: The basis of her hero power. It's even named "Tactical Retreat".

Waxmancer Sturmi

This kobold can candle-craft minions at will.

A kobold waxmancer. She can shape wax minions with her hero power, creating a 1/1 copy of any minion for 1 mana. If encountered at a later level, her hero power straight-up creates a copy of any minion without modifications, but also costs 3 mana. Her deck uses a variety of Hunter cards with a focus on Deathrattles, so that her hero power can get more triggers of those effects.

  • Art Attacker: She molds minions out of wax to use as her servants.
  • Doppelgänger Attack: She can create copies of minions on either side of the board. At her strongest, her copies are as strong as the originals.
  • Early-Bird Boss: She has been known to appear in Level Three, making her a little more difficult due to the player's lack of resources.
  • Golem: Her wax sculptures.
  • Wax Museum Morgue: Implied with her quote if you lose to her, how she's telling you to stay still and let the wax cool off.
  • Whatevermancy: Wax.


A kobold berserker who never fights alone.

A mighty kobold warrior. His hero power Recruits a minion for both players. His card counterpart is Kobold Berserker, a 3-mana 4/4 who automatically attacks a random enemy at the start of each turn.

  • The Berserker: Described as such in his blurb.
  • Everyone Join the Party: He whips minions from both sides into a battle-rage.
  • Hoist by His Own Petard: While he inevitably summons big minions from his own deck, he can end up doing the same thing for the player. A few lucky pulls and he loses as early as turn four.
  • Rush Boss: Pulling big minions from both decks mean that either he'll either quickly overwhelm you or get overwhelmed himself.

Levels Six and Seven


This legendary furbolg hunter can quickly call on big friends.

A bramble-covered furbolg. His 3-mana hero power reduces the cost of the cards in his hand by 1.

  • The Beastmaster: His hero power calls cards to him, most of which consist of beasts and beast synergy.
  • Mighty Glacier: He'll spend the first few turns doing nothing but using his hero power, due to his cards all being quite expensive. Once he starts dropping minions, though, he can quickly overrun the player with their sheer stats.
  • Serial Escalation: If you let him snowball, his hero power rapidly gets out of control.

Chronomancer Inara

Once she powers up, beware of her mastery of time!

Her hero power costs 10 mana, but lets her take an extra turn at the cost of 3 mana crystals.

  • Extra Turn: Once she reaches 10 mana, her hero power does that.
  • Unusable Enemy Equipment: Has several unique cards that were last seen in the Karazhan prologue battle. Prepare to see Archmage's Insight be used for a slew of free spells, and even more if Looming Presence is among those cards.

George and Karl

These tag-team paladins went missing in Un'Goro.

A pair of paladins who somehow found themselves in the catacombs after being lost on an expedition in Un'Goro. George's 2-mana hero power gives all minions he controls Divine Shield, while Karl's hero power summons two Silver Hand Recruits. George goes first, and is replaced with Karl after being defeated. At any point in the battle, they can draw and use Tag Team, a 0-mana spell that swaps the two. Both Karl and George have individual 30-health pools which are conserved whenever they switch out.

  • Ascended Extra: They were first mentioned in the flavour texts for Lost in the Jungle and Vinecleaver.
  • No Sense of Direction: Their inability to navigate lands them in the catacombs in the first place.
  • Sequential Boss: You'll need to beat through two separate opponents with different hero powers.
  • Switch-Out Move: Performed to switch between George and Karl.
  • Zerg Rush: A lot of their cards — and Karl's hero power — fill the board with minions, which can be problematic if they are all granted Divine Shield.
  • Unusable Enemy Equipment: Tag Team, a 0-cost spell that swaps George and Karl.

Gnosh the Greatworm

Always looking to devour the largest, tastiest minions.

Its hero power, which it uncontrollably uses at the start of each turn, destroys the minion with the highest attack.

  • Hoist by His Own Petard: Several of its minions can boost themselves really quickly, or can be killed to leave a bigger minion behind. Gnosh will then proceed to eat said empowered minion.
  • Hungry Menace: It's always hungry, and will eat the strongest minion on the board. Even its own.
  • Weaksauce Weakness: If it eats anything with Poisonous, it dies immediately. Pit Snake, a Poisonous 1-drop included in the starting deck for Rogue, can thus kill Gnosh before it even gets a turn.


Its deadly spores can kill an adventurer instantly!

Its hero power summons a Deadly Spore, and is used every turn where possible. This Deadly Spore may be a 1/1, but it also has Poisonous and the ability to instantly kill the hero if they connect.

As a playable card, Ixlid is a 5-mana 2/4 Druid legendary that summons a copy of whatever minion its controller plays.

  • Hoist by His Own Petard: Priests can easily take control of the Deadly Spore and kill Ixlid with it. Any other class can do the same with the Amulet of Domination.
  • One-Hit Kill: Delivered by the Deadly Spore. With the Magic Mirror or Amulet of Domination, you can even take one for yourself to use on the other bosses in the rest of the run!
  • Plant Person: Averted. He looks like a Fen Creeper, but Word of God says he's an earth elemental controlling a patch of mossy dirt.
  • Rush Boss: It has much lower health than most other bosses. However, its Deadly Spore instantly kills anything it touches, including the hero.


Don’t rub the lamp! You rubbed the lamp, didn’t you?

Her 1-mana hero power, which she uses constantly, causes both players to draw three cards. She also runs a deck filled with various cards that can be helpful to the player, but the danger of overdrawing cards and going into fatigue is always present.

  • Blessed with Suck: Sure, this much card draw would be helpful... if you can play your cards quickly enough. You're also at a very big risk of succumbing to fatigue damage.
  • Hoist by His Own Petard: This much draw power also affects her, which often leads to her overdrawing too and losing potential threats.
  • Taking You with Me: A very common ending scenario is for both her and the player to be in fatigue. Because her autocast hero power must finish resolving before deciding the outcome of a match, a late-game use of it will result in both combatants dying from severe amounts of fatigue damage.note 

Lava-Filled Chamber

The kobolds attempted to board up this lava-filled chamber!

A dangerous cavern. Its passive hero power deals 2 damage to any minion either player plays.

The Mothergloop

Don't let its growing, gooey fiends get out of hand.

Its 2-mana hero power, which it uses at the start of each of its turns, gives all minions in its hand +1/+1. Its card counterpart is Corrosive Sludge, a 5-mana 5/5 whose Battlecry destroys the opponent's weapon.

  • Blob Monster: And it even uses its slime to empower its minions.
  • Doppelgänger Attack: Possesses lots of minions which can clone themselves to make the most of its hand buffs.
  • Serial Escalation: The longer its minions are kept in hand, the larger they become.


Look, this murloc just wants to fish, okay?

He has no hand and never draws anything. His free hero power, however, lets him summon a random minion from his tiny deck, usually corresponding to his mana crystal count.

  • Hoist by His Own Petard: One of his minions is a 4/1 Starving Crab that does 5 damage to him at the start of his turns. He even expresses wordless panic when it gets fished out. Keep it alive and it will defeat him for you.
  • No-Harm Requirement: If you want his Infinity +1 Fishing Pole, you'll have to avoid dealing any damage to Tad himself. Given that he summons massive minions for free every single turn, this is definitely much harder than the alternative of simply killing him.
  • Punny Name: His fishing pole is named Tad's Pole.
  • Rod And Reel Repurposed: The main gimmick of his fight as he reels in surprisingly strong minions. The player can obtain his fishing pole that lets them reel in the opponent's minions.
  • Rush Boss: Has a very small health pool, but pulls out strong minions for free. Kill him quickly before they defeat you. Or keep him at full health and survive all ten turns of the onslaught for the Infinity +1 Sword reward.
  • The Unintelligible: As per murloc standard.

Trapped Room

Tread carefully. Don't... touch... anything!

A room filled with traps. It starts the battle with five random Secrets in play, and its passive hero power summons a 3/3 Buzzsaw each time one of its Secrets is triggered.

  • Disaster Dominoes: Because a lot of Secrets have overlapping triggers, it's not uncommon for one action to trigger two to three secrets at once, which not only hinders your initial play but suddenly spews out more buzzsaws.
  • Sheathe Your Sword: If you heed the level description and don't play anything, you don't trigger any Secrets, and if you don't trigger any Secrets, it cannot set up any more and has little fighting power to boot. Because it's got a smaller deck than yours, it will easily die to fatigue damage before you do without any assistance. It is still a Luck-Based Mission banking on it not drawing Ethereal Arcanist, or not having a Counterspell when you move to get rid of Ethereal Arcanist.
  • Trap Master: It runs less than ten non-Secret cards in its deck.

Treasure Vault

Grab all you can, as fast as you can!

The Treasure Vault has no cards, no health, and starts the game with seven 0/10 treasure chests. Killing these treasure chests puts a random treasure in the player's deck for use later on. Its hero power costs 5-mana and ends the battle, resulting in an automatic victory for the player.

  • Bonus Stage: What this encounter is meant to be like.
  • Metal Slime: The Treasure Vault is a rare encounter that only gives you 5 turns to break its chests, giving you powerful treasure cards for each one. The chests have 10 health each, so you'll need to rack up the damage quickly.
  • Treasure Room
  • Time-Limit Boss: How much treasure can you take in 5 turns?
  • Zero-Effort Boss: The player cannot lose to this boss (except by conceding), though they can lose out on potential treasure.

Voodoomaster Vex

He wants to be a troll. He cries for battle and rattles for death.

A crazy kobold who wishes he was a troll. His hero power causes all Battlecry and Deathrattle effects to trigger twice.

  • Artificial Stupidity: He possesses Corpse Raiser note  to enact Me's a Crowd on whatever minion he has, since the resummon effect is applied twice, and each deathrattle is doubled to boot. Thing is, he tends to use it on Bomb Squad note , which exposes him to more of its deathrattle without the benefits of its battlecry. An almost literal Hoist by His Own Petard.
  • Composite Character: Having both the hero power elements of Azune and Jin'zo, his deck utilizes strategies from both.
  • Hollywood Voodoo: He takes the already exaggerated voodoo of the trolls, and becomes a hyper-parody of that.
  • Me's a Crowd: With cards like Moat Lurker and more dangerous Carnivorous Cube that have deathrattles tied to battlecries, he can easily create an army of clones of any one minion.

Final Bosses

  • My Rules Are Not Your Rules: The final bosses all have 70 health, ensuring you're in for a long fight even though your hero starts with 50 by the time you face them. They also start with 3 mana, giving them a hefty advantage and letting them abuse their hero powers (where necessary) more freely.
  • Unusable Enemy Equipment: Again, they also have multiple copies of Looming Presence, which draws 3 cards and bestows 6 armor.

Azari, the Devourer
In ages old, when Ancients broke
Azari of the Legion spoke
To tempt the mortals: gems of power
The weak succumbed, their souls devoured.

The most terrible of demons is loose! And VERY hungry.

An annihilan with a bottomless appetite. His free hero power removes the top 2 cards of the player's deck. His own deck is filled to the brim with demons of all sorts, with the occasional Kabal Trafficker to put even more demons in his hand.

Azari isn't a collectible card, but he is obtained with the player first playing Rin, the First Disciple. The player then needs to cast a series of Seal spells, each summoning a bigger demon than the previous, before the fifth and final seal adds Azari to their hand. Azari is a 10-mana 10/10 that destroys the opponent's deck when played.

