Heroic Strike
Deal 8 damage. Gain 5 Rage.
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Base card effects · open a card to compare upgradesDeal 8 damage. Gain 5 Rage.
Deal 8 damage. Spend all Rage: +1 damage per Rage spent (max 20).
Gain 5 Block. Gain 5 Rage.
Deal 10 damage. Apply Vulnerable 2. Gain 10 Rage.
Deal 6 damage. Apply 4 Bleed.
Deal 6 damage to ALL enemies. Apply 1 Weak to ALL.
Deal 8 damage. Apply 2 Weak.
Deal 8 damage to ALL enemies.
Deal 7 damage. Apply 2 Vulnerable. Gain 5 Rage.
Gain 2 Strength.
Apply 1 Weak to ALL enemies. Gain 5 Rage. Exhaust.
Lose 3 HP. Gain 2 Energy. Gain 15 Rage.
Deal 2 damage 4 times. Interrupt the enemy cast. Exhaust.
Deal 5 damage. Gain 5 Block. Interrupt the enemy cast.
Deal 8 damage. In Defensive Stance, deal 6 more.
If the enemy intends to attack, gain 3 Strength and 6 Block.
Deal 9 damage. Gain 5 Rage.
Gain 8 Block. Apply 1 Weak to ALL enemies. Draw 1 card.
Enemy loses 2 Strength. Exhaust.
Deal 8 damage. Apply 1 Stun. Gain 10 Rage. Exhaust.
Deal 20 damage.
Deal 5 damage 2 times. In Battle Stance, deal 5 more.
Deal 10 damage. If the enemy is below 50% HP, deal 18 more.
Remove Fear and Stun from you. Gain 15 Rage. Draw 1 card. Exhaust.
Apply 3 Weak and 3 Vulnerable to ALL enemies. Exhaust.
Double your current Block.
Gain 8 Block. Gain 4 Thorns.
Your next attack deals double damage. Gain 5 Rage.
Deal 7 damage to ALL enemies 2 times.
Deal 16 damage. Apply 1 Stun. Apply 2 Vulnerable.
Enter Battle Stance. Draw 3 cards. Gain 5 Rage. Exhaust.
Enter Defensive Stance. Gain 6 Block. Block is not removed at the start of your turns.
Enter Berserker Stance. Gain 1 Energy. Draw 1 card. Exhaust.
Gain 2 Enrage: when you are hit, gain Strength.
Deal 18 damage. Apply 2 Vulnerable.
Deal 12 damage. Heal 4 HP.
Deal damage equal to your Block.
Gain 22 Block. Exhaust.
Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.
Double your Strength. Exhaust.
Gain 2 Ritual: at the start of each turn, gain 2 Strength.
Gain 2 Energy. Your next attack deals double damage. Draw 2 cards. Exhaust.
Deal 6 holy damage. Seal: Judgement deals 9 holy damage.
Consume your Seal and trigger its Judgement. Deal 6 holy damage.
Heal 4 HP.
Gain 5 Block. Gain 1 Armor.
Heal 3 HP.
Deal 5 holy damage. Seal: Judgement deals 8 holy damage, applies 2 Vulnerable.
Gain 6 Block. Seal: Judgement deals 6 holy damage, applies 2 Weak.
Gain 2 Strength.
Draw 2 cards. Gain 1 Energy next turn.
Gain 7 Block.
Remove Weak, Stun and Fear from you. Draw 2 cards. Exhaust.
Gain 14 Block.
Gain 8 Block. Remove Taunted from you. Draw 1 card.
Gain 10 Block. Exhaust.
Deal 8 holy damage. Apply 1 Stun. Exhaust.
Apply 2 Fear to an Undead; otherwise deal 6 holy damage.
Gain 4 Thorns.
Gain 2 Strength. Draw 1 card. Exhaust.
Gain 7 Block. Remove Silence and Weak from you.
Heal 10 HP. Exhaust.
Lose 4 HP. Gain 16 Block. Exhaust.
Deal 6 holy damage. Seal: Judgement deals 8 holy damage twice.
Heal 3 HP. Seal: Judgement heals 10 HP.
