Gameplay
Cards and Decks
Classes
Every deck pairs two different classes, chosen in order when the deck is created:
- The primary class supplies the hero and the Hero Power.
- The secondary class expands the cards available to the deck.
- Reversing the same two classes makes a different deck, because it changes the hero and the Hero Power.
A deck's pairing is permanent. The deck may contain cards from either of its classes plus Neutral cards. Cards from every other class are ineligible.
See Classes for each class's hero, playstyle, and Hero Power.
Deck construction
A legal deck follows all of these rules:
| Rule | Requirement |
|---|---|
| Size | Exactly 30 cards |
| Common, Rare, or Epic copies | No more than 2 copies of one card |
| Legendary copies | No more than 1 copy of one card |
| Class access | Primary class, secondary class, or Neutral only |
An incomplete or otherwise illegal deck may be kept as a draft, but it is not eligible to enter a match until every rule passes.
Card types
Minions
Minions have a mana cost, Attack, Health, and sometimes a tribe, keywords, or triggered effects. They remain on the board until destroyed, returned to hand, or transformed.
Freshly summoned minions have summoning sickness and cannot attack that turn unless they have Fervor or Skirmish.
Spells
Spells perform one or more effects, then leave play. Their text states whether they need a target and what they can affect.
Weapons
Weapons give the hero Attack and durability. Equipping a new weapon replaces the old one. A hero normally attacks once per turn and takes retaliation damage when striking a minion.
Hero Powers and tokens
A deck's Hero Power comes from its primary class and may be used once per turn unless a card says otherwise.
Tokens are created by other cards or powers. They are not collectible and cannot be placed in a deck.
Rarity
Every card has one of four rarities, shown by the gem on its frame.
| Gem | Rarity |
|---|---|
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Common |
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Rare |
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Epic |
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Legendary |