The Darkness
Your light is dwindling, adventurer.
There's a reason to always keep a light on down here.

A dormant monstrosity of unknown origin. Its hero power summons a 5/5 Darkspawn for 0 mana. However, to counteract this, the player is given three Luminous Candles, which are 0-mana spells that can destroy all Darkspawns. The Darkness runs a Priest deck with all forms of removal to supplant its free supply of minions, and nearly every card it has is darkness-themed.

As a card, The Darkness is 4 mana minion that begins as an uninteractable Permanent on the board. It shuffles 3 Darkness Candles into the opponent's deck, which snuff out when drawn. Once all three have been snuffed, The Darkness awakens as a 20/20.

  • Awaken The Sleeping Giant: Once the candles are out, all 20/20 of its stats wake up.
  • Casting a Shadow/Power of the Void: Natch, given the name. It uses cards like Twisting Nether and Shadow Bolt.
  • Dying Candle: Drawing the Candle cards illustrates this, and once they're snuffed out, The Darkness is active and will end you.
  • Eldritch Abomination: It's not clear what exactly this thing is. It's not a demon, and it doesn't look like an Old God creation. Whatever it is, it's massive, it's waiting in the dark, and you can't stop it from coming.
  • Loop Hole Abuse: Averted. Trying to cheat the minion out (via Recruit or minions like Barnes) results in a 0/0 Token and no candles. This is because its dormant state is an active effect, while the candles are a Battlecry.
  • Mook Maker: Its hero power spawns endless 5/5s for free. You have a lifeline, but once it's all used up, you'd better have a way to keep the rest in check...
  • Shout-Out/Mythology Gag: This is either a reference to the Dead Alewives Dungeons & Dragons skit or to Blizzard's own running joke about "Darkness" calling people.
  • Weaksauce Weakness: As a playable card, the only way to turn it into an active minion is to draw all three of its candles. If even a single candle is removed from the deck through other means or burned from overdraw, the Darkness will remain dormant for the rest of the game.

King Togwaggle
Be dropping your treasures now! I take! Mine!
Look out! He's loaded with loot from failed adventurers.

The legendary king of the Kobolds. He's 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. His hero power is Magic Candle, which finds one of his many collected treasures for 3 mana.

He later reappeared in Rise of Shadows. For more information on that version as well as his general personality, see Secondary Characters.

As a playable card, Togwaggle is an 8-mana 5/5 Neutral legendary that swaps you and your opponent's deck around, but also puts a 5-mana King's Ransom in your opponent's hand to switch them back.

  • Artificial Stupidity: He has a tendency to use his treasures at first opportunity, even if it's not the best time to. Stories abound of him using Mask of Mimicry to transform his entire hand into weak minions, or Scroll of Confusion while he has a board advantage.
  • Bandit Mook: His playable version switches your deck with your opponent's, while giving them King's Ransom to switch back. He's a keystone of the mill 'Togwaggle Druid' deck, where they deplete their deck as soon as possible, force you to draw to a full hand with Naturalize to make you miss out on the King's Ransom to switch back, and robbing you of your deck while giving you a depleted one.
  • The Computer Is a Cheating Bastard: You know those insane Game-Breaker Treasures you've been finding and have a handful of in your deck? His hero power creates them. Endlessly. Also, he starts at 3 mana.
  • Confusion Fu: There's no telling what treasure he pulls from his hero power, but they're usually going to be bad for you.
  • Friendly Enemy: To the player, often showing up for banter and is the closest thing you have to a guide for the Dungeon. Of course, he still wants to defeat you and take all your treasure, and the further you go, the more treasure he can get off you. He'll also congratulate you for beating the Dungeon with all nine classes.
  • Unusable Enemy Equipment: Downplayed, in that the Treasures he summons can be picked up in the Dungeon Run. Also his familiar Rakinishu, who deals 4 damage to a random enemy every so often.
  • Weak, but Skilled: Togwaggle has easily the weakest deck out of all the final bosses, composed of weak kobolds and a few moderately threatening Rogue spells. He backs that deck up with the Purposely Overpowered treasures exclusive to the Dungeon Run.

Vustrasz the Ancient

His vast treasure stores are for the taking… if you dare!

A mighty dragon at the bottom of the catacombs, who is very protective of his hoard. He begins the battle with five 0/8 Master Chests. It may be tempting to break them to obtain whatever treasure's inside, but be warned — Vustrasz's hero power, which he casts for free at the start of every turn — deals 1 damage to the player and their minions for each missing chest.

  • Arch-Enemy: Vustrasz does not like Marin the Fox, and playing Marin against him prompts an angry response. Note that the chest spawned by Marin's Battlecry is the exact same as the ones that Vustrasz controls (right down to reducing the damage of Vustrasz's hero power), implying that Marin stole from him before.
  • Berserk Button: He gets mad when his treasure is taken, and his hero power grows stronger to reflect it.
  • Chest Monster: Not in the traditional sense. If you ignore his Master Chests for long enough, thinking that he's effectively fighting with a drastically reduced battlefield, he starts buffing his Master Chests and attacks you with them, forcing you to eventually break them and risk facing his wrath.
  • Disadvantageous Disintegration: The Wand of Disintegration is among the last things you want to use. You clear his board, but because his minions are also silenced before destruction, his chests are broken, you have no treasure, and Vustrasz is mad.
  • Dragon Hoard: Depicted as the Master Chests on his side of the field.

Xol the Unscathed

She's got her eyes on you. ALL of her eyes.

Xol runs a Discard Warlock deck, focused on completing the Lakkari Sacrifice quest. Her hero power passively adds one of many types of Beams to her hand, almost always ensuring that she has something to discard. The beams are 3-mana spells that can do various things to your minions, ranging from taking control to freezing or destroying them. Whenever her hero power activates, she says a single word that hints to what the beam that she got will do, allowing a player to play around this.

  • Arc Number: Six.
    • Her hero power gives her one out of six possible Eye Beams cards each time she uses it.
    • She announces what Eye Beams card she gets by saying a word starting with F, the sixth letter of the alphabet.
    • Her deck is based on Lakkari Sacrifice, a quest which requires her to discard a total of six cards. And since Lakkari Sacrifice produces a permanent portal, it reduces her playing field down to six minions max.
  • Discard and Draw: Her deck is focused entirely on completing the Lakkari Sacrifice quest.
  • Expy: Given the Dungeons & Dragons theme of the expansion, Xol is obviously based off of a beholder.
  • Eye Beams: Her signature ability and spells.
  • Hoist by His Own Petard: She runs four Howlfiends, which force her to discard a random card whenever they're damaged. This helps her quickly complete her quest, but after she's completed it, they can cause her to discard the Nether Portal quest reward before she can play it. The fight becomes a lot easier if this happens.
  • Letter Motif: All six words she uses to describe her beams begin with the letter F.note 
  • Oculothorax: Appears to be a disembodied head with many eyes.
  • Outside-Genre Foe: At the bottom of the dungeons, which were filled with typical RPG monsters and opponents, you fight what looks like an alien from a sci-fi story.

    The Witchwood - Monster Hunt 

  • Unusable Enemy Equipment: Witchwood's Touch, the obligatory "draw cards and gain armor" boss spell. Depending on how late you encounter an enemy that uses this card, it will draw 1 to 3 cards and gain 6-10 armor. Furthermore, as a neutral spell, it cannot be scavenged by Tess's hero power.
  • Victor Gains Loser's Powers: Some bosses' signature abilities can become available as spells if you have to pick a treasure after beating them.

Level One

  • Warm-Up Boss: These bosses were designed to be easy, in order for the player to get invested in their deck.


Every dying beast makes this dreaded carrion bird stronger.

A vulture that inhabits the Witchwood. Gobbles's passive hero power draws one card each time a friendly Beast dies.

  • Blessed with Suck: Its Hero Power would be amazing... if its deck had more than 10 cards. Repeatedly killing its minions can easily cause it to go into fatigue and lose from there.

A Mangy Wolf

Unearthly howls drive the wildlife mad.

A presumably normal wolf corrupted by the Witchwood's magic. Its 1-mana hero power gives a random minion in its hand +1/+1.

  • Boss in Mook Clothing: Even Gobbles, a random vulture, gets a name while this wolf doesn't.
  • Savage Wolves: Well, it lives in the Witchwood and is trying to kill you like everything else there, so...


Incorporeal or not, those claws hurt!

A ghostly bear that prowls the woods. Its hero power costs 2 mana and gives it +2 attack for the turn. Its card counterpart is Witchwood Grizzly, a 5-mana Taunt that starts at 3/12, but has a Battlecry that lowers its health by 1 for each card in the opponent's hand.

Level Two and Three

Cultist S'thara

A silver tongue to accompany her silver daggers.

Her passive Hero Power, Poisoned Drink, damages a player whenever they draw a card.

  • Hoist by His Own Petard: S'thara takes damage from her Hero Power as well. She can and will kill herself if on 1 HP when her turn starts.
  • Rush Boss: With both players taking a minimum of 1 damage per turn, the fight will be over very quickly one way or another.

Cutthroat Willie

WANTED: For doing exactly what his name suggests.

An undead pirate whose 2-mana Hero Power, Shank, deals 1 damage to a minion and draws a card. His card counterpart is Cutthroat Buccaneer, a 3-mana 2/4 Rogue minion whose Combo effect gives your weapon +1 attack.

  • Easter Egg: Has special dialogue if you're playing as the Tracker.
  • Zerg Rush: His deck is loaded with cheap minions, and he'll happily spam them out while using his hero power to refuel.

Doctor Sezavo

It’s good to give blood. But not to him. He’s not a real doctor.

A troll Plague Doctor of questionable morals and ethics. Sezavo's hero power, Hollow Needle, costs 2 mana and deals 1 damage to a minion; if it dies, he restores 3 health.


Gnarled, twisting roots, springing to life.

Its Hero Power, Splinter, costs 1 mana, and summons a 2/2 Treant at the cost of 2 health.

Gravekeeper Damph

The rattle of bones remain a comfort to him.

A ghostly gravedigger. His 3-mana Hero Power, Grave Mistake, causes all Deathrattles on the board to trigger twice.

  • Suspiciously Similar Substitute: To Spiritspeaker Azun from the Dungeon Run, as they both have hero powers that cause Deathrattles to trigger twice and build their decks around that.


Watch those lips, she'll kiss just about anything.

A mage who has been hexed by Hagatha. Her 2-mana Hero Power, Witch's Kiss, turns a random minion into a 0/1 Frog. Her card counterpart is Witch's Apprentice, a 1-mana 0/1 minion that adds a random spell to your hand when it's played.

Grubb the Swampdrinker

An iron gut, and quite the throwing arm.

A giant two-headed ettin. His 1-mana Hero Power, Chuck, destroys a friendly minion and deals its damage to your Hero. His card counterpart is Furious Ettin, a 7-mana 5/9 with Taunt.

  • Grievous Harm with a Body: His hero power lets him do this with his own minions. Defeating him lets you draft Chuck, a 6-mana spell that lets you do the same with every minion in your hand.
  • Stone Wall: He has plenty of ways to gain armor.
  • Unskilled, but Strong: Strong enough to throw his own minions at you.