Draw 1 card. Gain 1 Energy next turn. Seal: Judgement draws 1 card.
Gain 3 Thorns. Gain 6 Block.
Deal 12 holy damage to ALL enemies. Gain 6 Block.
Deal 14 holy damage to ALL enemies.
Deal 9 holy damage. Deal 10 more to an Undead.
Remove Poison, Disease and Curse from you. Gain 6 Block. Draw 1 card.
Gain 8 Block. Gain 2 Thorns.
Gain 8 Block. Gain 1 Energy next turn.
Gain 2 Enrage: when you are hit, gain Strength.
Gain 8 Block. Gain 3 Thorns.
Deal 12 holy damage. Heal 6 HP.
Your next attack deals double damage. Draw 2 cards. Exhaust.
Gain 1 Intangible. Gain 10 Block. Exhaust.
Gain 8 Block. Gain 3 Metallicize (Block each turn end).
Apply 2 Sleep. Gain 6 Block. Draw 1 card. Exhaust.
Gain 2 Strength. Gain 2 Dexterity.
Deal 12 holy damage. If the enemy is below 50% HP, deal 14 more.
Heal to full HP. Exhaust.
Deal 7 physical damage. Your pet attacks.
Deal 7 arcane damage. Apply Vulnerable 1.
Deal 7 damage. Gain 5 Block.
Deal 5 damage. Gain 4 Block. Your pet attacks.
Your pet heals 6 HP.
Enter Aspect of the Hawk: your attacks deal +2 damage while it lasts.
Gain 5 Block. Your pet acts twice now and gains 5 Block.
Gain 6 Block. Your pet gains +6 max HP and heals 6 for this fight. Exhaust.
Apply Marked 2. Scry 2.
Your pet acts. Draw 1 card.
Rally your pet if it fled this fight, at 50% HP. Your pet acts. Exhaust.
Beast only: apply Fear 2 and Weak 1. Other targets: Weak 1.
Deal 5 damage. Apply Weak 2.
Apply Poison 5.
Apply Marked 3 and Vulnerable 1.
Deal 5 damage. Taunt: the enemy targets your pet.
Deal 4 damage. Apply Weak 2.
Deal 9 damage. Gain 5 Block if you Disengaged this turn.
Gain 8 Block. Enter Aspect of the Monkey: +3 Block on every Block card.
Remove Stealth from the enemy. Apply Vulnerable 1. Draw 1.
Gain 6 Block. Draw 1 card.
Gain 10 Block and Stealth 1. The enemy attack this turn is cancelled. Exhaust.
Enter Aspect of the Pack: your pet attacks twice per turn. Pet gains 6 Block.
Enter Aspect of the Wild: take 2 less nature and 1 less damage from every hit.
Enter Aspect of the Beast: your pet deals +3 damage.
Deal 6 damage. Remove Enrage and Strength from the enemy.
Your pet acts twice and gains 8 Block. Exhaust.
Deal 8 damage to ALL enemies.
Deal 6 damage. Apply Stun 1.
Deal 4 damage. Apply Weak 2. Gain 1 Energy next turn.
Deal 4 damage. Apply Weak 2 and Frail 1.
Trap. Arms: the first enemy attack is Frozen 2 and does nothing.
Trap. Arms: the first enemy attack burns it for Burn 8 and deals 6 fire.
Trap. Arms: the first enemy attack applies Weak 3 and Frostbite 2 to ALL enemies.
Deal 8 damage. If the enemy intends to attack, gain 6 Block and apply Stun 1.
Enter Aspect of the Cheetah: draw 1 extra card each turn. Draw 2 now.
Deal 20 damage. Double against Marked targets.
Deal 6 damage to ALL enemies 3 times.
Gain 2 Energy and draw 2 cards. Your next attack deals double damage. Exhaust.
Deal 4 damage. Apply Sleep 2 and Poison 10.
Gain Intangible 1 and 8 Block this turn. Exhaust.
Trap. Arms: the first enemy attack deals 14 fire to ALL enemies and Burn 5.
Your pet attacks and Stuns the enemy 1 turn. Pet gains 6 Block.
