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!!Duels heroes

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!!Duels heroesheroes[[note]]Duels was removed from the game on April 16, 2024. Do note that some of these heroes are/have been playable elsewhere, though.[[/note]]



An over-achiever, the Demon Hunter legendary ''Scholomance Academy'', and also the Demon Hunter hero in Duels. Her hero powers are:

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An over-achiever, the Demon Hunter legendary ''Scholomance Academy'', and also the Demon Hunter hero in Duels. Her hero powers are:were:



A treant professor who wishes everything at Scholomance could grow. Omu is both the class's legendary of the set and the Druid hero in Duels. Her hero powers are:

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A treant professor who wishes everything at Scholomance could grow. Omu is both the class's legendary of the set and the Druid hero in Duels. Her hero powers are:were:



The potions master. Slate is the Hunter legendary and also acts as the Hunter hero in Duels. His hero powers are:

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The potions master. Slate is the Hunter legendary and also acts as the Hunter hero in Duels. His hero powers are:were:



A troll instructor of the arcane. She is the Mage legendary and acts as the Mage hero in Duels. Her hero powers are:

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A troll instructor of the arcane. She is the Mage legendary and acts as the Mage hero in Duels. Her hero powers are:were:



One of the Alliance heroes of the Second War who travelled through the Dark Portal, sacrificing himself to seal it from the other side. He was eventually inducted into the Army of Light, a force that destroyed the Burning Legion and is destined to defeat the Void Lords. [[ContinuitySnarl Also, somehow he's a professor at Scholomance.]] He acts as the Paladin hero in Duels. His hero powers are:

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One of the Alliance heroes of the Second War who travelled through the Dark Portal, sacrificing himself to seal it from the other side. He was eventually inducted into the Army of Light, a force that destroyed the Burning Legion and is destined to defeat the Void Lords. [[ContinuitySnarl Also, somehow he's a professor at Scholomance.]] He acts as the Paladin hero in Duels. His hero powers are:were:



The wife of Lord Barov and a master of MindControl. Illucia is the Priest Legendary of the set, and she also acts as the Priest hero in Duels. Her hero powers are:

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The wife of Lord Barov and a master of MindControl. Illucia is the Priest Legendary of the set, and she also acts as the Priest hero in Duels. Her hero powers are:were:



Lillian Voss is the daughter of Benedictus Voss, a high-ranking member of the Scarlet Crusade. She was sent to Scholomance to investigate the mysterious activity reported in the cellar. She would later be killed and resurrected as a Forsaken, awakening mysterious powers within her as she set out to rid the world of the corrupt Scarlet Crusade and hunt down the last of the mindless Scourge. Lillian, in her Infiltrator form, acts as the Rogue hero in Duels. Her hero powers are:

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Lillian Voss is the daughter of Benedictus Voss, a high-ranking member of the Scarlet Crusade. She was sent to Scholomance to investigate the mysterious activity reported in the cellar. She would later be killed and resurrected as a Forsaken, awakening mysterious powers within her as she set out to rid the world of the corrupt Scarlet Crusade and hunt down the last of the mindless Scourge. Lillian, in her Infiltrator form, acts as the Rogue hero in Duels. Her hero powers are:were:



Serving as the Shaman legendary for the set, Fireheart also acts as the Shaman hero in Duels. Her hero powers are:

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Serving as the Shaman legendary for the set, Fireheart also acts as the Shaman hero in Duels. Her hero powers are:were:



The professor of demonology. She is the Warlock legendary of ''Scholomance Academy'' and also acts as the Warlock hero in Duels mode. Her hero powers are:

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The professor of demonology. She is the Warlock legendary of ''Scholomance Academy'' and also acts as the Warlock hero in Duels mode. Her hero powers are:were:



A monstrous skeleton abomination created in the depths of Scholomance. ...Oh, and somehow he's the one that got picked to be the Warrior hero for Duels. His hero powers are:

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A monstrous skeleton abomination created in the depths of Scholomance. ...Oh, Scholomance... and somehow he's the one that got picked to be also the Warrior hero for Duels. Duels, somehow. His hero powers are:were:



The leader of the Stormpike Expedition and commander of the Alliance forces in Alterac Valley. When building a deck, Vanndar can choose to either be a Demon Hunter, Hunter, Paladin, Priest, Rogue, or Neutral hero based on which Signature Treasure he picks. His hero powers are:

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The leader of the Stormpike Expedition and commander of the Alliance forces in Alterac Valley. When building a deck, Vanndar can choose to either be a Demon Hunter, Hunter, Paladin, Priest, Rogue, or Neutral hero based on which Signature Treasure he picks. His hero powers are:were:



The chieftain of the Frostwolf Clan and the commander of the Horde forces in Alterac Valley. When building a deck, Drek'thar can choose to either be a Druid, Mage, Shaman, Warlock, Warrior, or Neutral hero based on which Signature Treasure he picks. His hero powers are:

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The chieftain of the Frostwolf Clan and the commander of the Horde forces in Alterac Valley. When building a deck, Drek'thar can choose to either be a Druid, Mage, Shaman, Warlock, Warrior, or Neutral hero based on which Signature Treasure he picks. His hero powers are:were:



* InterfaceSpoiler: The patch that added Darius also added achievements for getting wins as Houndmaster Shaw and Tess Greymane, spoiling the fact that they're somewhere in production.

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* InterfaceSpoiler: The patch that added Darius also added achievements for getting wins as Houndmaster Shaw and Tess Greymane, spoiling the fact that they're they were somewhere in production.

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Once the noble prince of Lordaeron, Arthas encountered the undead Scourge and slowly fell into desperation. Being driven to darker and darker places, Arthas eventually traded his soul to wield the runeblade Frostmourne, unwittingly becoming a pawn of the Lich King. Now a death knight, Arthas uses his unholy powers to raise the dead, freeze his enemies, and drain their blood. Arthas uses a unique secondary resource for some cards called Corpses, which are gained whenever a friendly minion dies. His hero power, ''Ghoul Charge'', helps with this, summoning a 1/1 Ghoul with Charge that dies at the end of the turn.\\

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Once the noble prince of Lordaeron, Arthas encountered the undead Scourge and slowly fell into desperation. Being driven to darker and darker places, Arthas eventually traded his soul to wield the runeblade Frostmourne, unwittingly becoming a pawn of the Lich King. Now a death knight, Arthas uses his unholy powers to raise the dead, freeze his enemies, and drain their blood. Arthas uses a unique secondary resource for some cards called Corpses, which are gained whenever a friendly minion dies. His hero power, ''Ghoul Charge'', helps with this, summoning a 1/1 Frail Ghoul with Charge that dies at the end of the turn.\\



* AntiFrustrationFeatures: Upon adding a Death Knight card with Rune requirements to your deck, the game will automatically equip you with the appropriate Runes if you haven't equipped them already, and there is an option to filter out cards that you can't use with your current Rune loadout.



* CastFromHitpoints: Obliterate is a 1 Blood Rune spell that destroys a minion for 2 mana but causes your hero to take damage equal to its health. This won't be a problem for Blood Death Knights with their plethora of healing, but it may be a riskier to splash into other decks.