The Mute

. . .

The above is this opponent's actual in-game description. Her Hero Power, also named "...", costs 1 mana and silences a minion.

  • Anti-Magic: The Mute hands out Silences like there's no tomorrow, so buffs and minion abilities are of little use.
  • Mouth Stitched Shut
  • The Speechless: All her vocalizations are muffled, barring her shushing noises whenever she uses her Hero Power.
  • Visible Silence: Her description, and the name of her hero power.

Niira the Trickster

She plays with wee critters... until they're big critters.

A trickster sprite. Her 1-mana Hero Power, Unstable Growth, gives all minions +1/+1.

  • Creepy Child: Has the demeanor of one. She wants to "play" with you.
  • The Fair Folk: As a sprite, she's the closest thing to this in the Warcraft universe.
  • Unstable Equilibrium: If you fall behind on board presence, she'll happily buff her minions with her hero power and make it harder to come back; on the other hand, maintaining a strong board means the hero power will harm her more than it helps.

Ravencaller Cozzlewurt

The feathered fiends of Gilneas flock to his sinister call.

A seemingly crazed goblin that befriended the ravens of Gilneas, his 1-mana hero power adds a random 1-cost minion to his hand. Cozzlewurt's card counterpart is Ravencaller, a 3-mana 2/1 whose Battlecry adds 2 1-cost minions to his owner's hand.

Sazzmi Gentlehorn

This satyr has a tendency to attract more than just rats.

Her 1-mana Hero Power lets her take control of all enemy minions with 1 or less attack. Her card counterpart is Witchwood Piper, a 4 mana 3/3 whose Battlecry draws the lowest cost minion from your deck.

  • Ascended Meme: Hagatha's introduction to her is the famed "Stay a while and listen" from Diablo.
  • Mind-Control Music: She steals your minions with her music. If you beat her, you get to draft Enchanting Tune, a 4-mana spell that steals all of the opponent's minions and sets them to 1/1.


The Witchwood's curse has not been kind to the local Murlocs.

A murloc, warped by the curse. It plays a deck centered around the Unite the Murlocs quest. Its Hero Power, It's Raining Fin, draws 3 Murlocs for 2 mana.

The Whisperer

Do you hear the echoes of his whispers?

A spectre whose passive hero power gives all spells Echo. His card counterpart is Mistwraith, a 4 mana 3/5 Rogue minion that gains +1/+1 each time you play a card with Echo.

  • Hoist by His Own Petard: Works both ways in this fight. On the one hand, giving the player's spells Echo can backfire spectacularly (and hilariously) on him depending on what the player has; however, he also packs minions that benefit from the player casting spells, like Troggzor the Earthinator, to try and offset this.
  • Luck-Based Mission: It's a fairly straightforward fight, unless he manages to have both a Radiant Elemental on the board and a Divine Strength in his hand, in which case you're suddenly dealing with a 2 mana 26/51, and if you're really unlucky, he'll do it on turn 2. Hope you brought some hard removal!
  • Weaksauce Weakness: If Tess Greymane uses her hero power before any class spells have been played, she gets a 0-mana Small Rock that deals 1 damage. Doesn't do much on its own, but thanks to The Whisperer's hero power, it can be used to kill him as early as turn 2 by pelting him repeatedly with rocks.

Levels Four and Five

Baran the Blind

Poor vision doesn't matter with strength like his.

Baran's Hero Power, Bulldoze, expends all his armor to deal that much damage to a random minion.

Blood Witch Greta

Magic is powerful in her grove... but it comes at a cost.

A gnomish witch in Hagatha's coven. Her passive Hero Power is Blood Red Apple, which causes all spells to cost Health instead of Mana. Her card counterpart is Blood Witch, a 4 mana 3/6 Warlock minion that deals 1 damage to you at the start of your turn.

  • Blood Magic: All spells are this. To drive the point home, she gives the same effect as the Blood Magic Tavern Brawl.
  • Cast From Hitpoints: All spells are this in her grove.
  • Forbidden Fruit: Her dialogue and the name of her Hero Power indicates her magic comes from the apples she grows.
  • Power at a Price: You can cast many spells each turn for no mana... but can you take the punishment?

Brushwood Centurion

This once-stalwart defender of the woods now sows chaos.

Its 3-mana Hero Power causes all minions on the field to attack random enemy minions. Its counterpart is Bewitched Guardian, a 5 mana 4/1 with Taunt for Druid that gains +1 health for each card in your hand.

  • Leeroy Jenkins: His hero power causes minions to do battle with random opposing minions, regardless of whether or not they'd survive.
  • Unusable Enemy Equipment: Hack, a 3-mana spell that hits a minion five times for 1 damage each.


It used to feed on local livestock. Now it hungers for more.

Its 1-mana Hero Power is Bloodthirst, which gives a minion Lifesteal. Its card counterpart is Vicious Scalehide, a 2 mana 1/3 Beast with Rush and Lifesteal.

  • Chupacabra: A fairly obvious Expy of the creature.
  • Vampiric Draining: Gives this to its minions. It also has the unique card Vampiric Fangs, a 3 mana spell that destroys an enemy minion and heals the caster for the destroyed minion's health, which can be drafted after defeating it.

Crooked Pete

The locals report that Pete is up to no good again.

A dirty thief from Gilneas. His hero power, Soot Up, gives a minion Stealth for one turn. Once he's been damaged enough, he transforms into Beastly Pete, a Worgen with a new hero power - Beast Within, giving his minions +1 Attack.

  • Blatant Lies: He tries to pass whatever he's doing as perfectly legal despite his artwork showing him sneaking into a chimney. All pretenses are dropped once he changes form.
  • One-Winged Angel: Beastly Pete.
  • This Means War!: His attitude when he goes Worgen.
  • Turns Red: Once he goes down to half health, he turns into Beastly Pete and gets a much more offense-oriented hero power.

Garrow, the Rancorous

Missing? Dead? He'll still collect.

His 1-mana Hero Power deals 1 damage to the player for each minion they control.


Grum likes to smash. He also likes to bash. And crash.

Grum's Hero Power, Terrify, shuffles a minion into its owner's deck, though it will cost 4 mana less when it's drawn again. Its card equivalent is Mossy Horror, a 6 mana 2/7 that destroys all minions with 2 or less Attack.

Inquisitor Hav'nixx

A mind is a terrible thing to waste. It's far too delicious.

Hav'nixx's Hero Power is Devour Soul, which costs 4 mana but halves the player's current health. Its artwork is shared with Felsoul Inquisitor, a 4 mana 1/6 Demon with Taunt and Lifesteal.

  • Time-Limit Boss: If left to his own devices, Hav'nixx will eventually whittle you down to the point where he can kill you with Shadowbomber and Mind Blast. You'll have to beat him before then.

Manhunter Ivan

Watch your step, this traitor is an expert trapper.

A former hunter, now a victim to the Witchwood's curse. His 2-mana Hero Power, Trap Preparation, puts a Secret from his deck onto the battlefield.

  • It's Personal: Shaw and Tess have some unique interactions with him. Apparently, a few of Tess' weapons from Tools of the Trade were stolen from Ivan.
  • Ripple Effect-Proof Memory: Given how he reacts to Tokie's hero power.
  • Trap Master: As the description indicates.

Plaguemaster Rancel

Dying to his touch is terrible. Living is even worse.

Rancel's 2-mana Hero Power, Poison Flask, deals 2 damage to a minion, giving it Poisonous if it survives.

Ratcatcher Hannigul

Rats aren't always the most loyal pets.

His passive Hero Power buffs adjacent minions whenever any one dies. This works for both players. Its card form is Ratcatcher, a 3 mana 2/2 Warlock minion with Rush that destroys a friendly minion to gain its stats.

  • Hoist by His Own Petard: His own Hero Power can be turned against him with an aggressive playstyle.
  • Zerg Rush: Floods the board with minions to ensure the most of his Hero Power, including ones that spawn more minions when they die.

The Scarecrow

His enchanted scythe drinks deep from every harvest.

A monstrous scarecrow. His Hero Power is Harvest, which destroys a friendly minion and restores 8 health. He begins the game with a Scythe equipped. The scythe is a 1/1 weapon that doesn't lose durability and gains +1 Attack each time it kills a minion.

  • Killer Robot: A scythe-wielding scarecrow mech. He also plays a mech deck, including a lot of Shredders.
  • Scary Scarecrows
  • Sinister Scythe: His scythe grows more and more powerful as the game goes on. It's also a collectible treasure if you beat The Scarecrow.

Sephira Dusktalon

Even your own magic can be twisted by these woods.

A sinister harpy. Her Hero Power is Tangled Wrath, which passively causes her to draw a spell every time the player casts a spell.

  • Weaksauce Weakness: Most of her spells rely on having a friendly minion out on the board. Run her dry of minions, flood her hand with spells, and she'll be unable to do anything.
  • Zerg Rush: Plays a very aggressive deck that floods the board with cheap minions and eggs to buff with cards like Savage Roar and Bloodlust.


And 'lo in uffish thought he stood, crying "Battle" in the wood.

A strange monstrosity that stalks the Witchwood, with jaws that bite and claws that catch. Its passive hero power causes all Battlecries to trigger twice. As a card, Shudderwock is a 9 mana 6/6 Shaman legendary whose Battlecry copies all other Battlecries you played that game.

  • All Your Powers Combined: Its card repeats every previous Battlecry.
  • Eldritch Abomination: Whatever this thing is, it defies almost all physical and magical understanding.
  • Exact Words: It copies Battlecries to their exact text - if a Battlecry says it creates a copy of this minion, it creates another Shudderwock.
  • Mind Rape: Those that cross the Shudderwock tend to not leave with their sanity intact.
  • Random Number God: It's not as severe as Yogg since you can control what Shudderwock actually does, but the order it casts them in is completely random.
  • Reality Is Out to Lunch: Like the glory days of Yogg-Saron, throwing down Shudderwock pretty much has this effect.
  • Rhymes on a Dime: Most of its dialogue as a boss. "Who walks on pox'd rocks where stalks the Shudderwock?"
  • Self-Duplication: As a card, it can (and often will) create copies of itself using cards like Saronite Chain Gang (until Chain Gang was nerfed, at least) and Baleful Banker. Get enough stuff set up, and you could end up with a board full of Shudderwocks... and another couple Shudderwocks in your hand and deck.
  • Shout-Out: To the Jabberwock. Its pose is even a parody of this illustration.
  • Suspiciously Similar Substitute: A boss with a Battlecry-heavy deck that causes all Battlecries to trigger twice? Sounds like Battlecrier Jin'zo from the Dungeon Run.
  • Weak, but Skilled: It's a pitiful 6/6 for 9 mana. But oh boy, is it skilled...


She'll take a piece of you and make it her own.

A vengeful, axe-wielding amalgamation of splintered wood. Splintergraft preys on those who dare venture outside Gilneas to fetch lumber, seeking revenge against those that split her limbs in life. Her 2-mana hero power creates a 2/2 copy of a minion that costs 2 mana and adds it to her hand. As a card, Splintergraft is an 8 mana 8/8 Druid legendary whose Battlecry creates a 10 mana 10/10 copy of a minion and adds it to your hand.

Winslow Tobtock

His tricks will leave you both in a daze.