Your pet gains Enrage and Strength 4, acts twice, and takes only 1 damage per hit this turn. Exhaust.
Power. Your attacks deal +3 damage and your pet deals +2. Lasts all combat.
Deal 7 damage. Gain 1 Combo Point.
Deal 8 damage. Gain 1 Combo Point. If Stealthed, deal 8 more. Exhaust.
Spend all Combo Points. Deal 6 damage per Combo Point.
Gain 6 Block. Gain 1 Combo Point.
Gain 1 Stealth. Draw 1 card.
Deal 4 damage. Gain 1 Combo Point. Apply 1 Stun. Exhaust.
Apply 2 Sleep. Exhaust.
Draw 3 cards. Exhaust.
Deal 6 damage. Gain 1 Combo Point. Interrupt the enemy cast.
Apply 3 Weak. Exhaust.
Gain 8 Block. Gain 1 Combo Point.
Apply 1 Weak. Draw 1 card. Exhaust.
Deal 5 damage. Gain 10 gold. Gain 1 Combo Point. Exhaust.
Deal 4 damage. Returns to your hand (once per turn). Retain.
Deal 6 damage. Apply 3 Poison.
Apply 4 Poison and 2 Weak to ALL enemies. Exhaust.
Apply 4 Poison. Enemy loses 1 Strength.
Your next attack deals double damage. Gain 1 Combo Point. Exhaust.
Lose 3 HP. Gain 2 Energy. Exhaust.
Deal 7 damage. Gain 1 Combo Point. If Stealthed, deal 8 more.
Gain 2 Strength. Gain 1 Combo Point.
Spend all Combo Points. Apply 4 Bleed per Combo Point.
Apply 6 Bleed. Gain 1 Combo Point. If Stealthed, apply 1 Silence.
Deal 10 damage. Gain 2 Combo Points. If Stealthed, deal 12 more.
Deal 6 damage. Gain 2 Combo Points. Apply 1 Stun. Exhaust.
Gain 1 Strength and 1 Dexterity.
Gain 1 Stealth. Gain 8 Block. Exhaust.
Deal 8 damage. Gain 6 Block.
Gain 2 Dexterity.
Apply 6 Poison.
Double the enemy's Poison. Exhaust.
Spend all Combo Points. Apply 1 Vulnerable per Combo Point (max 5).
Gain 2 Combo Points. Draw 1 card. Exhaust.
Deal 8 damage to ALL enemies. Draw 1 card.
Your next attack deals double damage. Gain 2 Combo Points. Exhaust.
Draw 3 cards. Gain 1 Energy. Exhaust.
Spend all Combo Points. Apply 1 Stun. Deal 4 damage per Combo Point.
Deal 8 damage. Gain 1 Combo Point. Apply 2 Vulnerable.
Gain 3 Combo Points. Draw 1 card.
Deal 10 damage. Gain 2 Combo Points.
Gain 3 Energy. Gain 2 Energy next turn. Draw 2 cards. Exhaust.
Deal 8 holy damage.
Deal 4 shadow damage. Apply 8 Poison.
Gain 7 Block.
Heal 5 HP.
Deal 16 shadow damage.
Heal 14 HP.
Heal 9 HP. Exhaust.
Gain 6 Block. Apply 3 Regen for 4 turns.
Deal 14 holy damage. Apply 4 Burn.
Deal 8 shadow damage. Apply 2 Weak.
Power. Gain 8 Block and 3 Armor for the rest of combat.
Gain 6 Block and 3 max HP. Exhaust.
Remove Weak and Frail from yourself and Strength from the enemy. Draw 1.
Remove Disease and Poison from yourself. Heal 3.
Remove Disease from yourself. Draw 1 card. Exhaust.
Gain 1 Stealth and 8 Block.
Apply 2 Weak to the enemy. Gain 6 Block.
Deal 4 arcane damage 2 times.
Apply 2 Weak and 1 Curse to the enemy.
Gain 3 Block. Draw 1 card. Exhaust.
Look at the top 4 cards of your draw pile; discard any. Exhaust.
Apply 1 Fear to ALL enemies.
Interrupt the enemy cast and Silence it for 2 turns. Exhaust.