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* CastFromHitpoints: Overall, a lot of Blood cards have the gimmick of making you pay life from your hero to get powerful effects for their cost, synergizing with their plethora of healing and Lifesteal but making them risky in other builds. For example, Obliterate is a 1 Blood Rune spell that destroys a minion for 2 mana but causes your hero to take damage equal to its health. This won't be a problem for 3 damage, and the Core Blood Death Knights with their plethora of healing, Legendary minion Deathbringer Saurfang returns himself to your hand upon death but it may forces you to pay life instead of mana to play him again, giving you a 3/6 Taunt that can be a riskier redeployed for free as long as you have life to splash into other decks.spare.



* WeHaveReserves: Granted, this is in play to a certain degree for every class, but Unholy Death Knights basically make an art form out of it. Unholy decks focus around throwing tons of small minions at the enemy, and when they inevitably die they give you Corpses that you can then raise into even more Undead minions to throw at the enemy.



Son of Durotan and former Warchief of the Horde, Thrall uses his elemental ties to call upon aid. Elements are fickle beings however, and will often demand mana be paid not only during the turn they are summoned, but also the turn after that. This grants him a large amount of versatility and burst potential, but his ability to draw and generate cards is limited. His hero power, ''Totemic Call'' reflects the volatility of elementals as well -- Thrall may summon a totem imbued with power, but even he does not know which totem the elements grant him.[[labelnote:Totems]]Stoneclaw Totem; a 0/2 Taunt, Strength Totem; a 0/2 that gives another random minion +1 Attack at the end of the turn, Healing Totem; a 0/2 that heals your other minions for 1 each turn, and Searing Totem; a 1/1 with no effects. In Classic mode and prior to 2021, Wrath of Air Totem is summoned instead of Strength Totem, a 0/2 with Spell Damage +1.[[/labelnote]]\\

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Son of Durotan and former Warchief of the Horde, Thrall uses his elemental ties to call upon aid. Elements are fickle beings however, and will often demand mana be paid not only during the turn they are summoned, but also the turn after that. This grants him a large amount of versatility and burst potential, but his ability to draw and generate cards is limited. His hero power, ''Totemic Call'' reflects the volatility of elementals as well -- Thrall may summon a totem imbued with power, but even he does not know which totem the elements grant him.[[labelnote:Totems]]Stoneclaw Totem; Totem, a 0/2 Taunt, Strength Totem; a 0/2 that gives another random minion +1 Attack at the end of the turn, Taunt; Healing Totem; a 0/2 that heals your other minions for 1 each turn, and turn; Searing Totem; a 1/1 with no effects. In Classic mode effects; and prior to 2021, Wrath of Air Totem is summoned instead of Strength Totem, a 0/2 with Spell Damage +1.+1. From 2021 to early 2024, Wrath of Air Totem was replaced by Strength Totem, a 0/2 that gives a random friendly minion +1 Attack at the end of your turn.[[/labelnote]]\\



* ZergRush: Shaman specializes in swarming the board quickly with small minions. Their Hero Power allows them to summon a Totem each turn, which in turn can be turned into threat by cards like Bloodlust (+3 Attack on all friendly minions this turn), favorable trading through buff or allows more swarming from cards like Things From Below (6 mana 5/5 Taunt minion that has its cost decrease by 1 for each Totem summons).

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* ZergRush: Shaman specializes in swarming the board quickly with small minions. Their Hero Power allows them to summon a Totem each turn, which in turn can be turned into threat by cards like Bloodlust (+3 Attack on all friendly minions this turn), favorable trading through buff or allows more swarming from cards like Things From Below (6 mana 5/5 Taunt minion that has its cost decrease by 1 for each Totem summons).summoned).

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-> ''The lord of the Scourge knows that undeath is truly the greatest adventure.''

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Before Death Knights were a class, the Lich King was a neutral Legendary in the ''Knights of the Frozen Throne'' expansion. He's an 8 mana 8/8 with Taunt that adds one of 8 different Death Knight cards[[note]]From lowest cost to highest cost, these include Death Coil (2 mana Shadow spell that deals 5 damage to an enemy or heals a friendly character for 5 health), Death Grip (2 mana Shadow spell that steals a minion from the opponent's deck and adds it to your hand), Obliterate (2 mana spell that destroys an enemy minion and deals damage equal to its health to your Hero), Death and Decay (3 mana Shadow Spell that deals 3 damage to all enemies), Anti-Magic Shell (4 mana Shadow spell that gives your minions +2/+2 and "can't be targeted by spells or Hero Powers"), Doom Pact (5 mana Shadow spell that destroys all minions and removes the top card of your deck for each destroyed), Army of the Dead (6 mana Shadow spell that removes the top 5 cards of your deck and summons any minions that were removed), and Frostmourne (7 mana 5/3 weapon that summons every minion it killed upon being destroyed)[[/note]] to the player's hand at the end of each turn. Additionally, the Lich King acted as the first and final bosses of ''Frozen Throne'''s solo adventure, and beating the latter version unlocked Arthas pre-corruption as a Paladin hero portrait. See [[Characters/HearthstoneHeroesOfWarcraftBosses Bosses]] for information on the ''Frozen Throne'' boss, and see [[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate Heroes]] for information on the Paladin hero portrait.

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Before Death Knights were a class, the Lich King was a neutral Legendary in the ''Knights of the Frozen Throne'' expansion. He's an 8 mana 8/8 with Taunt that adds one of 8 different Death Knight Lich King cards[[note]]From lowest cost to highest cost, these include Death Coil (2 mana Shadow spell that deals 5 damage to an enemy or heals a friendly character for 5 health), Death Grip (2 mana Shadow spell that steals a minion from the opponent's deck and adds it to your hand), Obliterate (2 mana spell that destroys an enemy minion and deals damage equal to its health to your Hero), Death and Decay (3 mana Shadow Spell that deals 3 damage to all enemies), Anti-Magic Shell (4 mana Shadow spell that gives your minions +2/+2 and "can't be targeted by spells or Hero Powers"), Elusive), Doom Pact (5 mana Shadow spell that destroys all minions and removes the top card of your deck for each destroyed), Army of the Dead (6 mana Shadow spell that removes the top 5 cards of your deck and summons any minions that were removed), and Frostmourne (7 mana 5/3 weapon that summons every minion it killed upon being destroyed)[[/note]] to the player's hand at the end of each turn. Additionally, the Lich King acted as the first and final bosses of ''Frozen Throne'''s solo adventure, and beating the latter version unlocked Arthas pre-corruption as a Paladin hero portrait. See [[Characters/HearthstoneHeroesOfWarcraftBosses Bosses]] for information on the ''Frozen Throne'' boss, and see [[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate Heroes]] for information on the Paladin hero portrait.




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->''The lord of the Night Elves is a wise and noble leader. Yes, those antlers are real.''




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->''He only feels at home in the wilderness with his beasts. Super secret: Misha is his favorite.''

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->''The Kirin Tor's leader is a powerful sorceress. She used to be a lot nicer before the Theramore thing.''

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-> ''Leader of the Knights of the Silver Hand. Best-selling author of The Light and How to Swing It.''

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->''The future King of Stormwind is a kind, gentle soul. Except when he's in Shadowform.''

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->''Expert assassin. Deadly gladiator. Best knife skills in her cooking class, according to survivors.''

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->''Thrall quit his former job as Warchief to save the world and spend more time with his family.''

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->''Talented, persuasive and hard-working. Too bad he wants to feed your soul to demons.''