A wicked goblin hypnotist. His Hero Power, Hypnotize, costs 2 mana and forces both players to shuffle their hand into their deck and redraw it.

  • Discard and Draw: Not necessarily discard, but you temporarily lose what you had in your hand and have to work with the new cards on the fly.
  • Hypno Pendulum: How he uses his hero power.

Levels Six and Seven

Azalina Soulthief

Her children's safety is her top priority. At any cost.

Shell-shocked monster hunters tell tale of a creature in the Witchwood - a weeping, ghostly maiden that always drifts on the edge of your vision. The truly unlucky report encounters with a vengeful spirit who seems to know their thoughts, and who speaks lies in the voices of friends and allies.

Her hero power summons three 1/1 Wisps for 2 mana, and her deck is heavily based on filling the board with more. Her card counterpart is a 7 mana 3/3 Legendary whose Battlecry discards your hand and replaces it with a copy of your opponent's hand.

  • Mama Bear: She treats her wisps as her children, and does not take kindly to you killing them.
  • Telepathy: Her card's effect lets you literally peer into your opponent's mind.
  • Unusable Enemy Equipment: Soul Assimilation, a 4-mana spell that destroys all of her Wisps and takes control of a random enemy minion for each one destroyed.
  • Vengeful Ghost: Azalina seeks to torment adventurers and lead them astray with lies.
  • Voice Changeling: One of her abilities, according to her backstory. This is represented in part by her effect.
  • Zerg Rush: Her entire strategy is to spam out Wisps. Lots and lots of Wisps, on every single turn. She also has a couple cards to buff them if you let them live for more than one turn.


Seeds sewn from hatred, sustained by dark magic.

It plays a deck focused on the Jungle Giants quest. Its 2-mana Hero Power reduces the cost of the cards in its hand by 1.

  • Artificial Stupidity: All too happy to use Poison Seeds to destroy its own board full of Giants, if it means taking out your Taunt minions in the process. Sometimes it will play two Poison Seeds in a row!
  • Mighty Glacier: It may spend a few turns seemingly doing nothing while setting up with its Hero Power, but when it starts dropping Giants, you're in for a world of hurt.
  • Rock Monster: A giant creature made of stone and gnarled wood.
  • Suspiciously Similar Substitute: To Bristlesnarl from the Dungeon Run, possessing a similar strategy of using its hero power to drop heavily discounted large minions.

Experiment 3C

It's a Murloc! It's a Dragon! It's... everything?

A bizarre amalgamation of creatures whose 50-card deck incorporates minions of all types. Its hero power costs 1 mana and destroys a friendly minion to draw 3 cards. Its card counterpart is Nightmare Amalgam, a 3 mana 3/4 that counts as ALL minion types (Beast, Mech, Murloc, etc.).

  • All Your Powers Combined: 3C's deck consists of various Beasts, Murlocs, Dragons, Mechs, and Pirates, with Zoobot to buff them and The Curator for tutoring. It even has a few Totem-related cards to work with. In addition, its Amalgamation card combines all minions in play into an Amalgamation with the combined stats of those minions that counts as all minion types; it can be drafted after 3C's defeat.
  • The Assimilator: As represented by its hero power and Amalgamate spell.
  • Foreshadowing: He mentions something about a lab in the Netherstorm and reacts with hostility on the rare chance the player plays Dr. Boom. This ended up being foreshadowing for The Boomsday Project set.
  • Outside-Context Problem: Even Hagatha has no idea what this thing is. Furthermore, if it defeats you, it will claim that you were not its target, making it even less clear what it's doing here.

Face Collector

Beware his terrible minions and their ever-shifting faces.

A ghastly being who steals the faces of its victims. Although Hagatha's magic brought many strange creatures to life, there are some rumours that this monster was once a human bounty hunter.

Fights with a copy of the player's deck. His Hero Power, A New Face, costs 0 mana and transforms a minion into one that costs 2 more. As a card, he's 3-mana 2/2 Rogue Legendary minion with Echo which adds a random legendary minion to your hand when you play him.

Forlorn Lovers

Bound by vows, she just won't let go.

She plays a mill deck with plenty of minions that draw cards for both players and otherwise clog up the player's hand. Her passive hero power shuffles her minions into her deck whenever they die, ensuring she'll hardly go into fatigue.


A collector of gnomes. Real ones.

A corrupted Tauren with a sack full of gnomes. His hero power, Nab, steals a minion and puts it into a 0/3 Sack. Breaking the sack frees the minion.

  • The Collector: Of gnomes.
  • Silliness Switch: Most of the Witchwood bosses are fairly serious or at least thematic. This one is just so... completely random and out there. However, it does kinda make sense if you consider that Hagatha sent him after Toki specifically.
  • Zerg Rush: His unique card, Sack of Gnomes, fills his board with random gnome minions, ranging from a tiny Leper Gnome to the gigantic Mekgineer Thermaplugg. The player can draft this card for themselves if they beat him.

Groddo the Bogwarden

Dead emerge from the swamp. It's not a pleasant scent.

Its passive Hero Power raises a 1/3 Bloated Zombie whenever an enemy dies. These zombies have Deathrattle: Deal 1 damage to all characters, and this can cause a cascade of damage and death.

  • Disaster Dominoes: Exercise caution when killing its Bloated Zombies, as their deathrattles can cause other damaged Zombies to die, triggering even more deathrattles, potentially killing your other minions and raising more Bloated Zombies. A wrong move may leave you with no minions and Groddo with more Bloated Zombies than he started with.
  • Mook Maker: Creates an endless army of Bloated Zombies, so long as you have minions to get killed off.

Gustave, the Gutripper

Hagatha's pet eats his way up from the bottom of the food chain up.

A massive crocolisk. His Hero Power is Cull the Meek, which destroys the minion with the lowest Attack.

Raeth Ghostsong

There's a reason you should bury the dead.

His one mana Hero Power, Desecrate, deals 1 damage to all minions. If any die, the ability is refreshed.

  • Disaster Dominoes: Tries to set these up, so it can clear the board with its discount Defile hero power.
  • Necromancer: His most dangerous card is Shallow Grave, which ressurects up to seven minions that have died during the game, including your minions.

Vitus the Exiled

Corrupted. Banished. Hungry.

His passive Hero Power, Monstrous Aura, grants his minions an automatic +1/+1.

  • Zerg Rush: Has a deck designed to flood the board with minions to make the most of his Hero Power.

Nemesis Encounters

Unlike in the Dungeon Run, each hunter has their own nemesis that they will face off against as their final challenge.
  • Disc-One Final Boss: The Monster Hunter card back can only be obtained by going through all of them with their respective rivals, then fighting Hagatha.
  • Drama-Preserving Handicap: Each of the Nemeses have a deck specifically built to screw over the Monster Hunters' main strategies. Shivers uses high sustained damage and healing from Kingsbane to out-value Tess' attrition style, Glinda is immune to Shaw's Attack! Attack! Attack! strategy and forces him to play for board control, Infinite Toki outpaces Toki's slow control style using Time Warp and even resetting the game on turn 10, and Godfrey plays minions that benefit from taking damage or dying, limiting how useful Darius' cannons are.
  • It's Personal: Each boss has a personal grudge against the hunter they face.
  • My Rules Are Not Your Rules: They start with two extra mana crystals.

Captain Shivers

Vowing vengeance, his cursed crew haunts Gilnean shores.

The nemesis of Tess Greymane, Captain Shivers is a phantom pirate who was killed along with his crew by the Gilnean royal family and now seeks revenge in death. He starts with Kingsbane in play and has a deck built around buffing it. His autocast hero power draws a weapon from his deck (read: Kingsbane, because he has no others) at the start of his turn.

  • One-Man Army: He can buff Kingsbane up very quickly and re-draw it every turn. It only takes a few turns for him to turn into a powerhouse that can scythe down your minions all by himself while healing back huge chunks of damage with lifesteal.
  • Revenge by Proxy: He sees slaying Tess as a perfectly acceptable vengeance for being slain by Genn Greymane.
  • Hoist by His Own Petard: Shivers's large pool of weapon buffing spells is actually a huge boon to the player if Tess is running her own Kingsbane or the Scarecrow's Scythe, as her Hero Power allows Tess to get much more mileage out of those spells than he does. The Captain even has special dialogue if Tess plays Kingsbane, expressing shock that there's another.
  • Tactical Suicide Boss: Despite most of his deck having a control theme, using cards like Dead Man's Hand and Kingsbane itself to try and outlast the player, he runs Fel Reaver. As in, that card that mills three cards from your deck every time the opponent plays a card. For extra stupidity points, the way his hero power works means that after using the last charge on Kingsbane, he won't be able to draw it until next turn... which gives the player an opportunity to mill it. Same goes for the Lorewalker Cho he runs, as it's possible to overfill his hand with spells - when his auto-cast Hero Power activates at the start, it will also mill his Kingsbane (and all those weapon buffing spells Tess sends back to him become bricks in his hand).
  • This Looks Like a Job for Aquaman: He runs Lorewalker Cho, which is normally seen as a bad card in most circumstances. However, a majority of the spells he casts are weapon buffs, which are unusable to a player who doesn't have any weapons on hand and, when passed via Cho's ability, will take up hand space until they get a weapon. Woe betide the player who burns a weapon while their hand is clogged with weapon buffs. Even if they do get an opening to expend the weapon buffs, those buffs will simply be passed back to Captain Shivers for him to further empower his Kingsbane.
  • Unusable Enemy Equipment: Cursed Crewmember, a 2 mana 2/1 Pirate that draws him two cards and then shuffles a copy of his hand into his deck.

Glinda Crowskin

The leader of Hagatha's dark cult hides behind her loyal minions.

One of the witches who has been twisting the forest, long before the Witchwood's curse. She is also Shaw's nemesis. Glinda's False Heart passive Hero Power makes her immune while she controls a minion. As a card, she is a 6-mana 3/7 Warlock legendary minion that gives other minions in your hand Echo.

  • Apocalypse Cult: Her special Crowskin Faithful minions are this.
  • The Chessmaster: Implied by her opening quote, where she coyly asks if Shaw tracked her down, or if she lured him there.
  • Nigh Invulnerable: As long as she controls a minion, Glinda can't be harmed. To offset this, she starts with 50 HP, the lowest out of all the Nemesis fights.
  • Self-Duplication: Her card gives this effect to all of your minions for as long as she's alive. Her description notes that, every night, cultists head out to gather in the Witchwood, but the number of cultists that return outnumber the ones that left.
  • Shout-Out: Quotes the Witches' Song of Macbeth in response to certain cards, though with a few lines tweaked to fit the setting.
  • Tactical Suicide Boss: In theory, DOOM! is a fairly solid card for her deck, as it lets her refuel while clearing the player's minions. In practice, her Crowskin Faithfuls and Kabal Traffickers keep her hand relatively full and Shaw is generally good at filling the board with minions, meaning that she'll often end up milling a bunch of cards (including her own Crowskin Faithfuls) and potentially taking a buttload of fatigue damage.
  • Unusable Enemy Equipment: Crowskin Faithful, a 6/3 that shuffles itself into her deck on Deathrattle, and Crowskin Pact, which takes control of a minion and transforms it into a Faithful.
  • Wicked Witch
  • Zerg Rush: Glinda's playstyle is very reminiscent of the classic Zoo Warlock, focused on spamming out minions to keep her hero power active and continuously pressure the player.