Remove Fear from yourself. Gain 7 Block.
Gain 6 Block and 4 Thorns until your next turn.
Gain 6 Block and 1 Dexterity this turn.
Undead: Stun 2 turns. Others: Weak 1. Exhaust.
Gain 2 energy. Exhaust.
Draw 1 card. Gain 1 energy next turn. Exhaust.
Gain 4 max HP and 2 Armor. Exhaust.
Heal 18 HP if below 50% HP, else heal 8. Exhaust.
Power. Gain 2 Thorns for the rest of combat.
Heal 16 HP and remove all debuffs. Exhaust.
Power. Gain 2 Regen for the rest of combat.
Enter Shadowform: shadow cards cost 1 less, holy cards cost 1 more. Play again to leave.
Power. Heal for 25% of shadow damage you deal.
Deal 12 shadow damage. Apply 6 Disease and 2 Weak. Heal 6.
Heal 14 HP.
Heal 26 HP.
Gain 2 energy and draw 1 card. Exhaust.
Deal 10 shadow damage. If the enemy is casting, interrupt it and gain 1 energy.
Deal 14 holy damage to ALL enemies. Heal 6 HP.
Taunt-like: the enemy attacks other enemies for 2 turns. Deal 6 shadow damage. Exhaust.
Power. When you would die, revive at 50% HP and heal 10 (once per combat).
Deal 5 nature damage.
Deal 6 nature damage. Gain 4 Block. Interrupt the enemy cast.
Heal 6 HP.
Gain 5 Block. Earth totem: gains 3 Block each turn for you.
Deal 4 fire damage. Fire totem: deals 3 fire damage to a random enemy each turn.
Deal 5 fire damage. Apply Burn 6.
Deal 5 frost damage. Gain 4 Block. Apply Weak 2.
Remove Strength, Enrage and Shield from the enemy. Deal 3 nature damage.
Fire totem: after one turn it explodes for 12 fire damage to ALL enemies. Replaces your fire totem.
Earth totem: applies Weak 1 to ALL enemies each turn. Replaces your earth totem.
Power. Gain 6 Block. Attacks deal +2 damage and you gain 2 Block per attack.
Weapon imbue: each attack also deals 2 fire damage.
Weapon imbue: each attack also applies Weak 1.
Power. Gain 6 Block. Gain Thorns 3.
Gain 6 Block. Earth totem: taunts all enemies and gains 8 Block each turn.
Earth totem: you gain Strength 1 at the start of each turn this totem stands.
Gain 6 Block and draw 1 card. Exhaust.
Heal 3 HP.
Water totem: heals you 3 HP at the start of each turn. Replaces your water totem.
Water totem: gain 1 extra Energy every other turn. Replaces your water totem.
Earth totem: removes Fear, Sleep and Stun from you each turn. Replaces your earth totem.
Deal 12 nature damage to ALL enemies.
Fire totem: deals 4 fire damage to ALL enemies each turn. Replaces your fire totem.
Fire totem: your fire and nature spells deal +2 damage. Replaces your fire totem.
Weapon imbue: your first attack each turn hits twice.
Air totem: you gain Dexterity 1 at the start of each turn it stands. Replaces your air totem.
Water totem: removes Poison from you each turn, and heals 2 HP. Replaces your water totem.
Water totem: removes Disease from you each turn, and heals 2 HP. Replaces your water totem.
Remove Poison from you. Heal 3 HP. Draw 1 card.
Remove Disease from you. Heal 3 HP. Draw 1 card.
Air totem: you take 3 less fire damage from each hit. Replaces your air totem.
Air totem: you take 3 less frost damage from each hit. Replaces your air totem.
Air totem: you take 3 less nature damage from each hit. Replaces your air totem.
Air totem: a lookout that gains 6 Block each turn and spots Stealth. Replaces your air totem.
Air totem: you gain Strength 2 for the turn at the start of each turn. Replaces your air totem.
Air totem: absorbs the next enemy cast, then crumbles. Replaces your air totem.
Your next spell costs 0. Draw 1 card. Exhaust.
Water totem: you gain 2 Energy at the start of each of the next 2 turns. Replaces your water totem.
