Hand of Justice
rareEach card played has a 10% chance to grant 1 Energy.
1 source variant
searing-gorge · Whenever you play an attack, 15% chance to gain 1 energy.
THE RELIQUARY
Look beyond raw damage. The right passive effect can change how your entire deck works.
The current game routes equipment through its gear catalogues. This reference includes active equipment-derived effects and class relics; effects are quoted from the source data.
347 active relics
Each card played has a 10% chance to grant 1 Energy.
searing-gorge · Whenever you play an attack, 15% chance to gain 1 energy.
Gain 4 Block at combat start. Fear is removed from you at turn start.
burning-steppes · Gain 2 Block at the start of each turn.
Start each combat with 2 Strength.
At turn start, remove Stun and Frozen from yourself.
At turn start, remove Fear and Weak from yourself.
First turn of each combat: gain 1 Energy and draw 1 card.
feralas · Start each combat with 6 Block. Your first card each turn costs 1 less (min 0).
Heal 8 HP whenever you rest.
Whenever you kill an enemy, heal 4 HP.
stranglethorn-vale · Draw 1 extra card at the start of each turn.
Attacks have a 25% chance to deal 6 Nature damage to all enemies.
Legendary. Every fight opens with 1 Weak on all enemies. Attacks have a 30% chance to call lightning: 12 Nature damage and 2 Weak to ALL enemies.
Legendary. Draw 2 extra cards at the start of combat. Gain 1 Energy and draw 1 extra card each turn.
Gain 6 max HP and 1 Strength on pickup.
Draw 1 extra card at the start of combat.
When you lose HP while below 30% health, heal 3.
Gain 6 Block at the start of each combat.
Attacks have a 15% chance to grant 1 Strength.
Your first attack each combat deals double damage.
Each card played has a 12% chance to grant 1 Strength.
Start each combat with 2 Regen.
At turn start, if below 50% health, heal 3.
Start each combat with 2 Thorns.
Attacks have a 15% chance to apply 1 Weak.
20% chance at turn start to gain 1 Energy.
30% chance at turn start to draw 1 extra card.
At combat start add a free random card to your hand.
stranglethorn-vale · At the start of combat, gain 1 energy next turn.
Heal 2 HP when you advance to a new floor.
The peasants rally to you: gain 8 Block at combat start.
15% chance at turn start to gain 1 Energy.
Start each combat with 2 Strength.
Attacks have a 15% chance to deal 8 Arcane damage to a random enemy.
When you take damage, 15% chance to gain 8 Block.
Heal 2 HP after each combat.
Apply 1 Weak to the enemy at the start of combat.
At combat start apply 3 Poison to all enemies.
Whenever you kill an enemy, gain 1 Strength.
At combat start gain 2 Strength and 2 Dexterity.
Gain 5 max HP on pickup. Heal 4 HP at the end of every combat.
Gain 1 Block for every card played.
Attacks have a 20% chance to apply 2 Vulnerable.
Gain 2 Dexterity at combat start and 1 Energy on turn 1.
Start each combat with 3 Strength.
Gain 3 Block at the start of each turn.
Whenever you kill an enemy deal 4 damage to all remaining enemies.
Attacks have a 20% chance to apply 2 Poison.
Gain 1 Strength at the start of every third turn.
Attacks have a 20% chance to grant 1 Energy next turn.
the-hinterlands · Gain 4 Block whenever you kill an enemy.
At turn start, 25% chance to heal 3 HP and gain 3 Block.
Gain 8 max HP and 1 Strength on pickup.
Attacks against undead and demons deal 4 extra Holy damage.
western-plaguelands · Heal 3 HP at the start of each turn.
Attacks against dragonkin deal 8 extra damage.
Attacks have a 15% chance to draw 1 card.
Each card played has a 10% chance to grant 1 Strength.
Whenever you gain Block, 30% chance to heal 1 HP.
Gain 2 Energy on turn 1 of each combat.
Gain 50 gold on pickup. Surprise.
Heal an extra 6 HP at each rest.
Gain 12 gold per floor climbed.
Start each combat with 1 Weak and 1 Vulnerable on the enemy.
When you take damage, 20% chance to gain 6 Block.
deadwind-pass · Gain 1 Dexterity at the start of combat.
Draw 2 extra cards at the start of combat.
Draw 1 extra card on turn 1 of each combat and gain 4 Block.
Every attack deals 2 extra damage.