Infinite Toki

One either dies a hero or mangles time enough to become a villain.

As the old saying goes, one's worst enemy is oneself. Toki learned this the hard way after ruining the timeline beyond repair, and she's here to stop herself from making that mistake. Infinite Toki plays a deck based around the Open the Waygate quest. Her 2 mana hero power gives a minion Mega-Windfury, letting it attack four times a turn, but destroys it at the end of her turn.

  • Alternate Self: Toki's future self from a Bad Future.
  • Break the Cutie: The details are unclear, but Infinite Toki's description implies that her experiments with time magic went seriously wrong somewhere down the line, leaving her traumatized by the experience and hunting herself down to prevent it from happening.
  • The Computer Is a Cheating Bastard: Her exclusive card, Alternate Timeline, claims that it keeps the opponent's health the same after restarting the game, which is how it works when Infinite Toki uses it. However, if you steal Alternate Timeline and use it yourself, you get stuck with whatever health Infinite Toki had when you used it, while she gets healed back to full.
  • Explosive Overclocking: Her hero power gives this to a minion.
  • Future Foil: To the playable Toki. While the Time-Tinker is cheery and a bit reckless, Infinite Toki is more serious and focused. The current Toki prefers to use Magitek gizmos, while Infinite uses only her own magic.
  • Good Scars, Evil Scars: She's the Final Boss for Toki, and is heavily scarred. As such, she leans towards "evil", though it's ambiguous how evil she actually is.
  • Grandfather Paradox: If she wins against you, Infinite will congratulate herself briefly before realizing that she might have just caused one of these...
  • Pronoun Trouble: Both Tokis use first-person pronouns to refer to each other and themselves, leading to some... interesting dialogue. Although, at the very least, they never get mixed up.
  • Ripple Effect-Proof Memory: Unlike other bosses, Infinite Toki actually counts the number of times you've fought her and her opening remark will change accordingly. After fighting her a few times, she starts to get more and more distressed.
    "Ah, we meet again! For the first time!"
    "Me again? This is the second time we've fought."
    "This is the third time we've fought. Give up!"
    "You keep... coming back! Stop it!"
  • Time-Limit Boss: If you let her complete her quest, she'll drop a Clockwork Assistant (which will almost always have double-digit stats due to all the spells she plays), give it Mega-Windfury on her extra turn, and then destroy you. Alternatively, if you haven't beaten her by turn 10, she uses Alternate Timeline to set you back to square one.
  • Time Master: Well, yeah, she's Toki after all.
  • Trap Master: Her deck contains quite a few secrets to slow down the player's progress.
  • Turns Red: Infinite Toki will generally only use her hero power after completing Open the Waygate, or if she can kill you with it.
  • Unusable Enemy Equipment: Alternate Timeline, a 10 mana spell that restarts the fight but does not reset the player's health.

Lord Godfrey

The Lord of Shadowfang Keep has a bullet to pick with Crowley.

Vincent Godfrey was a Gilnean nobleman before the Worgen attack. After discovering King Greymane was afflicted with the Curse of the Worgen, he committed suicide rather than acknowledge him as his lord. Later, he was resurrected as a Forsaken by Sylvanas Windrunner, but betrayed her and fled to Shadowfang Keep, now wanted by both the Alliance and Horde.

Lord Godfrey is Darius' nemesis. His 1-mana Hero Power deals 2 damage to a minion and adjacent minions.

Lord Godfrey is a Warlock Legendary, as a 7 mana 4/4 who deals two damage to all minions when played. If any die, he repeats this.

  • Ax-Crazy: Just listen to the guy when he uses his hero power.
    "Ahaha! To watch the world burn!"
  • Bowdlerise: The original version of his artwork, taken from the World of Warcraft TCG, had noticeable Clothing Damage which left exposed bone visible. This was removed in the Hearthstone version.
  • Chronic Backstabbing Disorder: Disloyalty is this guy's gambit, although pissing off the Lord of the Worgen and the Banshee Queen were probably not great moves.
  • Dual Wielding: Depicted with two pistols which give rise to his Hero Power and Battlecry.
  • Multi-Directional Barrage: His Battlecry takes the form of him spraying bullets in all directions as he hits the board.
  • Nice Hat: Even his card's flavor text agrees that he's got an awesome hat.
  • Weak, but Skilled: A 4/4 for 7 mana? Incredibly weak. A 4/4 with a Twisting Nether taped on for 7 mana? Much better.

Final Boss

After all four Nemeses have been defeated, you unlock one final encounter - the Big Bad herself.

Hagatha the Witch

The terrifying manifestation of the curse on the Witchwood. No one knows her true purpose - is she the source of the evil, or merely another creation of it?

Rather than fight Hagatha at the end of a run, her fight is selected in a special Final Challenge tab, and begins with a fresh, pre-built deck. The player starts the fight as Houndmaster Shaw, and is given Toki, Darius, and Tess as Hero Cards in their opening hand. Each hero deals damage to all minions when played and lets you choose a Passive effect for the rest of the game. Hagatha has 100 health, and access to Ritual Dagger, a 3/4 Weapon with Lifesteal that gains 1 Durability whenever she casts a spell, and Amalgamation, from the Experiment 3C encounter. Her Hero Power is Bewitch, which adds a random Shaman spell to her hand every time she plays a minion.

Hagatha the Witch is also a Hero Card for the Shaman class. See Heroes for that version.

  • Band of Brothers: The main gimmick of the fight is the Monster Hunters banding together to beat Hagatha once and for all.
  • Boss Banter: Notably the most talkative boss in the game, with several lines of dialogue that play throughout the battle. Not only does she have various interactions with the player nearly dying, playing certain cards, almost killing her, using their hero power, ect, but she has them for every hero. You're never going to hear every line of her's in one play-through.
  • Card-Carrying Villain: Hagatha makes no attempt to pretend that she's anything but pure evil.
  • I Shall Taunt You: Hagatha throws out a number of petty insults throughout the fight. The lowest blow is probably questioning whether Tess's parents had any children they loved.
  • Marathon Boss: With 100 health, a nearly indestructible Lifesteal weapon, and randomly-generated healing, Hagatha's encounter can take quite some time. The player is given 3 powerful Hero Cards, 3 Passives, and a decent deck, and you need 'em.
  • Rhymes on a Dime: A couple boss introductions have her speaking in rhyme.
  • True Final Boss: After every nemesis is defeated, Hagatha is finally unlocked.
  • Unusable Enemy Equipment: Ritual Dagger, described above.
  • Wicked Witch

    Rastakhan's Rumble - Rumble Run 
Rumble Run is a unique game mode. You play as Rikkar, and choose between one of three randomly selected Shrines at the start of the run. Shrines are powerful minions with game-warping effects. You and your opponent have one, which determine the flow of the game. Whenever a Shrine would be destroyed, Silenced, removed from the board, or otherwise incapacitated, it instead goes dormant for three turns, giving the attacker a moment to rest.

  • The Computer Is a Cheating Bastard: While the player will have to build a deck on the fly using the bucket system and random followers, the AI will always have a perfect deck to synergize with their Shrine. This can also be a Weaksauce Weakness for them though - killing their Shrine will have cataclysmic effects on their deck quality, while the player can gear their's toward more generally good cards.
  • Forced Tutorial: On the first run, the first boss will have a Shrine that simply has 1 health and Taunt. It's there to get you used to the mechanics. King Rastakhan will also chime in with hints and clarifications throughout your first playthrough. Averted on future playthroughs, where Rastakhan is absent and even the first boss has a full-power Shrine.
  • Keystone Army: The game will not stop reminding you that Shrines are the keystone of most Rumble Run strategies, and killing them should generally be your top priority.
  • Unusable Enemy Equipment: Totally averted. Every shrine and exclusive minion in the mode can be drafted and used by the player.

Druid Shrines

Gonk's Armament

A 5-health Shrine that refreshes your mana crystals whenever you gain Armor.
  • Gathering Steam: In the early game, the Shrine won't have much mana to cheat out. The later you get however, and the more powerful the bonus becomes.
  • Sequence Breaking: Taken Up to Eleven. Whenever you gain armor, you get a full reset on your turn. This can happen as many times per turn as you have Armor generation. Also keep in mind that this includes the Druid hero power.

Gonk's Mark

A 3-health Shrine that gives any minion you summon +1/+1.
  • Zerg Rush: The Shrine encourages swarming tactics, spreading its small buff to as many minions as possible.

Bonds of Balance

A Shrine with 7 health that gains Attack equal to your hero's Attack at the end of your turn.

Hunter Shrines

Halazzi's Trap

An 8-health Shrine that puts a random Hunter Secret into play whenever you cast a spell.
  • Trap Master: Halazzi's Trap will fill the board with the maximum number of Secrets rather quickly. It pairs especially well with the special minion which puts another random Secret into play whenever a Secret is triggered.

Halazzi's Hunt

A Shrine with 5 health that gives your minions an Overkill effect that reduces the cost of every card in your hand by 1.

Halazzi's Guise

A 6-health Shrine that gives your Beasts Rush, Taunt, or Poisonous at random.

Mage Shrines

Jan'alai's Mantle

A 5-health Shrine with +1 Spell Damage for every card in your hand.
  • Explosive Overclocking: The typical result of a board clear that hits both sides. While the boosted Spell Damage will almost certainly blow everything up, the Shrine itself isn't immune to spells.

Jan'alai's Flame

An 8-health Shrine that reduces your Hero Power's cost to 0 and refreshes it whenever it kills something.

Jan'alai's Progeny

A 7-health Shrine that adds a Frostfire to your hand whenever you Freeze a minion. Frostfire is a 0 mana spell tha deals 1 damage.
  • Weak, but Skilled: The Shrine may look bad on paper, but Mage has a multitude of ways to abuse the effect, including Archmage Antonidas, Flamewaker, any Spell Damage, or a Rumble-exclusive that casts a free Fireball every time you cast a spell.

Paladin Shrines

Shirvallah's Protection

A Shrine with 4 health that gives your minions Divine Shield after they take damage.
  • Achilles' Heel: The Shrine is totally defenseless against big damage, which will kill friendly minions before they have a chance to be protected.
  • Single-Use Shield: Provides one of those each time a minion is hit, greatly extending their staying power. This can ruin any Death of a Thousand Cuts strategy.

Shirvallah's Vengeance

A Shrine with 5 health that deals 5 damage to the enemy hero whenever your hero takes damage.
  • Achilles' Heel: This Shrine loses nigh-instantly to Hir'eek's Hunger. When the Hunger user takes damage on their turn (which can be achieved by simply using Life Tap), the damage is instead dealt to the holder of Shirvallah's Vengeance, which attempts to deal damage to the Hunger user, which then reflects it back to the Vengeance user, and so on and so forth.
  • Counter Attack: Abused. The Shrine can wear on any opponent who tries to chip you down, but it really gets powerful when paired with cards that damage your own hero.

Shirvallah's Grace

Another 5-health Shrine, this casts a copy of any spell you play on a friendly minion onto itself.
  • Power Copying: It doubles up any buffs you cast, stacking another on itself.