Heal 7 HP, then heal totems 5 HP.
Power. When you would die this combat, return at 40% HP once. Exhaust.
Return the last card you exhausted to your hand, then heal 6 HP. Exhaust.
Deal 14 damage twice. Apply Vulnerable 2 (nature).
Gain 2 Energy. Your next spell crits (double damage). Exhaust.
Deal 9 fire damage. Gain 1 Ignite.
Deal 9 frost damage. Apply 1 Weak.
Deal 5 arcane damage 3 times, +1 hit per 2 Arcane Charges. Gain 1 Charge.
Gain 6 Block.
Gain 1 Stealth. Draw 1 card.
Deal 7 fire damage. Gain 1 Ignite. Exhaust.
Deal 10 fire damage. Apply 1 Vulnerable. Gain 1 Ignite.
Deal 5 arcane damage to ALL enemies, +1 per 2 Arcane Charges. Gain 1 Charge.
Deal 9 frost damage to ALL enemies. Apply 1 Weak to ALL.
Interrupt the enemy cast and Silence it for 1 turn.
Power. Gain 3 Armor and 1 Thorns for the rest of combat.
Power. Gain 4 Armor. Whenever you play a frost card, gain 1 Block.
Draw 2 cards. Gain 1 Arcane Charge.
Add 2 Conjured Water to your hand.
Add 1 Conjured Food to your hand.
Gain 7 Block and 2 Thorns until your next turn.
Remove Curse from yourself. Draw 1 card. Exhaust.
Gain 6 Block and 1 Armor.
Gain 2 Strength this turn. Draw 1 card.
Gain 5 Block. Draw 1 card. Exhaust.
Look at the top 3 cards of your draw pile; discard any. Draw 1 card.
Put an enemy to Sleep for 2 turns (damage wakes it; bosses are immune). Exhaust.
Deal 10 fire damage to ALL enemies. Apply 2 Weak to ALL. Gain 1 Ignite.
Deal 12 fire damage to ALL enemies. Apply 4 Burn to ALL. Gain 2 Ignite.
Power. Gain 1 Energized (+1 energy each turn).
Gain 14 Block and 2 Thorns.
Gain 1 energy. Draw 1 card. Exhaust.
If the enemy is Weak or Frozen: deal 14 frost damage. Else deal 7 and apply 2 Weak.
Gain 3 energy. Exhaust.
Add 1 Conjured Mana Gem to your hand.
Gain 8 Block. Draw 1 card.
Gain 12 Block and 1 Stealth. Exhaust.
Draw 3 cards. Gain 1 Energy. Exhaust.
If you have 3+ Ignite: deal 22 fire damage, spend all Ignite, apply 4 Burn. Else deal 8, apply 2 Burn.
Become Intangible for 1 turn and remove all debuffs. Exhaust.
Gain 4 Strength this turn and 2 Arcane Charges. Exhaust.
Power. Gain 1 Strength and 3 Arcane Charges.
Deal 4 frost damage to ALL enemies 3 times. Apply 1 Weak to ALL.
Deal 12 frost damage to ALL enemies. Apply 2 Weak to ALL.
Gain 14 Block and draw 3 cards. Exhaust.
If you have 3+ Ignite: deal 38 fire damage, spend all Ignite, apply 5 Burn. Else deal 22, apply 3 Burn.
Gain 1 energy. Exhaust.
Heal 6 HP. Exhaust.
Gain 2 energy. Exhaust.
Deal 9 shadow damage.
Deal 4 shadow damage. Apply 7 Poison.
Lose 2 HP. Gain 1 energy. Draw 1 card.
Gain 6 Block and 2 Regen.
Summon an Imp (Firebolt 5 fire, Blood Pact, Phase Shift).
Deal 6 fire damage. Apply 4 Burn.
Apply 8 Curse (ticks shadow damage each turn).
Apply 3 Weak. Draw 1 card.
Deal 7 shadow damage. Heal 4 HP.
Deal 7 shadow damage. Gain 1 Soul Shard.
Deal 7 fire damage. +5 if the enemy is Burning.
Apply 1 Fear for 2 turns (undead and mechanical enemies are immune). Exhaust.