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->''This former Warchief of the Horde isn't bitter about being deposed. Not at all.''

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* UselessUsefulSpell: Humorously, the game does nothing to stop you from using Genn Greymane (whose Start of Game sets your starting Hero Power to cost 1 mana if your deck has only even-cost cards) in a Demon Hunter deck [[DepartmentOfRedundancyDepartment even though Demon Claws already costs 1 mana]].



* {{Counterspell}}: Available as a Secret that negates the next spell your opponent casts. Also the only card in the game that uses the "Counter" keyword.

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* {{Counterspell}}: Available as a Secret that negates the next spell your opponent casts. Also the only card in the game that uses the "Counter" keyword.keyword for a long time. Mages later also got Objection! which negates a ''minion'', removing it from play without even letting it trigger its Battlecry.



* TrapMaster: The magical trap variant. Mages have by far the most secret spells in the game, making it harder to narrow down which one spell a particular secret is. So many, in fact, that it's possible to build a just-for-fun deck containing nothing ''but'' all the secrets plus cards that benefit them or are benefited by them. The Mage Class Challenge in ''Curse of Naxxramas'' does exactly this. Mage Secrets also tend to have the most powerful effects, like negating spells entirely or copying the opponent's minions, but are also the most expensive at 3 mana.

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* TrapMaster: The magical trap variant. Mages have by far the most secret spells in the game, making it harder to narrow down which one spell a particular secret is. So many, in fact, that it's possible to build a just-for-fun deck containing nothing ''but'' all the secrets plus cards that benefit them or are benefited by them.them, and nowadays it's not even just a joke deck in Wild since Mages have so many good Secrets and Secret synergy that ''you can't fit them all in a single deck''. The Mage Class Challenge in ''Curse of Naxxramas'' does exactly this. Mage Secrets also tend to have the most powerful effects, like negating spells entirely or copying the opponent's minions, but are also the most expensive at 3 mana.



* FieldPowerEffect: Paladins have a set of Aura spells that grant an ongoing effect for a few turns after being cast, such as Crusader's Aura passively buffing your minions upon attacking and Resistance Aura increasing the costs of enemy spells.

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* FieldPowerEffect: Introduced in ''Festival of Legends'', Paladins have a set of Aura spells that grant an ongoing effect for a few turns after being cast, such as Crusader's Aura passively buffing your minions upon attacking and Resistance Aura increasing the costs of enemy spells.



* TrapMaster: One of the four classes to use Secrets. The Paladin flavour has them taking the place of their passive auras from ''VideoGame/WorldOfWarcraft'' (although Auras later did become their own card type). The "Secret Paladin" deck even dominated the meta for a while.

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* TrapMaster: One of the four classes to use Secrets. The Paladin flavour has them taking the place of their passive auras from ''VideoGame/WorldOfWarcraft'' (although Auras later did become their own card type).''VideoGame/WorldOfWarcraft''. The "Secret Paladin" deck even dominated the meta for a while. As of the Year of the Wolf, though, all Paladin Secrets were removed from Standard and replaced by Auras, which were made into a new set of spells.



* AntiMagic: Priests have by far the most Silence effects in the game, allowing them to shut off enemy minions' abilities. They can often also be used on ''your own'' minions, removing detrimental abilities from minions like the Incorporeal Corporal[[note]]a 2-mana 5/5 that destroys itself after attacking[[/note]] or Humongous Razorleaf[[note]]3-mana 4/8 that can't attack[[/note]] and turn them into overstatted monstrosities.



* FourIsDeath: [[InvertedTrope Inverted]]. He has two spells that instantly kill minions: Shadow Word: Death and Shadow Word: Pain. However, these spells work only for minions above or below 4 attack respectively. Minions with 4 attack are considered valuable because they can't be targeted by these spells without a buff or debuff effect. It wasn't until ''Rise of Shadows'' that Priests got a card that can destroy 4-attack minions (Forbidden Words).
* GlassCannon: Can become one of these by converting his hero power from restoring 2 HP to dealing 2 damage using Shadowform. He can also turn his healing spells into offensive ones using an Auchenai Priestess' effect. Normally Priests are known for having a StoneWall strategy, but a Shadowform strategy sacrifices this for cost-efficient damage output that forces Anduin to win a game earlier than he normally would. Taken to its extreme with the Shadowreaper Anduin Death Knight card, which gives him a 2 damage hero power that can be used multiple times a turn so long as you keep playing cards to refresh it.

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* FourIsDeath: [[InvertedTrope Inverted]]. He has two spells that instantly kill minions: Shadow Word: Death and Shadow Word: Pain. However, these spells work only for minions above or below 4 attack respectively. Minions with 4 attack are considered valuable because they can't be targeted by these spells without a buff or debuff effect. It wasn't until ''Rise of Shadows'' that Priests got a card that can destroy 4-attack minions (Forbidden Words).
Words). As a tongue-in-cheek nod to this, ''Caverns of Time'' gave Priests Shadow Word: Forbid, which '''specifically''' destroys 4-attack minions and has FlavorText proclaiming that "At last, Priest has no more weaknesses."
* GlassCannon: Can become one of these by converting his hero power from restoring 2 HP to dealing 2 damage using Shadowform. He can also turn his healing spells into offensive ones using an Auchenai Priestess' effect. Normally Priests are known for having a StoneWall strategy, but a Shadowform strategy sacrifices this for cost-efficient damage output that forces Anduin to win a game earlier than he normally would. Taken to its extreme with the Shadowreaper Anduin Death Knight card, which gives him a 2 damage hero power that can be used multiple times a turn so long as you keep playing cards to refresh it. Darkbishop Benedictus allows Anduin to start the game in Shadowform if he has only Shadow spells in his deck, giving him incredible offensive presence at the expense of defensive tools and many of his board clears.



* ActionGirl: Valeera particularly stands out as the most active hero in direct combat, even more than the male ones! Specifically, while all heroes channel the spell cards in their decks, Rogues tend to actually attack with their hero much more than others due to having limitless weapons for 2 mana apiece. Only [[ProudWarriorRaceGuy Garrosh Hellscream, Warchief of the Horde.]] even comes close, and even then, he hits harder but Valeera hits a lot more often.

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* ActionGirl: Valeera particularly stands out as the most active hero in direct combat, even more than the male ones! Specifically, while all heroes channel the spell cards in their decks, Rogues tend to actually attack with their hero much more than others due to having limitless weapons for 2 mana apiece. Only [[ProudWarriorRaceGuy Garrosh Hellscream, Warchief She's only matched in this regard by Illidan, whose cards have lots of the Horde.]] even comes close, weapons and even then, he hits harder but Valeera hits Hero attack buffs as well as a lot more often.1-mana hero power for buffing his Attack.



* FragileSpeedster: Valeera will make many more attacks than the other attack-heavy heroes due to having infinite 1/2 weapons for 2 mana each as well as more class-specific weapons. However, unlike Malfurion or Garrosh, she cannot shield herself with armor, so she will take the full brunt of counterattack damage each time.

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* FragileSpeedster: Valeera will make many more attacks than the other attack-heavy heroes (except maybe Illidan) due to having infinite 1/2 weapons for 2 mana each as well as more class-specific weapons. However, unlike Malfurion or Garrosh, she cannot shield herself with armor, so she will take the full brunt of counterattack damage each time.