Priest Shrines

Bwonsamdi's Sanctum

A 3-health Shrine that causes your Deathrattles to trigger two additional times.
  • Exact Words: The Shrine causes Deathrattles to trigger three times, but unlike other cards with that effect, the wording lets it stack with other Deathrattle-boosters (including itself!).

Bwonsamdi's Tome

A Shrine with 5 health that adds a random Priest spell to your hand whenever you cast a spell.

Bwonsamdi's Covenant

An 8-health Shrine that causes healing effects to damage enemies.
  • Damage Discrimination: Your healing effects will only damage enemies, not allies. For example, this turns Circle of Healing into a 0 mana Flamestrike that also heals your own minions. For extra fun, Priest has a special minion whose Battlecry restores all minions to full health. You can just about guess what this means for the opponent.
  • Exact Words: Note the wording of the Shrine's effect: "Healing enemies damages them instead." It does not specify that it only works for your healing effects. Normally it's not too big a deal since non-Priests rarely get healing effects in Rumble Run anyway, but when the Random Number God gets involved, all bets are off.
  • Healing Shiv: This Shrine lets you use healing effects to nuke down enemies.

Rogue Shrines

  • The Last of These Is Not Like the Others: None of the names of the Rogue Shrines mention Graal, the presumed source of their power. It might imply that, rather than them being truly mystical, Hooktusk is up to tricks as usual.

Bottled Terror

A unique 2-health Shrine that gives all your minions permanent Stealth. When the Shrine is destroyed, your minions gain +2 Attack.
  • Mechanically Unusual Class: The most unique Shrine of the bunch. It has a strong active effect, but it also features a powerful Deathrattle. It's the only Shrine where never killing it can be a solid option.
  • Sadistic Choice: You want to force the opponent into one of these. Do they kill the Shrine and suffer an attack boost, or weather the assault from a horde of stealthed Pirates?

Treasure From Below

This Shrine also has two health, and steals a card from your opponent's deck at the start of your turn, reducing its cost by 2 in the process.
  • Weak, but Skilled: With only 2 Health, it doesn't take much to destroy this Shrine. But if you don't destroy it, have fun being run to fatigue as your opponent plays half your deck against you at a discount.

Pirate's Mark

A 5-health Shrine that casts a copy of whatever spell you cast (on the same target).

Shaman Shrines

  • Covered in Gunge: Upon breaking a Shaman Shrine, Rikkar remarks that it was sticky.

Krag'wa's Lure

A Shrine with 2 health that gives your minions attack equal to whatever you Overload, similar to a board-wide Tunnel Trogg.
  • Support Party Member: While its attack buffs affect itself, the Shrine's low health make it bad for actually trading. Generally you'll want to protect it with Taunt minions (especially the ones with Overload attached).

Tribute from the Tides

A 3-health Shrine that causes your Battlecries to trigger two additional times.
  • Exact Words: Just like the Priest Shrine above, the wording allows the extra Battlecries to stack.

Krag'wa's Grace

A 10-health Shrine that reduces the cost of your spells by two.

Warlock Shrines

Blood Pact

A Shrine with 10 health that causes your spells to cost health instead of mana.

Dark Reliquary

A 4-health Shrine that summons a random Demon every time you discard a card.
  • Luck-Based Mission: Demons are notoriously varied in power level. Your Doomguard could summon Mal'Ganis and a Voidlord, or you could get two Blood Imps. Somewhat downplayed since summoning anything with your discard is still pretty good.
  • Minion Master: Dark Reliquary fills the board with demons quite quickly.

Hir'eek's Hunger

An 8-health Shrine that makes it so that when you take damage on your turn, the enemy takes it instead.

Warrior Shrines

Akali's Champion

A 0/8 by default, this Shrine's Attack is always equal to your Armor.

Akali's War Drum

Another 8-health Shrine, it reduces the cost of all Dragons in your hand by 1 whenever you play a Dragon.

Akali's Horn

A 5-health Shrine that gives your minion "Overkill: This can attack again".

    Rise of Shadows - The Great Dalaran Heist 
The Great Dalaran Heist has the player take control of one of nine special heroes, each standing in for a playable class, as the League of E.V.I.L. works to capture the city. The Heist is split into five Wings, the assault of each being led by a different League member.

Friendly Encounters

Bartender Bob

Sometimes you want to go where everybody knows your deck.

The bartender of the taverns in Dalaran, where you can take a quick breather from your battles in the city to modify your deck. You begin with four random minions from your deck on the board, and four random minions in the tavern. You have two coins to spend, and a set of cards that cost 0 or 1 coin to modify your deck with. You'll always find a bartender after defeating your third and fifth bosses in a run.

  • Bad-Guy Bar: Bob insists it's just a friendly, non-judgmental bar, although the League of E.V.I.L. members imply it's actually much closer to this.
  • The Bartender
  • Luck-Based Mission: The Take a Chance card, which reduces the cost of a random card in your deck to 0. You could hit Frost Lich Jaina, or you could hit a Fire Fly. Good luck!
  • Luck Manipulation Mechanic: Several of the tweaks available to you in the tavern includes the ability to pick and choose one particular minion, modify your opening draws, and dismiss dead weight from your earlier card pools.
  • Non-Action Guy: The only encounter in this game mode who doesn't engage you in combat.
  • Unexpected Gameplay Change: Rather than a boss fight, it's a pit stop to help tune your deck. You use a set of special cards to dismiss minions, burn spells, manipulate stats and luck, and recruit new followers.


Sometimes you want to go where everybody knows your deck.

A rare version of Bartender Bob that has a small chance of appearing if your deck has at least four Mechs. His mechanics are completely identical, but only offers Mech or Mech-related minions.

Commander Bolan

Be careful, he's got an enormous exclamation point above his head.

An extremely rare encounter. Bolan is Immune and doesn't directly fight the player. Instead, he gives them a Quest, which is a difficult challenge. If he's defeated, he gives you a random Treasure.

Recurring Bosses

These bosses can show up in multiple chapters of the Dalaran Heist.

Alchemist Wendy

This alchemist mixes up decks, attempting to create golden cards.

An alchemist wandering the streets of Dalaran, practicing alchemy. Her Hero Power is Equivalent Exchange, a 1-mana power on autocast that swaps a random card in each player's hand. On Heroic, it costs 0.

  • Equivalent Exchange: Her hero power's name and boss flavour.
  • Heal Thyself: She has Greater Healing Potion, which heals a character for 12 - pretty much a full heal depending on how early you encounter her.

Linzi Redgrin

This teeny-tiny rogue dishes out some big big hurt.

A gnomish rogue. Her hero power is Lil' Eviscerate, which deals 1 damage or 2 damage if Combo'd. On heroic, it only costs 1 mana.

Kizi Copperclip

A skilled stylist, but get on her bad side and she's a bit snippy.

A goblin stylist. Her Hero Power gives a friendly minion a random haircut, which is a small buff. It picks between +2 Attack, +2 Health, Stealth, or Taunt.

  • Joisey: She has a rather exaggerated New Jersey accent.
  • Pungeon Master: Her hero power is accompanied by various puns about what haircut she gave and why it has that effect.
  • Shear Menace: She attacks with scissors.

Hesetu Stonewind

This shaman has a way of whipping his minions into a frenzy.

A shaman encountered in Dalaran. His Hero Power, Earthmother's Rage, costs 2 mana and gives a friendly minion Windfury. On Heroic, it instead gives Mega-Windfury.

  • Blow You Away: As expected of a Shaman. His Hero Power embues his minions with this.
  • Developers' Foresight: He'll react negatively if you use any elemental spells or play Al'Akir - which is to be expected, seeing as you're playing as the bad guys.

Bookmaster Bae Chao

Quite, please.

A pandaren librarian. Bae Chao plays a Silence-based deck. Her 3-mana Hero Power, Shhh!, silences every minion in play. On Heroic, it's passive and Silences every minion the moment they're summoned.

Carousel Gryphon

Round and round your minions go...

A magical carousel ride that comes alive to defend Dalaran. Its Hero Power is Merry Go Round, which causes all minions to rotate at the end of the carousel's turn. When rotated, all of the carousel's minions move to the left, and all yours move to the right, with the leftmost and rightmost minions switching sides.

  • Circus of Fear: It certainly is to the player characters.
  • Crappy Carnival: Apparently the gryphon gave Ol' Barkeye splinters when he tried to ride it. Eudora also wants a refund.
  • Double Take: The Innkeeper is certainly puzzled when he announces it.
  • Lethal Joke Character: You wouldn't expect to lose to a carousel of all things, but a few misplays around its Hero Power can leave you with dead weight and it with a lot of strong minions.

Gold Elemental

Something has gone awry at the bottom of the wishing well.

A massive elemental presumably made of all the gold thrown into Dalaran's wishing well. Its Passive Hero Power, Made of Coins, gives it a Coin whenever it takes damage. Its card equivalent is Soldier of Fortune, a 5/6 for 4 mana that gives your opponent a Coin each time it attacks.

  • Evil Laugh: Can let out one of these as its Hero Power feeds it a coin.
  • Hoist by His Own Petard: His Hero Power gives it coins when it is damaged. A savvy player can use this to fill its hand with coins and mill it or make it fatigue early if it puts Gadgetzan Auctioneer on the board beforehand.


This bionic bouncing machine has gone completely rogue!

A massive version of the Pogo Hoppers. The Hero Power costs 2 and acts like the Lab Recruiter minion, shuffling 3 copies of a minion into its deck. On Heroic it draws a card as well.

  • A.I. Is a Crapshoot: The description above tells all.
  • King Mook: To the Pogo Hopper card from The Boomsday Project.
  • Tactical Suicide Boss: As with Captain Shivers from the Monster Hunt, P.O.G.O runs Fel Reaver allowing the player to remove his deck.

Moon Priestess Nici

Time heals all wounds. But if you're in a hurry, you can call Nici!

A young and chipper priestess of Elune. Her hero power, Blessing of Elune is passive and doubles all of her healing.

  • Bare Your Midriff: Her full character art, visible on publicity, shows her armor doesn't cover her midriff.
  • Calling Your Attacks: One of her voice line has her do so.
  • No Cure for Evil: She makes a comment if the player Averts this.
  • Not So Different: If the player heals themselves or a minion, she expresses this, surprised that even villains heal their wounded.
  • Shout-Out: To Sailor Moon. Several of of her lines are based on lines from Sailor moon.
  • Wolverine Publicity: Despite being a lower tier boss, she appears at the center of most publicity for The Dalaran Heist alongside George.

Dazzik "Hellscream"

Something about the Warchief seems a little... off.

A goblin who think he's Garrosh Hellscream. His Hero Power is "Armor Up", which grants him two armor. He plays a traditional Control Warrior deck.

  • Developers' Foresight: He says every single Warrior voice line if you let him. He even has his own Scourglelord Dazzik that makes him into a Death Knight, complete with all of Scourgelord Garrosh's voicelines!
  • Loony Fan: Copies all of Garrosh's mannerisms, and apparently needs to be reminded that he's a goblin by Dr. Boom.
  • Shoddy Knockoff Product: His Hero Power shows a wooden shield with a skull painted on it held together with tape. Gameplay and Story Segregation though, since it's actually just as good as the real deal.

Ungan Oddkind

He conjures up animals. And insults. And insulting animals.

