Get the best hero cards to make your Hearthstone decks stronger.
Spells and Minions in Hearthstone each have their own special powers, but Hero Cards are the only ones that can really change the game. These cards give you a new Hero and change your Hero Power. They often also come with a strong Battlecry.
They can change the way a class plays because of this. It’s not a surprise that these kinds of cards have been nerfed and buffed a lot in Hearthstone’s past. We’ve taken the time to pick out ten of the best Hero Cards that have ever been made.
There aren’t many good Battlecries on this list for Deathstalker Rexxar, but it can get rid of smaller boards if it needs to. This Hero Card depends on its Hero Power even more than others because of this. Luckily, Build-A-Beast is a machine that makes money, which isn’t usually the case for Hunters.
Build-A-Beast lets you combine two Beasts into one Zombeast that is great for your needs. These Zombeasts can be simple big pets, damage dealers with Charge or a Battlecry, or even board clearers if you’re lucky. Overall, value cards have become much more powerful since Deathstalker Rexxar came out. However, Build-A-Beast has gained access to better Beasts, which somewhat rounds out the power creep.
Dr. Boom, Mad Genius
Dr. Boom, Mad Genius’ Battlecry, is a strong way to defend yourself. You can turn any Mech you play from a bunch of stats that do nothing into a tool that helps you control the board.
Also, Dr. Boom has a Hero Power that lets you switch between five different powers at the start of each turn. These include getting protection, learning how to control the board in different ways, and finding mechas to use with Dr. Boom’s Battlecry. It can be hard to deal with the chance sometimes, but each ability is strong enough that you should be able to use it.
Galakrond, The Nightmare
It gets stronger the more you play Invoke cards, just like the other Galakrond Hero Cards. This also activates Galakrond’s Hero Power, giving you a free Lackey, so you won’t lose too much time while you level him up. It’s only when you’ve Invoked enough of this Hero Card to make him fully formed that it really shines.
If Galakrond, Azeroth’s End draws you four cards, that’s already pretty good. But if he makes them free, that speeds things up a huge amount. The exact amount of speed you get depends on the cards you draw, but in the best cases, you can save so much mana that you win the game right away.
Bru’kan Of The Elements
Bru’kan of the Elements’s main ability is its Hero Power, which can do one of four things: heal you and your board by six health, hurt all enemy minions by two health, summon a pair of 2/3 Elementals with Taunt, or hurt the enemy hero by six health.
There are times when each of these skills is useful, and they can all add up to a lot of value over the course of a long game. Shaman also has a lot of different ways to copy Battlecries. Most of the time, casting Bru’kan’s more than once will end the game, either by killing your opponent or putting them in a situation they can’t get out of.
Magister Dawngrasp’s Battlecry may seem random, but you can make sure that nothing is left to chance by organizing your deck. Dawngrasp can help you get the right spell by letting you play a certain amount of each type.
The Hero Power that comes with Dawngrasp only makes them better; Mage already has ways to make their Hero Power do more damage, and with Arcane Burst’s effect, it can be very hard for your opponent to keep you from making it do even more. Soon, you’ll be doing enough damage to kill them in just a few moves.
Shadowcrafter Scabbs’ Battlecry is one of the few cards that can turn the tide in your favor. It does more than just get rid of your opponent’s board; it also makes threats that are hard for them to handle, so it can be used for both attack and defense.
You can cheat mana for the rest of Flappy Bird with the Sleight of Hand Hero Power. In any class, that would be great, but it’s especially helpful for Rogue because their Combo system makes it fun to play more than one card each turn.
Kurtrus, Demon-Render poses both short-term and long-term risks. He can call up Felbat Shriekers that can help you take control of the board or just be a threat for your opponent to deal with.
On the other hand, Ashfallen’s Fury, a Hero Power, can deal a huge amount of damage each turn if used correctly. If you already have a big board, that damage can start to pile up right away. But Demon Hunter also has a lot of ways to hit right away. You’re putting your opponent on a fast clock no matter what.
The Lightforged Cariel card does a lot, even for an eight-mana card. Two damage to an enemy isn’t very useful at that point in the game, but it’s better than nothing. On the other hand, her Hero Power always has value, letting you beat control decks over long games by always playing threats of a good size.
The passive affect of The Immovable Object is Cariel’s best trait, though. The damage your Hero takes is cut in half, rounded up. This can end the game for offensive decks that don’t have instant access to weapon destruction and makes things a lot harder for combo and burn decks that only have a limited amount of damage.
The Battlecry for Shadowreaper Anduin is pretty good; it lets you take away a lot of damage from your opponent’s board. Because of this, you might want to wait to play him until your opponent plays a monster that can kill it.
But Anduin’s Hero Power as a Shadowreaper is so strong that it may be worth going early even if his Battlecry doesn’t kill anything. That is even more true when you use Raza the Chained with it to make your Hero Power free. You’re almost ready to kill your opponent with a machine gun if you have a lot of cheap cards.
There are some really bad things you can do when you have twenty mana available. There are a lot of very strong decks in Hearthstone, but it’s almost impossible to beat the combo possibilities of a twenty-mana Druid.
It would be hard for most classes to get that much mana because it takes so long to get there. You can reach those levels before your opponent even gets to ten mana, though, if you use both the natural mana ramp that Druid has and Guff’s Hero Power. The Warlock Hero Power that Guff gets is stronger, so if you already have the mana you want, that’s even better.