* {{Irony}}: It's frequently joked that Rogues are less secretive than Paladins[[note]]Rogues used to have no access to Secrets while the honorable Paladin class did[[/note]] and less thieving than Priests[[note]]Priests are able to copy and steal the opponent's cards, while Rogues can only generate cards from other classes[[/note]] while being better miracle workers than both.[[note]]Priests and Paladins are servants of the Holy Light, but the Rogue class is famous for its "Miracle Rogue" combo deck.[[/note]]

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* {{Irony}}: It's frequently joked that Rogues are less secretive than Paladins[[note]]Rogues used to have no access to Secrets while the honorable Paladin class did[[/note]] did; eventually Paladin's Secrets were all rotated out while Rogue got to keep theirs for a year[[/note]] and less thieving than Priests[[note]]Priests are able to copy and steal the opponent's cards, while Rogues can only generate cards from other classes[[/note]] while being better miracle workers than both.[[note]]Priests and Paladins are servants of the Holy Light, but the Rogue class is famous for its "Miracle Rogue" combo deck.[[/note]]
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!!!'''Voiced by:''' Creator/LiamOBrien (EN), Yasuhiro Mamiya (JPN)

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!!!'''Voiced by:''' Creator/LiamOBrien (EN), Yasuhiro Mamiya Creator/YasuhiroMamiya (JPN)



!!!'''Voiced by:''' James Horan (EN), Creator/TesshoGenda (JPN)

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!!!'''Voiced by:''' James Horan Creatgor/JamesHoran (EN), Creator/TesshoGenda (JPN)

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* {{Combo}}: Before it was nerfed in April 2016, Force of Nature (create 3 2/2 Treants with charge) then Savage Roar (give all friendly characters +2 attack this turn) was so powerful it was referred to as "The Combo". Taking into account Malfurion himself, it dealt ''at the minimum'' 14 instant damage, more if other creatures were on the field. [[note]]The nerf changed Force of nature to summon 3 2/2 Treants ''without'' charge.[[/note]]
* DiscountCard: The reward of Druid quest, ''Jungle Giants'' is ''Barnabus the Stomper'', a minion whose Battlecry reduces the cost of all minions in your deck to ''0''.

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* {{Combo}}: {{Combo}}:
**
Before it was nerfed in April 2016, Force of Nature (create 3 2/2 Treants with charge) then Savage Roar (give all friendly characters +2 attack this turn) was so powerful it was referred to as "The Combo". Taking into account Malfurion himself, it dealt ''at the minimum'' 14 instant damage, more if other creatures were on the field. [[note]]The nerf changed Force of nature to summon 3 2/2 Treants ''without'' charge.[[/note]]
* DiscountCard: The reward ** In general, the amount of mana manipulation Druid quest, ''Jungle Giants'' is ''Barnabus the Stomper'', a minion whose Battlecry reduces the has available to them, between cost of all minions reductions and mana boosts like Innervate, makes them an excellent class for playing combo decks, allowing them to easily string together more cards in your deck to ''0''.a single turn than most other classes.



* ReducedManaCost: The reward of Druid quest, ''Jungle Giants'' is ''Barnabus the Stomper'', a minion whose Battlecry reduces the cost of all minions in your deck to ''0''. They also have a bunch of other powerful cost reduction effects, like Aviana (makes your minions cost 1) and Dreampetal Florist (reduces the cost of a minion in your hand by 7 at the end of your turn).



* ConfusionFu: While not a core part of the class initially, later expansions gave Mage by ''far'' the most options for generating and casting random spells. While this does bring the RandomNumberGod into play, it also has the advantage of making Mages better at grind games and catching opponents off-guard with surprise lethals and board clears.



* FieldPowerEffect: Paladins have a set of Aura spells that grant an ongoing effect for a few turns after being cast, such as Crusader's Aura passively buffing your minions upon attacking and Resistance Aura increasing the costs of enemy spells.



* PurityPersonified: The "Pure Paladin" archetype (alternatively called No-Neutral Paladin or [[RepetitiveName Paladin Paladin]]), which uses a set of cards that gain powerful effects so long as there are no Neutral cards in your deck. You can get these powerhouse cards so long as you're willing to sacrifice a huge number of utility and tech cards to remain "pure". Flavour-wise, these cards are all [[PureIsNotGood Lightforged Draenei]].

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* PurityPersonified: The "Pure Paladin" archetype (alternatively called No-Neutral Paladin or [[RepetitiveName Paladin Paladin]]), which uses a set of cards that gain powerful effects so long as there are no Neutral cards in your deck. You can get these powerhouse cards so long as you're willing to sacrifice a huge number of utility and tech cards to remain "pure". Flavour-wise, these most cards with the restriction are all [[PureIsNotGood Lightforged Draenei]].



* TrapMaster: One of the four classes to use Secrets. The Paladin flavour has them taking the place of their passive auras from ''VideoGame/WorldOfWarcraft''. The "Secret Paladin" deck even dominated the meta for a while.

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* TrapMaster: One of the four classes to use Secrets. The Paladin flavour has them taking the place of their passive auras from ''VideoGame/WorldOfWarcraft''.''VideoGame/WorldOfWarcraft'' (although Auras later did become their own card type). The "Secret Paladin" deck even dominated the meta for a while.



* CrackShip: InUniverse. The Three Kingdom skin has her to be in the role of Diao Chan, with Garrosh in the role of Diao Chan's lover Lu Bu. This is despite Garrosh and Valeera never mtet, let alone on the same side in any material.

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* CrackShip: InUniverse. The Three Kingdom skin has her to be in the role of Diao Chan, with Garrosh in the role of Diao Chan's lover Lu Bu. This is despite the fact that Garrosh and Valeera never mtet, met, let alone were portrayed on the same side in any material.



* DishingOutDirt: Oddly enough, this is usually averted. Very few Shaman cards make use of earth.

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* DishingOutDirt: Oddly enough, this is usually averted. Very few Shaman cards make use of earth.earth, although they did gradually get more earth-based cards later on (often removal spells or Elemental minions).



* GlassCannon: Gul'dan's cards have the best mana-cost-to-power ratio in the game, but come with varying drawbacks, such as causing him to lose health, cards, or board control, meaning he can lose options and survivability pretty quickly. Notably, varying Warlock decks involve exemplifying one of those drawbacks to greatly improve on others: a Giants Warlock is based around losing health quickly through minions and his hero power to both gain card advantage with said hero power and summon the powerful '''Molten Giant'''[[note]]8/8, initially costs 25 mana but costs 1 less per health lost.[[/note]] and '''Mountain Giant'''[[note]]8/8, initially costs 12 mana but costs 1 less per other card in hand.[[/note]] cards.
* GodzillaThreshold: Summoning Jaraxxus can be this for Warlocks, considering how Gul'dan has to ''die'' for it to happen. He becomes the hero and has 15 HP, making it a good desperation measure if you're already below that point.