Attacks against Vulnerable enemies deal 3 extra damage.
Heal 1 HP whenever you kill an enemy.
Gain 15 gold after every combat.
Gain 25 gold on pickup and 5 gold per kill.
Start each combat: gain 3 Thorns and gain 3 Block.
Start each combat: gain 1 Dexterity and gain 3 Block.
Start each combat: gain 1 Strength.
At the start of each turn: gain 2 Block.
When you attack: 20% chance to apply 1 Weak.
When you kill an enemy: heal 3.
Whenever you play a card: 10% chance to draw 1 card.
Riverpaw gnoll club. Start each combat with 1 Strength.
Worn by the Brotherhood. Gain 3 Block at the start of each combat.
Kobold gold. Gain 10 gold when you pick this up.
Frostmane troll scepter. Gain 1 energy at the start of each combat.
Strike a crowd. Your attacks deal 2 damage to all enemies.
Crackling mechanical limb. Gain 2 Block at the start of each turn.
The Mekgineer's own limb. Draw 1 card at the start of each combat.
High Inquisitor Whitemane's hat. Heal 2 HP at the start of each turn.
Herod's pauldron. Gain 3 Block at the start of each turn.
Mograine's gauntlets. Start each combat with 1 Strength.
Mograine's hand. Your attacks deal 2 holy damage to all enemies.
Ogre club. Start each combat with 1 Strength.
Dwarven axe of the Thelsamar militia. Gain 2 Block at the start of each turn.
Trogg shiv. Deal 2 damage to a random enemy at the start of each combat.
Arugal's blade. Start each combat with 1 Strength.
Swift as a cat. Draw 1 extra card at the start of each combat.
Arugal's robes. Gain 3 Block at the start of each turn.
Razorclaw's cleaver. Your attacks deal 2 damage to all enemies.
Deadmines dagger. Start each combat with 1 Strength.
Mr. Smite's hammer. Your attacks deal 2 damage to all enemies.
Cookie's mallet. Gain 2 Block at the start of each turn.
Greenskin's staff. Deal 3 damage to a random enemy at the start of each turn.
Dropped by Redridge gnolls. Start each combat with 1 Strength.
Taken from a Blackrock champion. Your attacks deal 2 damage to all enemies.
Blackrock plate. Gain 2 Block at the start of each turn.
Forged to kill Morbent Fel. Start each combat with 1 Strength.
Stalvan's polearm. Your attacks deal 2 damage to all enemies.
The Night Watch crest. Gain 3 Block at the start of each turn.
Dropped by a Nightbane worgen. Draw 1 extra card at the start of each combat.
Dragonmaw blade. Start each combat with 1 Strength.
Dragonmaw boots. Gain 2 Block at the start of each turn.
Murloc curved blade. Deal 2 damage to a random enemy at the start of each combat.
Warm yeti pelt. Gain 3 Block at the start of each combat.
Heavy ogre axe. Start each combat with 1 Strength.
Dalaran mage robe. Draw 1 extra card at the start of each combat.
Crushridge ogre bracers. Gain 4 Block at the start of each turn.
Ogre axe. Your attacks deal 3 damage to all enemies.
Staff of a Crushridge mage. Deal 4 damage to a random enemy at the start of each turn.
Warm bracers from the Alterac peaks. Heal 2 HP at the start of each turn.
Gain 1 Block at the start of each of your turns, doubled on the first turn.
At the start of combat, deal 6 damage to a random enemy.
Gain 3 Block at the start of each combat.
Gain 1 Strength at the start of each combat.
At the start of each turn, deal 2 shadow damage to a random enemy.
Gain 2 Block whenever you play an attack card.
Whenever you play an attack, deal 1 extra shadow damage.
Whenever you play an attack, 15% chance to deal 8 additional damage.
Whenever you play an attack, deal 1 extra damage.
At the start of combat, gain 1 Strength and 2 Block.
Whenever you play an attack, 15% chance to deal 6 additional fire damage.
At the start of combat, gain 1 Strength.
The first time you would be stunned each combat, ignore it.
Whenever you gain Block from a card, gain 1 additional Block.
At the start of your first turn each combat, gain 1 energy.
Whenever you play an attack, 20% chance to gain 4 Block.
At the start of each combat, gain 4 Block.
Your first attack each turn applies 1 Poison.
When you kill an enemy, gain 3 Block and heal 1.
At the end of your turn, if you have no Block, gain 3 Block.