Summon a Voidwalker (taunts, soaks damage). If you have a Soul Shard, spend 1 for 5 Block.
Lose 2 HP. Heal your demon 12 HP.
Apply 2 Vulnerable. Gain 1 Soul Shard.
Apply 2 Weak. Interrupt the enemy cast.
Gain 8 Block. Gain 1 Soul Shard.
Add 1 Healthstone to your hand.
Add 1 Soulstone to your hand. Exhaust.
Apply 1 Weak. Draw 1 card.
Apply 2 Vulnerable. Apply 2 Weak.
Summon a Succubus (Lash of Pain, Seduction, Soothing Kiss).
Summon a Felhunter (Spell Lock, Devour Magic). If you have 2+ Soul Shards, spend 2 and it acts right away.
Apply 1 Fear to ALL enemies for 2 turns. Exhaust.
Deal 12 fire damage. If you have 2+ Soul Shards, spend 2 to deal 17 instead.
Apply 5 Curse. Heal 4 HP.
Deal 6 shadow damage. Gain 1 Energy. Draw 1 card.
Deal 10 fire damage to ALL enemies. Apply 3 Burn to ALL.
Lose 3 HP. Deal 14 fire damage to ALL enemies.
Deal 9 shadow damage. Heal 6 HP. Apply 1 Fear.
Your demon loses 3 HP. Gain 2 energy. Draw 1 card.
Power. Gain 4 Armor and 2 Regen for the rest of combat.
Demon or Elemental: Stun for 3 turns. Others: Apply 2 Weak. Exhaust.
Apply 3 Marked. Apply 1 Vulnerable.
Deal 12 shadow damage. If you have 2+ Soul Shards, spend 2 to deal 17 instead.
If the enemy is Burning: deal 22 fire damage and remove Burn. Else deal 8.
Power. 30% of damage you take is redirected to your demon.
Sacrifice your demon: gain 2 Strength and 2 Soul Shards. Exhaust.
Gain 1 Soul Shard. Draw 2 cards. Exhaust.
Demon only: it attacks other enemies for 3 turns. Exhaust.
Your next Curse applies double stacks. Draw 1 card. Exhaust.
Summon an Infernal: Stun ALL enemies 1 turn, deal 8 fire to ALL.
After 3 turns the enemy takes 60 shadow damage (delayed). Exhaust.
Summon a Doomguard. It uses Rain of Fire (6 to ALL), War Stomp (Stun) and Cripple (2 Weak) right away, then keeps acting each turn. Exhaust.
Heal 10 HP. Exhaust.
Revive at 30% HP if you die this combat (once). Exhaust.
Deal 6 nature damage.
Heal 4 HP.
Enter Bear Form. Gain 5 Block and Thorns 1.
Enter Cat Form. Gain 5 Block, 1 Combo Point and draw 1 card.
Deal 6 damage. In Cat Form, gain 1 Combo Point.
Deal 6 arcane damage. Apply Burn 5.
Apply Poison 6 and Weak 1.
Deal 3 nature damage. Apply Weak 3.
Apply Vulnerable 2 and remove Stealth.
Gain Thorns 2 this combat. The next enemy to hit you gets Weak 2.
Deal 8 damage. Gain 5 Block.
Deal 8 damage to ALL enemies.
Bear Form only. Taunt: the enemy attacks you. Gain 5 Block.
Bear Form only. Apply Weak 2 to ALL enemies.
Cat Form only. Deal 3 damage. Apply Bleed 5. Gain 1 Combo Point.
Cat Form only. Deal 9 damage, +5 if Bleeding. Gain 1 Combo Point.
Gain Strength 1 and Dexterity 1 this combat.
Gain Regen 3: heal 2 HP at the end of each turn for 4 turns.
Heal 5 HP now and gain Regen 3. Exhaust.
Remove Curse and Weak from you. Draw 1 card.
Remove Poison from you and gain Regen 2.
Remove Poison from you. Heal 3 HP.
Deal 18 arcane damage.
Gain Thorns 3 this combat.
Beast or Dragonkin: apply Sleep 3. Other targets: Weak 1.