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* GlassCannon: Gul'dan's cards have the best mana-cost-to-power ratio in the game, but come with varying drawbacks, such as causing him to lose health, cards, or board control, meaning he can lose options and survivability pretty quickly. Notably, varying Warlock decks involve exemplifying one of those drawbacks to greatly improve on others: a Giants Warlock is based around losing health quickly through minions and his hero power to both gain card advantage with said hero power and summon the powerful '''Molten Giant'''[[note]]8/8, initially costs 25 20 mana but costs 1 less per health lost.[[/note]] and '''Mountain Giant'''[[note]]8/8, initially costs 12 mana but costs 1 less per other card in hand.[[/note]] cards. \n Warlocks also have a lot of cards whose effects scale with your hand size, encouraging aggressive use of Life Tap to fill up your hand and drop huge bombs on your opponent early, at the expense of your hero's health.
* GodzillaThreshold: Summoning Jaraxxus can be this for Warlocks, considering how Gul'dan has to ''die'' for it to happen. He becomes the hero and has 15 HP, making it a good desperation measure if you're already below that point.



** Gul'dan has access to Demons that are very good for their cost in Mana, but cost him in other ways like HP, discarding cards, or breaking a Mana crystal. As a result of having access to heavy-hitters earlier than he ought to, the general strategy of Warlocks is to rush them and dominate the match before an opponent can catch up.

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** Gul'dan has access to Demons that are very good for their cost in Mana, but cost him in other ways like HP, discarding cards, or breaking a Mana crystal. As a result of having access to heavy-hitters earlier than he ought to, the general strategy of Warlocks is to rush them and dominate the match before an opponent can catch up. A number of Warlock spells also tend to be quite powerful for the mana cost, at the expense of costing you more in other ways (Soulfire, for example, deals a massive 4 damage for a single mana, but also forces you to discard a card).



* WeakButSkilled: Warlock cards are less efficient than other class cards, often coming with major downsides or just having less impact per mana. They make up for this with an ''insane'' Hero Power, letting them stay fueled without the need to run much other card draw.
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* SkillGateCharacter: Is an entire class of this. Most of the best Hunter cards are either Commons or Rares, Hunter has a very linear, one-dimensional gameplan and win condition while most of its card synergize really obviously with each others. Statistic shows that it had among the highest play-rates, and among the highest win-rates... from rank 20-6, with both tanks significantly from rank 5 or above.

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* SkillGateCharacter: SkillGateCharacters: Is an entire class of this. Most of the best Hunter cards are either Commons or Rares, Hunter has a very linear, one-dimensional gameplan and win condition while most of its card synergize really obviously with each others. Statistic shows that it had among the highest play-rates, and among the highest win-rates... from rank 20-6, with both tanks significantly from rank 5 or above.
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* EvilCounterpart: Just like the Death Knight's debut in ''Warcraft III'', the Death Knight class in ''Hearthstone'' shares a lot of similarities with the Paladin, except with a darker twist:
** Both are versatile classes with an array of different effects and lots of weapons, but while Paladins are kept in check by their cards being less generally powerful, Death Knights have the Rune system making them unable to use all of their best cards at once. The Rune system also parallels the Pure Paladin archetype, locking you out of certain cards and cutting your versatility in exchange for getting stronger effects.
** Paladins have healing and buffs to empower their minions and make them more powerful, while Death Knights have no qualms about letting their minions die to generate Corpses and empower their other cards. This is reflected by their Hero Powers, which both spawn a 1/1 token; the Paladin's token sticks around, making it useful for receiving buffs if it's not removed, while the Death Knight's token can attack immediately but dies at the end of the turn, giving a Corpse.
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* DifficultButAwesome: This is listed in-game as the class's weakness. Death Knights have an absurd array of cards covering a wide variety of effects, but the rune system limits what options you have access to, making deckbuilding into a rather tricky affair to determine what rune and card combinations you need. In-game, Death Knights also have to juggle an additional resource in the form of Corpses, making their decision-making somewhat more complex.
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** While Garrosh is also a villain in ''World of Warcraft'', it's mostly downplayed with his cards as he has access to plenty of Alliance characters and other good guys. Gul'dan really plays his villainy up, however. Not only are his [[PowerAtAPrice mechanics]] traditionally evil, aside from Wilfred Fizzlebang, every one of his minions can be considered a villain or evil entity. In pretty much every set where Warlocks are represented by a specific character, that character will almost always be a villain.

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** While Garrosh is also a villain in ''World of Warcraft'', it's mostly downplayed with his cards as he has access to plenty of Alliance characters and other good guys. Gul'dan really plays his villainy up, however. Not only are his [[PowerAtAPrice mechanics]] traditionally evil, aside from Wilfred Fizzlebang, every one of his minions can be considered a villain or evil entity. In pretty much every set where Warlocks are represented by a specific character, that character will almost always be a villain. Gul'dan himself even says in his story in the Book of Heroes that "there are no heroes here".
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In ''The League of Explorers'', Brann was a 3 mana 2/4 who causes all Battlecries to trigger twice. His second incarnation, Dinotamer Brann, is a 7 mana 2/4 Hunter Legendary who summons King Krush[[note]]8/8 Beast with Charge[[/note]] if your deck has no duplicates.\\

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In ''The League of Explorers'', Brann was a 3 mana 2/4 who causes all Battlecries to trigger twice. His second incarnation, Dinotamer Brann, is a 7 mana 2/4 Hunter Legendary who summons King Krush[[note]]8/8 Beast with Charge[[/note]] if your deck has no duplicates. His third incarnation, Deepminer Brann, is a 6 mana 2/4 Warrior Legendary who makes your Battlecries trigger twice for the rest of the game if your deck has no duplicates.\\




to:

** Deepminer Brann's stats are about as bad as Dinotamer's and he still carries the Highlander restriction, but making that sacrifice gives you the original Brann's Battlecry-doubling effect ''permanently'', letting you reap the benefits of having Brann on the board without having to worry about keeping him alive. Despite being class-restricted, Warrior still has plenty of good Battlecries to double: examples from Standard-legal cards available at the time of Deepminer's addition include copying your opponent's last spell twice with Asvedon, Dredging and gaining armor twice with Igneous Lavagorger, summoning three copies of Fleshshaper, and shuffling ''six'' card-destroying T.N.T. into your deck with Boomboss Tho'grun.
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Drop The Hammer is no longer a trope.


* DropTheHammer: Has a Hammer of Justice spell in which he appears to throw a magic-imbued warhammer at something to deal three damage and draw a card.



* DropTheHammer: It's Thrall, the Doomhammer weapon is practically obligatory: Two damage, eight durability, and can attack twice per turn.
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His alternate portraits include [[TheCorruption Corrupt Garrosh]], Garrosh of Might, Garrosh of Wrath, Nagrand Garrosh, [[Literature/RomanceOfTheThreeKingdoms Lü Bu Garrosh]], [[{{Pirate}} Pirate King Garrosh]], Forge-wrought Garrosh, [[NatureHero Garrosh the Wild]], Garrosh the Chained, and Goulash Garrosh.

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His alternate portraits include [[TheCorruption Corrupt Garrosh]], Garrosh of Might, Garrosh of Wrath, Nagrand Garrosh, [[Literature/RomanceOfTheThreeKingdoms Lü Bu Garrosh]], [[{{Pirate}} Pirate King Garrosh]], Forge-wrought Garrosh, [[NatureHero Garrosh the Wild]], Garrosh the Chained, and Goulash Garrosh, and Mok'Nathal Garrosh.



* '''Outlander''' costs 1 mana and adds a random Fel Spell to her hand if she played an Outcast card this turn.

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* '''Outlander''' costs 1 mana and adds Discovers a random Fel Spell to her hand if she played an Outcast card this turn.