Gain 1 energy on the first turn of each combat.
Whenever you kill an enemy, draw 1 card.
At the start of each combat, gain 1 Thorns.
Your first attack each combat also applies 2 Poison.
Scry 2 at the start of each turn.
Heal 2 HP at the end of each combat; rest sites heal 5 extra.
Your first attack each turn applies 1 Bleed.
Gain 1 energy at the start of each combat; gain 1 Curse.
Your first attack each turn applies 2 Poison.
Start each combat with 5 Block.
Gain 1 Thorns at the start of each turn.
When you kill an enemy, gain 1 Strength.
Your first attack each turn applies 2 Poison.
Gain 1 Dexterity at the start of each combat.
Enemies you attack on the first turn of each combat are Weakened for 1 turn.
At the start of each turn, deal 2 damage to all enemies.
Gain 4 Block at the start of each combat.
At the start of each combat, gain 6 Block and apply 1 Cold to the enemy.
When you kill an enemy, heal 2 HP and gain 1 energy next turn.
Scry 3 at the start of each turn.
Gain 1 Strength at the start of each combat.
At the start of each turn, deal 3 damage to a random enemy.
Your attacks apply 1 Bleed on the first turn of each combat.
Heal 3 HP at the end of each turn if you have Block.
At the start of each combat, gain 2 Strength; heal 2 when you play a power.
You take 2 less fire damage; gain 5 Block at the start of each combat.
When you take fire damage, gain 2 Block.
25% chance at turn start to gain 1 extra Energy.
Deal 4 extra damage to Elementals (treants) and Beasts.
Attacks have a 25% chance to apply 2 Bleed.
Whenever you gain Block, gain 1 extra Block. The first attack you take each combat is reduced by 3.
Start combat with 6 Block and 1 Thorns.
Heal 2 HP at the end of each combat; Frost and Nature cards deal 1 extra damage.
Your first Skill each combat applies 1 Weak to all enemies.
Gain 1 Strength at the start of each combat.
Frozen and Weak have no effect on you; draw 1 extra card on turn 1.
Whenever you play 3 cards in a turn, deal 6 Frost damage to all enemies.
Gain 1 Energy at the start of each turn. Arcane Vortex cannot raise costs above 1.
Gain 1 Strength and 1 Dexterity at the start of each combat.
Heal 3 HP at the end of each combat.
Your first card each turn costs 1 less and draws 1 card if it is a Spell.
Gain 1 Energy on turn 1 of each combat.
Your first Attack each turn hits all enemies for 4 extra damage.
Gain 1 Strength at the start of each combat and 1 Energy every 3rd turn.
Gain 8 Block at the start of each combat; Beasts deal 1 less damage to you.
Heal 6 HP whenever you rest.
Start combat with 7 Block.
At the start of each turn gain 1 Dexterity until end of turn.
Your Attacks apply 1 Bleed at 30% chance.
Gain 1 Strength at the start of each turn until end of combat (max +6).
Start combat with 6 Block. Madness cards in hand cost 1 less.
Gain 8 Block at the start of each combat.
Gain 1 Block whenever you play a card.
Start each combat: gain 10 Rage.
Start each combat: gain 15 Rage.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to gain 5 Rage.
When you attack: 25% chance to gain 8 Rage.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Thorns.
Start each combat: gain 3 Thorns.
When you attack: 15% chance to apply 2 Bleed.
When you attack: 20% chance to apply 3 Bleed.
Start each combat: Seal of Righteousness becomes active.
Start each combat: Seal of Righteousness becomes active.
At the start of each turn: heal 1.
At the start of each turn: heal 2.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 15% chance to gain 2 Block.
Whenever you play a card: 20% chance to gain 3 Block.
When you attack: 20% chance to deal 3 Holy damage.
When you attack: 25% chance to deal 5 Holy damage.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: heal 2.
At the start of each turn: heal 3.
At the start of each turn: your pet attacks once more.
At the start of each turn: your pet attacks once more.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to apply 1 Marked.
When you attack: 25% chance to apply 2 Marked.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 1 Dexterity.
Start each combat: gain 2 Dexterity.
Start each combat: apply 3 Marked.
Start each combat: apply 5 Marked.
Start each combat: gain 1 Stealth.
Start each combat: gain 2 Stealth.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to apply 1 Poison.
When you attack: 25% chance to apply 2 Poison.
When you kill an enemy: gain 1 Combo Point.