Remove Enrage and Strength from the enemy. Beast: also Weak 2.
Bear Form only. Deal 5 damage. Apply Stun 1.
Bear Form only. Lose 2 HP, gain Rage-fuelled Strength 2 and 1 Energy.
Bear Form only. Heal 8 HP. Exhaust.
Bear Form only. Deal 7 damage, interrupt the enemy cast, apply Weak 1.
Enter Bear Form (Dire): Bear cards usable. Gain 12 Block, Thorns 2 and +10 max HP this combat.
Cat Form only. Needs Stealth. Deal 22 damage, +8 if stunned. Gain 2 Combo Points.
Cat Form only. Deal 6 damage. Apply Stun 1 and Bleed 6. Gain 1 Combo Point.
Cat Form only. Gain Stealth 1 and draw 1 card.
Cat Form only. Gain 1 Energy and 4 Block. Exhaust.
Gain Strength 2, Dexterity 2 and 10 max HP this combat. Exhaust.
Enter Moonkin Form: your Balance spells deal +3 damage. Gain 8 Block and draw 1.
Deal 7 nature damage to ALL enemies 3 times and apply Weak 1.
Finisher: spend all Combo; apply Bleed 6 per Combo Point (+6).
Finisher: spend all Combo; deal 8 damage per Combo Point (+8).
Cat Form only. Lose 3 HP: your attacks deal +4 damage this turn. Gain 1 Combo Point.
Consume your Regen: heal 3 HP per stack of Regen at once.
Gain 2 Energy and draw 1 card. Exhaust.
Your next spell costs 0. Draw 1 card. Exhaust.
Gain 12 Block and Thorns 2. Retain Block next turn.
Gain Regen 8 and take 25% less damage for 4 turns. Exhaust.
Gain Reincarnation: if you fall to 0 HP this combat, return at 30% HP once. Exhaust.
Deal 12 Fire damage to all enemies. Take 5 damage. Exhaust.
Deal 9 damage to all enemies. Exhaust.
Deal 7 damage. Apply 1 Stun. Exhaust.
Deal 10 Fire damage to all enemies. Exhaust.
Heal 8. Exhaust.
Retreat: end this Event or a non-boss combat without rewards. Retain. Exhaust.
Gain 8 Block. Gain 1 Energy next turn.
Deal 24 Fire damage. Take 6 damage.
Apply 2 Weak and 1 Stun.
Deal 14 damage to all enemies. Apply 1 Vulnerable to all.
Apply 2 Weak to all enemies. Exhaust.
Deal 16 damage to all enemies and apply 1 Stun. Exhaust.
Taunt. Gain 10 Block.
Apply 2 Weak and 1 Vulnerable.
Draw 2 cards. Gain 1 Energy. Exhaust.
Cancel an enemy cast and apply 1 Stun. Exhaust.
Gain 1 Ritual (Strength each turn).
Draw 1 card. Gain 1 Energy next turn. Exhaust.
Deal 6 damage 2 times. 10% chance to Stun.
Heal 6. Remove Poison and Disease.
Gain 2 Strength. Exhaust.
Gain 1 Energy. Draw 1 card. Exhaust.
Your next attack deals double damage. Exhaust.
Heal 18. Exhaust.
Remove Stun, Frozen and Weak. Gain 5 Block. Exhaust.
Gain 2 Dexterity and 1 Strength.
Heal 20. Exhaust.
Unplayable. Rotting corruption clogs your hand.
Unplayable. Ethereal. Whispers of the Old Gods cloud your thoughts.
Unplayable. The Twilight's Hammer has marked you.
Draw 2 cards. Exhaust.
Unplayable. Ethereal. Nefarian called your class; it clogs your hand.
Unplayable. Ethereal. Burning cinders from Elemental Fire.
Unplayable. Ethereal. The Old God's whispers fill your mind.
Exhaust. Take 5 nature damage and remove 1 Madness.
Unplayable. Ethereal. Kel'Thuzad's chains bind your hand.
Exhaust. Take 4 frost damage and remove Frozen.
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Game data: Spires of Azeroth · 68932e1. MIT licensed. Sources & methodology