* '''Mind Tether''' costs 1 mana and causes her to deal 1 damage to the opponent after she casts a spell that turn.

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* '''Mind Tether''' costs 1 mana and passively causes her to deal 1 damage to the opponent after she casts a spell that turn.spell.



* '''Vile Concoction''' gives a minion Poisonous and if Combo'd adds a random Concoction to her hand.\\

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* '''Vile Concoction''' gives a minion Poisonous and if Combo'd adds a random Concoction Toxin to her hand.\\



* '''Demon Blood''' gives a random Demon in her hand +2/+2 for 1 mana.

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* '''Demon Blood''' gives a random Demon in her hand +2/+2 +3/+2 for 1 mana.



* '''No Guts, No Glory''' deals 1 damage to a minion. If it lives, it gets +2 Attack. If it dies, Rattlegore gains 2 Armor.

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* '''No Guts, No Glory''' costs 1 mana and deals 1 damage to a minion. If it lives, it gets +2 Attack. If it dies, Rattlegore gains 2 Armor.



* '''Dino Tracking''' Discovers a Beast and gives it +1/+1. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

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* '''Dino Tracking''' Discovers a Warrior or Hunter Beast and gives it +1/+1. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

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His alternate portraits include Arthas, Kingslayer, Arthas Menethil[[note]]This is a 3D animated portrait based on his appearance as a Death Knight in ''Warcraft III''[[/note]], and Death Metal King.\\

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His alternate portraits include Arthas, Kingslayer, Arthas Menethil[[note]]This is a 3D animated portrait based on his appearance as a Death Knight in ''Warcraft III''[[/note]], and Death Metal King.King, and Frostbringer Arthas.\\



His alternate portraits include Demonic Illidan, Demonbane Illidan, Felravager Illidan, Skullbearer Illidan, [[VampiresAreRich Ember Court Illidan]], Infernal Armor Illidan, Illidan the Naughty, [[TheCorruption Sha Illidan]], [[BadlyBatteredBabysitter Sabertender Illidan]], Mrrgillidan, and Illhoof Illidan.

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His alternate portraits include Demonic Illidan, Demonbane Illidan, Felravager Illidan, Skullbearer Illidan, [[VampiresAreRich Ember Court Illidan]], Infernal Armor Illidan, Illidan the Naughty, [[TheCorruption Sha Illidan]], [[BadlyBatteredBabysitter Sabertender Illidan]], Mrrgillidan, and Illhoof Illidan, and Felblaze Illidan.



His alternate portraits include [[RoyalsWhoActuallyDoSomething King Anduin]], Anduin of Prophecy, Transcendance Anduin, [[CloakAndDagger SI:7 Anduin]], [[Literature/RomanceOfTheThreeKingdoms Zhuge Liang Anduin]], [[PrinceCharming Prince Charming Anduin]], Holy Leviathan Anduin, Little Lion Anduin, [[BattleButler Butler Anduin]], Appetizer Anduin, and [[TeenIdol Teen Idol Anduin]].

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His alternate portraits include [[RoyalsWhoActuallyDoSomething King Anduin]], Anduin of Prophecy, Transcendance Anduin, [[CloakAndDagger SI:7 Anduin]], [[Literature/RomanceOfTheThreeKingdoms Zhuge Liang Anduin]], [[PrinceCharming Prince Charming Anduin]], Holy Leviathan Anduin, Little Lion Anduin, [[BattleButler Butler Anduin]], Appetizer Anduin, and [[TeenIdol Teen Idol Anduin]].Anduin]], and Aduin the Valorous.



His alternate portraits include [[FrontlineGeneral Warchief Thrall]], Earthfury Thrall, Ten Storm Thrall, [[GladiatorGames Thrall, Son of Durotan]], Alterac Thrall, Wolfrider Thrall, Frostwolf Thrall, [[ForcedTransformation Frog Prince Thrall]], Mechaconduit Thrall, Snowman Thrall, and Jade Serpent Thrall.

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His alternate portraits include [[FrontlineGeneral Warchief Thrall]], Earthfury Thrall, Ten Storm Thrall, [[GladiatorGames Thrall, Son of Durotan]], Alterac Thrall, Wolfrider Thrall, Frostwolf Thrall, [[ForcedTransformation Frog Prince Thrall]], Mechaconduit Thrall, Snowman Thrall, and Jade Serpent Thrall, and Thundercaller Thrall.



* '''Outlander''' can be activated for 1 mana to make it so she gains +1 Attack every time she plays her left or rightmost card in hand that turn.
* '''Illidari Strike''' costs 1 mana and targets an enemy minion, summoning two 1/1 Illidari with Rush to attack it.\\

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* '''Outlander''' can be activated for costs 1 mana and adds a random Fel Spell to make it so her hand if she gains +1 Attack every time she plays her left or rightmost played an Outcast card in hand that this turn.
* '''Illidari Strike''' costs 1 mana and targets an enemy minion, summoning two 1/1 Illidari with Rush to attack it.\\



* {{Nerf}}: Outlander used to be fully passive, but provided too much chip damage alongside the combo potential.

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* {{Nerf}}: Outlander used to be fully passive, a passive hero power that gave her +1 Attack each time she played her outermost card, but provided too much chip damage alongside the combo potential.potential. It was first nerfed to have a 1 mana activation cost, before being reworked entirely.



* '''Wyrm Bolt''' deals 1 damage and summons a 1/2 Mana Wyrm if it kills a minion, which gains +1 Attack after you cast a spell.

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* '''Wyrm Bolt''' deals 1 damage and summons a 1/2 1/3 Mana Wyrm if it kills a minion, which gains +1 Attack after you cast a spell.



* '''Connections''' costs 1 mana and adds a random 1-cost minion to her hand.
* '''Vile Concoction''' gives a minion Poisonous and if Combo'd also gives +1/+1 and Stealth.\\

to:

* '''Connections''' costs 1 mana and passively adds a random 1-cost minion to her hand.
hand at the start of her turn.
* '''Vile Concoction''' gives a minion Poisonous and if Combo'd also gives +1/+1 and Stealth.adds a random Concoction to her hand.\\



As a card, Fireheart is a 3 mana 3/3 that Discovers a spell that costs at least 1 mana. If you cast the spell that turn, her Battlecry triggers again.

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As a card, Fireheart is a 3 mana 3/3 that Discovers a spell that costs at least 1 mana. If you cast the spell that turn, her Battlecry triggers again.\\
\\
Alternate Shaman skins for Fireheart appear in constructed mode, including Daring Fireheart.



* '''Bruising''' forces a friendly minion to attack a random enemy minion for 1 mana.

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* '''Bruising''' forces a friendly minion to attack a random enemy minion for 1 0 mana.



* '''Starseeker''' passively adds a Moonfire to her hand after casting three spells on the same turn, which is a 0-mana spell that deals 1 damage.

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* '''Starseeker''' passively adds a Moonfire to her hand after casting three four spells on the same turn, which is a 0-mana spell that deals 1 damage.



* '''Dino Tracking''' Discovers a Beast and gives it +1 Attack. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

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* '''Dino Tracking''' Discovers a Beast and gives it +1 Attack.+1/+1. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\



Alternate Brann skins for Hunter appear in constructed mode, including Bakin' Brann.

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Alternate Brann skins for Hunter appear in constructed mode, including Bakin' Brann and Earthen Brann.