A rude dwarf who uses a Spell Hunter deck. His 5-mana Hero Power, Summon Companion, randomly summons one of the Hunter Animal Companions. On Heroic, it only costs 4 mana.

  • Bread, Eggs, Breaded Eggs: As demonstrated by his description.
  • I Shall Taunt You: His opening line is a very verbose insult. He actually has 9 special insults, one tailor-made for each hero. He also doesn't let up as the battle goes on.

Tipsi Wobblerune

She's a portable portal party!

Tipsi's Hero Power, Portal Party, adds a random Portal to her hand. On Heroic, it costs 1 mana.

Tala Stonerage

Druids walk many paths. Tala walks them all.

A tauren druid. Tala's Hero Power is Twin Paths, which passively causes her Choose One cards to have both effects combined.

Whirt the All-Knowing

What's the secret to knowing all secrets? It's a secret.

An "all-knowing" archmage. Whirt's Hero Power puts a random Secret from any class (except Rogue) into play.

  • Accidental Truth: He predicts which class' Secret he'll put into play. If he calls the correct one, he brags about how intelligent he is. However...
  • Backtracking: If he gets the class wrong, he makes an excuse like he was talking about the bow mages, or that he'll get a Paladin secret on a different turn.
  • Continuity Nod: Whirt can't use Rogue Secrets, because Rogues aren't a Dalaran class in this set.
  • Know-Nothing Know-It-All: It's pretty obvious that he's not the brilliant seer he claims to be. That doesn't stop him from being a smarmy asshole throughout the fight.
  • Seers: Something he almost certainly is not.
  • Trap Master: As expected from a Secret-based boss.

Valdera Highborne

His smile is disarming, but his fancy armor is the real threat.

An Elven adventurer who wears gaudy yet surprisingly protective armor, to the point where he can only take up to 3 damage at a time (his Passive Hero Power).

  • Agent Peacock: He has the usual High Elf effeminate appearance and campy behavior, but he is still an extremely effective Damage-Sponge Boss with powerful minions and a lot of healing to compliment his Hero Power.
  • Single-Use Shield: A lot of his minions have Divine Shield.
  • Smug Snake: He's very egotistical and loves to taunt you while singing praise about his armor. Once he goes down though, his smugness is replaced by disbelief.
  • This Cannot Be!: Expresses shock over his defeat.


Importer of rare and exotic pets. Many of them dangerous.

A dwarvern pet owner, who's quite unhappy with the League barging into his pet store. His Hero Power is Import "Pet", which lets him craft a custom Zombeast. On Heroic, the ability only costs 1 mana.

  • Cool Pet: When you're importing Snake-Owls and Bearshark-Lions, it's pretty hard to deny this.
  • Cuteness Proximity: Whenever you play a Beast against him, he stops to gush about how cute it is.

Sky Captain Smiggs

The only thing bigger than his mustache is his broadside.

Captain of an airship, he happened to return to Dalaran as the League was raiding it. His Hero Power deals 2 damage to all minions for 2 mana, but he needs to take 2 turns to reload after that. On Heroic the broadside deals 1 extra damage.

  • Cool Airship: Which he uses to rain down cannonballs.
  • Reality Ensues: His airship has to reload after it fires. He also can't hear the player emoting from his airship.
  • Unfriendly Fire: His cannons target his own board as well.


When time travel fails, bronze dragons often resort to random sand.

A bronze dragon found in the Caverns of Time, originally split between an adult and child simultaneously, although she seems to have recovered now. Her Hero Power is Sand Breath, a 2-mana autocast that deals 2 damage to a random enemy. On Heroic, it's only 1 mana and deals 4.

As a collectible card, Nozari is a 10 mana 4/12 Dragon Legendary for the Paladin class, which heals both heroes to full Health.

  • Adaptational Badass: In World of Warcraft, she's mostly a visual gag/showcase of what the Caverns of Time can do to its residents. She doesn't even appear in dragon form. Here, she's a 10 mana card with stats equal to Malygos and Ysera and an incredibly powerful Battlecry effect.
  • Dishing Out Dirt: Her Hero Power blasts sand at her enemies.
  • Heroic Second Wind: The card restores both heroes to full health. If you're nearly dead but your opponent is barely hurt, she has this effect.
  • Random Number God: Sand Breath can hit any target, so going wide can make it next to useless.

Dalaran Fountain Golem

Ice cold this fountain flows frostin' up foes with lyrical floes.

The statue in the Dalaran fountain, animated and hostile. Its Hero Power is Cold Water, which passively freezes any minion that damages it. Its card equivalent is Walking Fountain, an 8 mana 4/8 Shaman Elemental with Lifesteal, Rush, and Windfury.

  • An Ice Person: Its hero power automatically freezes opposing minions.
  • Gameplay and Story Segregation: The minion version belongs to Shaman, one of the EVIL factions. In the adventure, its instead a Dalaran character.

Oxana Demonslay

Slaying demons is her profession, but beating you is her passion.

A demon hunter. Oxana's Passive Hero Power is Immolation Aura, which deals 2 damage to any minion that attacks her. On Heroic, this is increased to 3.

Dalaran Bank

These bosses can only be encountered when playing Chapter 1: Dalaran Bank.

On this chapter, the opponent starts with a 0/3 Coffer that gives each player two Coins when destroyed.

Marei Loom

She'll exploit your finances, but she won't finance your exploits.

A Forsaken bank teller working for the Dalaran Bank. Her Hero Power, "Next...", swaps the left-most card in each player's hand with one in their deck.

Mo Eniwhiskers

Mo's money creates Mo's problems.

Mo's passive Hero Power, Street Smarts, lets him draw a card whenever either player uses a Coin.

Banker Biggs

His minions are compound-interesting.

An orcish banker. His 4-mana hero power, Invest!, returns a friendly minion to his hand and gives it +4/+4.

  • Gentle Giant: Despite being a rather large orc, he seems friendly and opposed to fighting you.

Final Bosses

Trade Prince Gallywix

The goblin Prince has rigged the market. Against you.

Trade Prince of the Bilgewater Cartel, Jastor Gallywix is the wealthiest, most powerful and meanest goblin there is. His wealth resides in the Dalaran Bank, and he's not going to give it up for anything. Gallywix's Hero Power mimics his collectible card somewhat - it has him take a copy of the first card you play each turn and give you one of his coins.

As a collectible card, Trade Prince Gallywix is a 6 mana 5/8 Rogue Legendary from Goblins vs. Gnomes that copies any spells your opponent casts and gives them a Coin in return.

  • Adipose Rex: The most important goblin is incredibly fat. Togwaggle even lampshades it.
  • Fat Bastard: He's probably the fattest goblin, and certainly the meanest.
  • Tactical Suicide Boss: One of the cards he runs is Fel Reaver, which mills him each time you play a card. Since his Hero Power generates a lot of Gallywix Coins over time, you can accumulate them and force Gallywix into fatigue once he plays it.
  • Villains Out Shopping: He's gone to Dalaran to check on his money stash, then he encounters the League of E.V.I.L...
  • We Buy Anything: Gallywix always buys the first card you play, regardless of what it is (except for his own coin). He could buy one of the Treasures you collected, or he could just buy a regular Coin.

Queen Wagtoggle

The kobold queen is ALSO robbing the bank. And your minions.

The kobold queen, who's set out to rob Dalaran on her own. Wagtoggle's Hero Power steals a minion from your deck and puts it into play. When that minion is killed, it returns to your hand.

  • Distaff Counterpart: To Togwaggle, right down to a spoonerized name.
  • Every Man Has His Price: Her Hero Power is called Bribery, implying she's getting your minions to betray you by offering over some of the gold she's stealing. Given that you're playing as the bad guys, that actually makes some sense.
  • It's Personal: Apparently her and Togwaggle have some unspecified history. Either way, he demands that you take her candle, which is Serious Business in the kobold world.

Violet Hold

These bosses can only be encountered when playing Chapter 2: Violet Hold.

On this chapter, both players have a random minion trapped in the Violet Hold, which will awaken after a number of turns have past equal to its mana cost.


"What's in your mouth Lavanthor? Spit it out! Bad core hound!"

A monstrous core hound kept in the Violet Hold out of fear. Lavanthor's Hero Power is Lava Belch, which summons a 0/3 Molten Rock that deals 1 damage to all characters at the end of the turn. On Heroic, it costs no mana.

  • Playing with Fire: His hero power.
  • Unfriendly Fire: His hero power damages everything, including other rocks. On heroic, it's not uncommon for him to amass an army of them and blow up his entire board for no reason.


Traps prey like a spider... toys with them like a demon.

A vile aranasi prisoner. Her Hero Power, Web Grab, summons a minion from your hand, synergizing with her array of hard removal spells and Poisonous minions. On Heroic, it costs no mana. Her card equivalent is Aranasi Broodmother, a 6 mana 4/6 Warlock Demon with Taunt that restores 4 health to your hero when drawn.

  • All Webbed Up: What her hero power is meant to represent.
  • Spider People: Arasani are somewhere between demons and spiders. They don't fit the usual "drider" look, being something more akin to a humanoid with spider-like features.
  • Weaksauce Weakness: Having a few strong Deathrattle minions will render her gimmick pretty much moot.

Final Bosses

Mallificent Manastorm

Dread spouse of Millhouse, whom she'd like to have a word with.

As the description notes, she is the wife of Millhouse Manastorm, and she is NOT happy about him leaving her to be locked up in Violet Hold. Her Hero Power summons a 0/4 Squirrel Bomb that explodes for damage to your hero when her turn starts.

  • Ax-Crazy: Her sanity has dropped a bit after her imprisonment, going on a rampage and fighting you just to try and hunt down her husband. After he's dead, she still attacks you, explicitly saying you're next.
  • Berserk Button: Millhouse, specifically because he left her trapped in Violet Hold.
  • Developers' Foresight: Millhouse Manastorm has unique dialogue when he's drawn from your deck (after shuffling himself into it at the start of the fight) and when he's played. Mallificent has another unique line if Millhouse is killed. Playing two Millhouses at once has her rant about it. Playing five will actually make Mallificent Rage Quit.
  • The Dreaded: Millhouse is terrified of her, to the point he hides in your deck to get away from her and visibly panics should you choose to play him.
  • Dub Name Change: She's called Millificent in World of Warcraft, here her first name is changed to Mallificent.
  • Gadgeteer Genius: Comes with being a gnome; she can build Squirrel Bombs on the fly (as her Hero Power indicates) and runs a Mech deck filled with Magnetic minions.
  • Mythology Gag: Her introductory dialogue with Millhouse, as well as her exclusive minions are taken from her encounter in the instance "Assault on Violet Hold".
  • Rage Quit: Have five Millhouse Manastorms on board (somehow) and she'll screech in rage before conceding.
  • Unusable Enemy Equipment: Elementium Squirrel Bomb, summoned from her hero power and Thorium Chicken, a 3-mana 5/1 that deals 3 damage to your hero each time you play a card.
  • Woman Scorned: She is not pleased her husband left her behind, and is only attacking you because Millhouse hid himself in your deck.


Prisoner 54293. Indefinite suspension. Avoid eye contact.