When you kill an enemy: gain 2 Combo Point.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 1 Dexterity.
Start each combat: gain 2 Dexterity.
Start each combat: gain 1 Combo Point. When you attack: 25% chance to apply 1 Poison.
Start each combat: gain 2 Combo Point. When you attack: 30% chance to apply 2 Poison.
Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: if it is a shadow card, gain 2 Block.
Whenever you play a card: if it is a shadow card, gain 3 Block.
When you attack: 15% chance to gain 2 Block.
When you attack: 20% chance to gain 3 Block.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 2 Regen. Whenever you play a card: if it is a holy card, deal 2 Holy damage.
Start each combat: gain 3 Regen. Whenever you play a card: if it is a holy card, deal 3 Holy damage.
At the start of each turn: 20% chance to gain 1 Energy.
At the start of each turn: 25% chance to gain 2 Energy.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
When you attack: 20% chance to deal 3 Nature damage.
When you attack: 25% chance to deal 5 Nature damage.
Whenever you lose HP: below 25% HP, heal 8 (once per combat).
Whenever you lose HP: below 30% HP, heal 12 (once per combat).
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Thorns.
Start each combat: gain 3 Thorns.
When you attack: 15% chance to deal 3 damage to ALL enemies.
When you attack: 20% chance to deal 5 damage to ALL enemies.
Start each combat: gain 2 Arcane Charges.
Start each combat: gain 3 Arcane Charges.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: 10% chance to draw 1 card.
Whenever you play a card: 15% chance to draw 2 card.
Start each combat: gain 1 Ignite.
Start each combat: gain 2 Ignite.
When you kill an enemy: gain 1 Arcane Charges.
When you kill an enemy: gain 2 Arcane Charges.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 3 Arcane Charges and gain 1 Ignite.
Start each combat: gain 5 Arcane Charges and gain 2 Ignite.
Start each combat: gain 2 Soul Shards.
Start each combat: gain 3 Soul Shards.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 1 Strength.
Start each combat: gain 2 Strength.
Whenever you lose HP: gain 3 Block.
Whenever you lose HP: gain 5 Block.
When you attack: 15% chance to gain 2 Block.
When you attack: 20% chance to gain 3 Block.
When you kill an enemy: gain 1 Soul Shards.
When you kill an enemy: gain 2 Soul Shards.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 3 Block.
Start each combat: gain 5 Block.
When you attack: 20% chance to apply 2 Poison.
When you attack: 25% chance to apply 3 Poison.
At the start of each turn: while in Cat Form, gain 1 Combo Point.
At the start of each turn: while in Cat Form, gain 2 Combo Point.
At the start of each turn: gain 2 Block.
At the start of each turn: gain 3 Block.
Start each combat: gain 5 Block.
Start each combat: gain 8 Block.
Whenever you play a card: while in Bear Form, gain 2 Block.
Whenever you play a card: while in Bear Form, gain 3 Block.
When you attack: 20% chance to apply 1 Bleed.
When you attack: 25% chance to apply 2 Bleed.
When you kill an enemy: heal 3.
When you kill an enemy: heal 5.
At the start of each turn: 12% chance to gain 1 Energy.
At the start of each turn: 17% chance to gain 2 Energy.
Start each combat: gain 2 Regen.
Start each combat: gain 3 Regen.
At the start of each turn: gain 1 Regen.
At the start of each turn: gain 2 Regen.
Try a shorter search or clear the rarity filter.
These older definitions remain in the repository but are not loaded by the current gear catalogue. They are shown for historical comparison.
12 legacy relics
Start each combat with 20 Rage. 15% chance on attack: apply 1 Vulnerable.
Start each combat with 6 Block and Seal of Righteousness active.
Start each combat with the enemy Marked 3.
At the start of each turn, your pet attacks once more.
Start each combat Stealthed.
Whenever you play a shadow card, gain 2 Block.
The first time each combat you fall below 25% HP, heal 12 HP.
Start each combat with 6 Block. 20% chance to draw 1 card whenever you play a card.
Start each combat with 2 Soul Shards. Gain 1 energy next turn whenever you summon.
Start each combat with 1 Strength. Whenever you lose HP to your own cards, gain 3 Block.
While in Cat Form, gain 1 Combo Point at the start of each turn.
While in Bear Form, gain 2 Block each time you play a card.
Try a shorter search or clear the rarity filter.
Game data: Spires of Azeroth · 68932e1. MIT licensed. Sources & methodology