* '''Scourging''' Discovers an Undead minion for 1 mana.\\

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* '''Scourging''' Discovers an Undead minion for 1 mana.minion.\\



Alternate Scarlet skins appear in constructed, including Ghoul Queen Scarlet.

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Alternate Scarlet skins appear in constructed, including Ghoul Queen Scarlet and Zombie Queen Scarlet.
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* CrackShip: InUniverse. The Three Kingdom skin has her to be in the role of Diao Chan, with Garrosh in the role of Diao Chan's lover Lu Bu. This is despite Garrosh and Valeera never met, let alone on the same side in any material.
* ADayInTheLimelight: Being the titular character and the only playable hero in the Brawl "Valeera's Bag of Burgled Spell", which feature her casting spells from different classes with each spells summon a random minion with the same cost.

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* CrackShip: InUniverse. The Three Kingdom skin has her to be in the role of Diao Chan, with Garrosh in the role of Diao Chan's lover Lu Bu. This is despite Garrosh and Valeera never met, mtet, let alone on the same side in any material.
* ADayInTheLimelight: Being the titular character and the only playable hero in the Brawl "Valeera's Bag of Burgled Spell", Spells", which feature her casting spells from different classes with each spells summon spell summoning a random minion with the same cost.
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* {{Telepathy}}: A few cards copy cards from your opponent's deck or hand and adds them to your hand. Among these are Mind Vision[[note]]1 mana, copy a card from your opponent's hand[[/note]], Thoughtsteal[[note]]2 mana, copy two cards from your opponent's deck[[/note]], Drakonid Operative[[note]]5 mana 5/6 Dragon, if you're holding a dragon, Discover a card from your opponent's deck[[/note]], and Psionic Probe[[note]]1 mana, Copy a spell from your opponent's deck and add it to you hand[[/note]].

to:

* {{Telepathy}}: A few cards copy cards from your opponent's deck or hand and adds them to your hand. Among these are Mind Vision[[note]]1 mana, copy a card from your opponent's hand[[/note]], Thoughtsteal[[note]]2 mana, copy two cards from your opponent's deck[[/note]], Drakonid Operative[[note]]5 mana 5/6 Dragon, if you're holding a dragon, Discover a card from your opponent's deck[[/note]], and Psionic Probe[[note]]1 mana, Copy a spell from your opponent's deck and add it to you your hand[[/note]].

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His alternate portraits include Shadow Gul'dan, Felheart Gul'dan, Nemesis Gul'dan, Shadowmoon Gul'dan, House of Rituals Gul'dan, Fel Colossus Gul'dan, Mogu'shan Gul'dan, and Hatcher Gul'dan.

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His alternate portraits include Shadow Gul'dan, Felheart Gul'dan, Nemesis Gul'dan, Shadowmoon Gul'dan, House of Rituals Gul'dan, Fel Colossus Gul'dan, Mogu'shan Gul'dan, and Hatcher Gul'dan.Gul'dan, and Gargoyl'dan.



* '''Roguish Maneuvers''' costs 1 mana and equips a 1/2 Dagger, or a 2/2 Dagger if Combo'd.

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* '''Roguish Maneuvers''' costs 1 mana and equips a 1/2 Dagger, or a 2/2 Dagger if Combo'd.



* '''Arcane Craftiness''' costs 3 mana and fires two random missiles at enemies that deal 1 damage each, and repeats if a minion dies.\\

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* '''Arcane Craftiness''' costs 3 mana and fires two random missiles at enemies random enemy minions that each deal 1 damage each, and repeats damage, repeating for free if a minion dies.is killed.\\



* {{Nerf}}: Arcane Craftiness has proven to be one of the most unbalancable hero powers in Duels. It started at 2-mana and able to hit face, which got Wildfire banned. It was still overperforming so it was nerfed to 3 mana. That was ''still'' too good, so it was finally nerfed to no longer hit face.



* '''Spread Shot''' deals 1 damage to any target and an additional damage to the enemy hero.

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* '''Spread Shot''' deals 1 damage to any target and an additional 1 damage to the enemy hero.



* '''Dino Tracking''' Discovers a Beast. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

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* '''Dino Tracking''' Discovers a Beast.Beast and gives it +1 Attack. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

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Her alternate portraits include Fire Mage Jaina, Arcanist Jaina, Netherwind Jaina, Apprentice Jaina, Archmage Jaina, Kul Tiran Jaina, Scholar Jaina, [[LittleRedFightingHood Red Riding Hood Jaina]], [[{{Magitek}} Arcane Sentinel Jaina]], [[WesternAnimation/Frozen2013 Frost Fairy Jaina]], Red Crane Jaina, Festival Jaina, Jaina Proudmurgle, and [[HotWitch Witch Jaina]].

to:

Her alternate portraits include Fire Mage Jaina, Arcanist Jaina, Netherwind Jaina, Apprentice Jaina, Archmage Jaina, Kul Tiran Jaina, Scholar Jaina, [[LittleRedFightingHood Red Riding Hood Jaina]], [[{{Magitek}} Arcane Sentinel Jaina]], [[WesternAnimation/Frozen2013 Frost Fairy Jaina]], Red Crane Jaina, Festival Jaina, Jaina Proudmurgle, and [[HotWitch Witch Jaina]], and [[TheChanteuse Chantress Jaina]].



* '''Harvest Time!''' destroys a minion for 3 mana and summons two 2/2 Treants for its owner.\\

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* '''Harvest Time!''' destroys a minion for 3 mana and summons two 2/2 Treants 1/1 Saplings for its owner.\\



* AttackAttackAttack: Harvest Time supports aggressive token Druid builds, especially ones that use Deathrattle minions that can be triggered by the hero power while also getting two Treants.

to:

* AttackAttackAttack: Harvest Time supports aggressive token Druid builds, especially ones that use Deathrattle minions that can be triggered by the hero power while also getting two Treants.minions.



* {{Nerf}}: Harvest Time was originally 2 mana, but it was too strong as a board flooder, Deathrattle trigger, or even late-game removal.

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* {{Nerf}}: Harvest Time was originally 2 mana, mana and summoned 2/2 Treants, but it was too strong as a board flooder, Deathrattle trigger, or even late-game removal.



* '''Mind Tether''' passively deals 1 damage to the opponent after she casts a spell.

to:

* '''Mind Tether''' passively deals costs 1 mana and causes her to deal 1 damage to the opponent after she casts a spell.spell that turn.



* '''Promote''' is a 1-mana hero power that gives a minion +1/+1 and either Stealth, Poisonous, Rush, Windfury, Taunt, or Divine Shield at random.

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* '''Promote''' is a 1-mana hero power that gives a minion +1/+1 and either Stealth, Poisonous, Rush, Windfury, Taunt, or Divine Shield at random.



* {{Nerf}}: On launch, Battle Tactics was one of the most broken hero powers ''ever'', since it reduced the cost of every minion in hand rather than just two. The neutral and 4+ cost were not big enough restrictions for such an insane ramp, and Vanndar could easily flood the board with massive legendaries that cost 2 mana very early in the game.

to:

* {{Nerf}}: {{Nerf}}:
**
On launch, Battle Tactics was one of the most broken hero powers ''ever'', since it reduced the cost of every minion in hand rather than just two. The neutral and 4+ cost were not big enough restrictions for such an insane ramp, and Vanndar could easily flood the board with massive legendaries that cost 2 mana very early in the game.
** While nowhere near as strong as Battle Tactics, Promote was also an insanely strong hero with its original price of just one mana. This let him easily weave small buffs into turns, alongside the potential for crazy highrolls like Stealth, Divine Shield, or Windfury on major threats.



* '''Warmaster's Frenzy''' costs 1 mana and deals 1 damage to all minions, granting him +1 Attack that turn for each Honorable Kill it gets.

to:

* '''Warmaster's Frenzy''' costs 1 mana and deals 1 damage to all minions, granting him +1 Attack that turn for each Honorable Kill it gets.



* '''Dino Tracking''' Discovers a card from Brann's deck. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\

to:

* '''Dino Tracking''' Discovers a card from Brann's deck.Beast. In the single-player version, it passively causes Brann to Discover cards from his deck instead of drawing them.\\



* {{Nerf}}: Dino Tracking was on the receiving end of not just a double nerf, but a double ''rework''. It originally had the same effect as its single-player incarnation, which made him way too consistent. It was then reworked to Discover a card from his deck, which was ''still'' really strong. It was finally totally reworked to its current incarnation, putting it in line with Scarlet's Scourging hero power.



!! Sir Finley Mrrgglton

to:

!! Sir !!Sir Finley Mrrgglton



* '''Power Up!''' gives a minion Divine Shield and Windfury but Overloads for 1.

to:

* '''Power Up!''' gives a minion Divine Shield and Windfury but Overloads for 1.2.



!!General
* BraggingRightsReward: Not in Duels, but their alternate constructed skins. They could be earned by achieving enough wins in a Heroic Tavern Brawl run. Ghoul Queen Scarlet and Frostmonger Sai both required a respectable 3 wins, but Crimson King Sai required an astounding ''twelve win'' run.



* '''Lichborne Might''' costs 1 mana and gives a friendly minion +3/+3 but destroys it at the end of the turn.

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* '''Lichborne Might''' costs 1 mana and gives a friendly minion +3/+3 but destroys it at the end of the turn.turn.
\\

Alternate Sai skins appear in constructed, including Frostmonger Sai and Crimson Knight Sai.
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* BadlyBatteredBabysitter: His Sabertender skin humourously shows him looking worn down while covered in nightsaber cubs, apparently taking place in an alternate universe where his punishment was to be the Sentinels' catsitter for ten thousand years.

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* BadlyBatteredBabysitter: His Sabertender skin humourously humorously shows him looking worn down while covered in nightsaber cubs, apparently taking place in an alternate universe where his punishment was to be the Sentinels' catsitter for ten thousand years.



* {{Combo}}: Before it was nerfed in April 2016, Force of Nature (create 3 2/2 Treants with charge) then Savage Roar (give all friendly characters +2 attack this turn) was so powerful it was refered to as "The Combo". Taking into account Malfurion himself, it dealt ''at the minimum'' 14 instant damage, more if other creatures were on the field. [[note]]The nerf changed Force of nature to summon 3 2/2 Treants ''without'' charge.[[/note]]

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* {{Combo}}: Before it was nerfed in April 2016, Force of Nature (create 3 2/2 Treants with charge) then Savage Roar (give all friendly characters +2 attack this turn) was so powerful it was refered referred to as "The Combo". Taking into account Malfurion himself, it dealt ''at the minimum'' 14 instant damage, more if other creatures were on the field. [[note]]The nerf changed Force of nature to summon 3 2/2 Treants ''without'' charge.[[/note]]



** In general; while every class has access to random effects, Mage tends to have the most random cards, between random card generation; Discover [Pick one of three random choices]; cards which target randomly [Such as Arcane Missiles] and topping off with cards such as Puzzxle-Box of Yogg-Saron. The only class which can compete with Mage in terms of sheer levels of RNG is Preist.

to:

** In general; while every class has access to random effects, Mage tends to have the most random cards, between random card generation; Discover [Pick one of three random choices]; cards which target randomly [Such as Arcane Missiles] and topping off with cards such as Puzzxle-Box of Yogg-Saron. The only class which can compete with Mage in terms of sheer levels of RNG is Preist.Priest.



* HerdHittingAttack: A ''lack'' of these is one of Paladin's main weaknesses. They do have a couple cards, like Consecration, Avenging Wrath, and City Tax, but none are very efficient unless combined with a mass HPToOne effect. However, the neutral Wild Pyromancer is often considered an honourary Paladin card thanks to its effect dealing 1 damage to all minions after you cast a spell, which helps Control Paladin decks shore up this major weakness.

to:

* HerdHittingAttack: A ''lack'' of these is one of Paladin's main weaknesses. They do have a couple cards, like Consecration, Avenging Wrath, and City Tax, but none are very efficient unless combined with a mass HPToOne effect. However, the neutral Wild Pyromancer is often considered an honourary honorary Paladin card thanks to its effect dealing 1 damage to all minions after you cast a spell, which helps Control Paladin decks shore up this major weakness.



** In general; next to Mage, Preist tends to have the most access to random effects. While his signture is copying cards that the enemy has [at random]; there are also cards like Lyra the Sunshard and his version of Galakrond which can generate massive amounts of random Preist spells.

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** In general; next to Mage, Preist Priest tends to have the most access to random effects. While his signture signature is copying cards that the enemy has [at random]; there are also cards like Lyra the Sunshard and his version of Galakrond which can generate massive amounts of random Preist Priest spells.



* AscendedExtra: Valeera is a rather minor character (even in the comics, Broll often overshadowed her) with only a cameo in [=WoW=]. This is particularly noticable compared to the other Heroes of Hearthstone who are all large parts of the story with major roles in the games. According to blue [[https://twitter.com/bdbrode/status/418777463636783105 comments on Twitter]], this was to add a Blood Elf Hero, while the original option, Garona, would've been another orc. This also led to a joke among the player base that she is obviously the best rogue, because ''you've never heard of her''.

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* AscendedExtra: Valeera is a rather minor character (even in the comics, Broll often overshadowed her) with only a cameo in [=WoW=]. This is particularly noticable noticeable compared to the other Heroes of Hearthstone who are all large parts of the story with major roles in the games. According to blue [[https://twitter.com/bdbrode/status/418777463636783105 comments on Twitter]], this was to add a Blood Elf Hero, while the original option, Garona, would've been another orc. This also led to a joke among the player base that she is obviously the best rogue, because ''you've never heard of her''.



Lillian Voss is the daughter of Benedictus Voss, a high-ranking member of the Scarlet Crusade. She was sent to Scholomance to investigate the mysterious activaity reported in the cellar. She would later be killed and resurrected as a Forsaken, awakening mysterious powers within her as she set out to rid the world of the corrupt Scarlet Crusade and hunt down the last of the mindless Scourge. Lillian, in her Infiltrator form, acts as the Rogue hero in Duels. Her hero powers are:

to:

Lillian Voss is the daughter of Benedictus Voss, a high-ranking member of the Scarlet Crusade. She was sent to Scholomance to investigate the mysterious activaity activity reported in the cellar. She would later be killed and resurrected as a Forsaken, awakening mysterious powers within her as she set out to rid the world of the corrupt Scarlet Crusade and hunt down the last of the mindless Scourge. Lillian, in her Infiltrator form, acts as the Rogue hero in Duels. Her hero powers are:

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