An observer imprisoned in the Violet Hold and served as one of the bosses in the Violet Hold instance during Wrath of the Lich King. His Hero Power, Ray of Suffering, acts similarly to the Lich King's Remorseless Winter hero power, dealing damage to the enemy hero and increasing after each use. On Normal it costs 3, on Heroic it costs 2.

  • Time-Limit Boss: The more he uses his Hero Power, the more damaging it gets.


This master of chaotic magic was the chosen agent of Malygos.

A dragon of the Blue Dragonflight. In World of Warcraft, she was the supreme commander of the forces attacking the Violet Hold during the instance and served as the final boss for the raid. Her Hero Power deals 1 damage to all enemies whenever she casts a spell (which she has a lot of); on Heroic it deals 2 damage.

Streets of Dalaran

These bosses can only be encountered when playing Chapter 3: Streets of Dalaran.

On this chapter, each player has three board spots filled with Permanent carts, representing fighting in the tight streets.


This old tree is full of knowledge to drop.

A fruit vendor on the streets of Dalaran. And a tree. Her Apple Toss hero power deals 1 damage to the lowest health enemy and repeats if said enemy dies; on Heroic the damage increases to 2.

Final Bosses

Jepetto Joybuzz

Some assembly required.

A gnomish toymaker who sells gizmos and fun things at the Wonderworks. He's also the leader of the shopkeeper's group in Dalaran. His Hero Power summons a 1/1 copy of any minion a player draws - on Heroic, this only affects him.

Jepetto as a card is an 8 mana 6/6 that draws two minions from your deck and changes their Attack, Health, and mana cost to 1.

Captain Hannigan

Guards! GUARDS!!

The captain of the Dalaran Guard. Hannigan's Hero Power is Raise the Alarm, which summons a 1/4 Kirin Tor Guard. Kirin Tor Guards have +1 Attack for each other Kirin Tor Guard in play. On Heroic, it costs no mana.

  • Flunky Boss: He summons 1/4s that grow in power every turn where possible. You need to manage them, or be quickly overwhelmed.

The Underbelly

These bosses can only be encountered when playing Chapter 4: The Underbelly.

On this chapter, each and every minion has their Health and Attack swapped due to Dr. Boom accidentally slicing into a toxic sewer gas line.

Sharky McFin

This McShark feeds on the McWeak.

Sharky's Hero Power destroys a random damaged minion.

Final Bosses

Madam Goya

"Extortion" is such an ugly word. Goya prefers "Licensing Fees."

A pandaren who serves as the curator for the Gadgetzan Museum of Ancient Artifacts, serving as the public head of the museum in order to mask the Jade Lotus abilities within the establishment. Has been collecting donated artifacts to populate the museum and promises guests that their upcoming exhibits will be no less than 'thrilling.' Evidently Goya has also been expanding her market to the Underbelly of Dalaran as of late.
Her Hero Power is Blackmail, which replaces a card in your hand with a 2-mana Extortion - playing it returns the card to your hand.

As a card, Madam Goya is a 6 mana 4/3 neutral minion from Mean Streets of Gadgetzan. Her Battlecry swaps a friendly minion in play for one in your deck.

  • Adaptational Villainy: In World of Warcraft, Madam Goya was slightly shady, but had no explicit criminal ties; here, she's explicitly in cahoots with the Jade Lotus.
  • Awesome, but Impractical: Being able to potentially cheat out a big minion at the cost of a small one with Goya's effect can potentially be awesome. Being at the mercy of the Random Number God? Not so much. It doesn't help that her stats are fairly sub-par to begin with, and you still have to worry about the opponent packing removal spells.
  • "Blackmail" Is Such an Ugly Word: Used on her boss card as seen above.
  • Developers' Foresight: Squeamlish has unique intro dialogue with her.
  • Unusable Enemy Equipment: Fruit Slasher, a 4/2 (2/4) that deals 4 damage to an enemy and has Combo: Deal 1 damage to all enemies.

Boommaster Flark

Former Boom protégé, Flark has a blast messing with minions.

A goblin specializing in everything explosive. Flark insists on referring to himself as an engineer rather than a scientist - you'll find no theories or "hypotenuses" in his lab. Originally Boom's apprentice, Flark decided that robbing Dalaran wasn't good enough, so decided to blow it all up instead, no matter who gets in his way.

The fight against Boommaster Flark has the player interrupt him just before he sets off a colossal bomb in the Underbelly. The player starts with Permanent red and blue wires on their side of the board - if the wires meet, the player takes 5 damage, meaning you have to keep minions in between them at all costs. Flark's Hero Power coats a minion in blast powder, causing them to instantly die the moment they take damage.

As a collectible card, Boommaster Flark is the Hunter Legendary minion for The Boomsday Project. He is a 7-mana 5/5 that enters play with four 0/2 Goblin Bombs, which have a Deathrattle that deals 2 damage to the enemy hero.

  • Action Bomb: His Goblin Bombs. However, you'll likely need to boost their attack somehow to make use of it; no one's going to voluntarily attack a 0-attack minion that damages them when it dies.
  • Boss Arena Idiocy: Lampshaded. He wonders why he gave the wires to the player, since his goal is to connect them and blow the place to smithereens.
  • Deceptive Disciple: He was as loyal as every other scientist back in The Boomsday Project, but turned against his mentor in an instant.
  • Eviler Than Thou: Tries to pull this on Dr. Boom.
  • Mad Bomber: He could give Dr. Boom himself a run for his money in the "obsessed with explosives" department. This is actually what caused his Face–Heel Turn - he didn't think Boom's "strap rockets to Dalaran and fly it around" plan was explodey enough.
  • Suspiciously Similar Substitute: To the original Dr. Boom, as a 7-mana Legendary that summons small bombs with a damaging Deathrattle.

Violet Citadel

These bosses can only be encountered when playing Chapter 5: The Violet Citadel.

On this chapter, there is no twist. However, you will have to fight 12 bosses instead of 8, with the last four being a Boss Rush in a fixed order.

Lilayell Suntear

She makes the instability of the universe work for her.

A member of the Sunreavers. Lilyell's Hero Power passively causes her spells to summon a minion of the same mana cost alongisde them, the same the Burgled Bag of Spells Tavern Brawl. Her card equivalent is Sunreaver Warmage, a 5 mana 4/4 that deals 4 damage if you're holding a spell that costs 5 or more.

  • Summon Magic: Her hero power summons a random minion whenever she casts a spell.

Archivist Oshi

Those who forget history are doomed to resummon it.

The Citadel's archivist. Oshi's Hero Power summons a random friendly minion that died her turn.

The Council of Six

Magistrix Norroa

There's no time to read her card text! Go, go, GO!

A powerful chronomancer and the first challenge. Her Hero Power passively limits the player's turn to 25 seconds (15 on Heroic). She plays an aggressive Secret Mage deck.

  • Developers' Foresight: Each of the playable heroes has a "time running out" voiceline, which is only used in this encounter.
  • Original Generation: Unlike the other members of the Council, she has no precedent in Warcraft.
  • Time Master: She warps the flow of time, cutting your turn down.
  • Trap Master: Norroa's deck is chalked full of Mage Secrets, including more than two copies of most.

Archmage Vargoth

Trapped for years in Outland, Vargoth found new sources of magic.

One of the soldiers who accompanied the Alliance Expedition beyond the Dark Portal, Vargoth is an accomplished mage and high-ranking member of the Kirin Tor. Vargoth's Hero Power, Arcane Runes, is 0 mana and adds a random Arcane spell to his hand (any Mage spell with Arcane in its name).

As a card, he's a 4 mana 2/6 neutral Legendary that recasts a random spell you cast this turn at the end of your turn.

  • The Archmage: Vargoth is a member of the Council of Six, and in World of Warcraft is even seen wielding Aluneth if the player isn't the mage representative of the Tirisgarde.
  • Continuity Nod: When summoning him, he will exclaim that he is finally free of "the blasted tower" World of Warcraft players had to get him out of, after Prince Kael'thas Sunstrider killed Vargoth's expedition team and locked Vargoth inside his own tower.
  • Random Number God:
    • His Hero Power is very strong, but at the mercy of RNG. The range in quality of Arcane spells in the game is quite high. He does mitigate some of this with lots of Spell Damage minions, however.
    • As a card, he recasts a random spell at a random target. Accidental Aiming Skills can therefore occasionally happen if the Vargoth luckily uses the correct spell to hit exactly the right target. Granted, you can completely avert this by only playing a single untargeted spell alongside him, or only use buffs if the board can be cleared, and it's probably advisable to play him this way.

Archmage Kalec (Kalecgos)

It's just a matter of time before he's the next Malygos.

The successor as the Aspect of Magic after Malygos' death and now a member of the Council of Six, Kalecgos is the defender of Dalaran. Although he is a powerful blue dragon, he likes to remain in the form of a blue-haired human named Kalec. His Hero Power is Dragonwrath, which gives him +1 Spell Damage permanently each use, stacking with itself. On normal, it's 3 mana. On Heroic, it's one.

As a card, Kalecgos is a 10 mana 4/12 Legendary Dragon for Mage that causes the first spell you cast each turn to cost 0, and also lets you Discover a spell as his Battlecry.

  • The Archmage: The former Aspect of Magic and a member of the Council of Six. His hero power represents his mastery over magic. Kalecgos's effect lets you cast any spell for no mana, and gives you a free spell for the turn he's played and every turn after.
  • Dynamic Entry: Giving you a free Pyroblast, Flamestrike, or other big spell as soon as he comes down certainly qualifies. Bonus points if Kalecgos gave you that spell from his Battlecry.
  • Exact Words: Kalecgos allows the Mage player to cast the the first spell they will cast, or have already casted, of each turn for free. That includes playing The Coin to try to cheat out Kalec one turn earlier, which is an interaction Blizzard explicitly warned players about, after playtesters kept doing it wrong.
  • A Form You Are Comfortable With: He fights in his human form, Kalec. Although, it's probably more A Form He Is Comfortable With.
  • Gathering Steam: His Hero Power is slow at first, but will quickly ramp out of control if the player lets him.
  • Me's a Crowd: Oddly enough, he has the Legendary version of himself in his deck.
  • Time-Limit Boss: If you let him build up enough stacks of Dragonwrath, he'll easily kill you in a single turn. You need to outpace him.

Archmage Khadgar

Ingenious. Inscrutable. Indefatigable. In... your... way.

The archmage of the Kirin Tor and former apprentice of Medivh. Khadgar is the final challenge in the Great Dalaran Heist. His Hero Power, Summon Elemental, summons a 2/3 Kirin Tor Elemental that copies whatever spells Khadgar casts. He uses a Tempo Mage deck with many small spells.

Khadgar is also a collectible card and alternate Mage hero. For more information on them and for Khadgar's general personality, see the Heroes section.

  • Continuity Nod: Khadgar has some of the cards Medivh used in the prologue to One Night in Karazhan. Makes sense, given that Medivh trained him.
  • Flunky Boss: He summons Elementals throughout the fight. You'll have to clear them off each turn, or be overrun by a sudden barrage of spells.
  • Mooks: His elementals. He even says the he's got hundreds of 'em lying around.
  • Summon Magic: His specialty.
  • Unusable Enemy Equipment: Aside from his Kirin Tor Elementals, he has Archmage's Apprentice, a 2/4 that shuffles a copy of any spells he plays into his deck.

Example of: