Spell School Primer

If you guys are anything like me, you are looking at the Blizzard information on “Spell Schools” and thinking “Now what exactly do I need to know about this stuff to start crafting decks?” And it is kind of hard to put together exactly what is going on with all this. But, never fear, I have put together a condensed primer on all this. Each section will include the Payoff cards for the spell school and the spells within the schools in both standard and wild (no payoff cards in classic, so don’t worry about that). If there are no payoff cards for a spell school, I will just tell you that. Also, please note that almost all of this is extracted from the card library on playhearthstone.com, where I have found several cards missing when searching by spell schools, so if I missed anything, just leave a comment.


Payoff Cards – None! Sorry Mages!


Payoff Cards – None! Is there a pattern developing?


Payoff Cards – None!


Payoff Cards – Rimetongue (3 mana 3/4 Mage Minion, After you cast a frost spell, summon a 1/1 elemental that freezes)

Mage Standard Spells – Flurry, Brain Freeze, Snap Freeze, Cone of Cold, Ice Barrier, Oasis Alley, Deep Freeze

Mage Wild Spells – Freezing Potion, Breath of Sindragosa, Ice Lance, Ray of Frost, Frostbolt, Icicle, Shatter, Frost Nova, Frozen Clone, Ice Block, Simulacrum, Blizzard, Glacial Mysteries

Thoughts – I guess maybe if you have a deck where you want to run these spells anyway, the payoff is “ok”. Just doesn’t seem broken enough for the trouble. Might be good enough for a freeze mage deck in Wild.


Payoff Cards – Guff Runetotem – (3 mana 2/4 Druid Minion, After you cast a nature spell, give a friendly minion +2/+2)

Bru’kan – (4 mana 5/4 Shaman Minion, Nature Spell Damage +3)

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Toad of the Wild (2 mana Neutral Minion, Taunt, Battlecry: If you are holding a Nature Spell, gain +2 health)

Since I don’t think anyone is going to get too excited about the third one, I will focus on Druid and Shaman (damage spells only for Shaman).

Druid Standard Spells – Innervate, Lightning Bloom, Nature Studies, Ironbark, Living Seed, Mark of the Spikeshell, Mark of the Wild, Solar Eclipse, Thorngrowth Sentries, Fungal Fortunes, Landscaping, Wild Growth, Germination, Overgrowth, Soul of the Forest, Arbor Up, Force of Nature, Runic Carvings, Cenarion Ward

Druid Wild Spells – Embiggen, Barkskin, Biology Project, Crystal Power, Earthen Scales, Floop’s Glorious Gloop, Lesser Jasper Spellstone, Living Roots, Naturalize(for some reason, not in the card library), Treenforcements, Breath of Dreams, Crystalsong Portal, Mulch, Witchwood Apple, Wrath, Blessing of the Ancient, Evolving Spores, Healing Touch, Jade Blossom, Juicy Psychmelon, Mark of the Loa, Oaken Summons, Poison Seeds, Wispering Woods, Aeroponics, Living Mana, Dark Wispers, Hidden Oasis, Moonglade Portal, Recycle, Spreading Plague, Overflow, Wisps of the Old Gods, Gift of the Wild, The Forest’s Aid, Tree of Life

Thoughts – The payoff is not the greatest, but there are certainly a lot of tools to employ. Not sure you can make a druid deck built around nature spells, but maybe.

Shaman Standard Spells (Damage Only) – Lightning Bolt, Chain Lightning, Landslide, Lightning Storm, Serpentshrine Portal, Stormstrike, Dunk Tank, Tidal Surge, Torrent, Tidal Wave

Shaman Wild Spells (Damage Only) – Beakered Lightning, Zap!, Earth Shock, Forked Lightning, Crackle, Maelstrom Portal, Stormcrack, Elemental Destruction, Lightning Breath, Jade Lightning, Hagatha’s Scheme, Earthquake

Thoughts – It is too bad that the payoff card is a legendary. If you could put two in your deck, it might be a consistent burn deck.


Payoff Cards – Knight of Anointment – 1 mana 1/1 Paladin Minion (Battlecry: Draw a Holy Spell)

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Cariel Roame – 4 Mana 4/3 Paladin Minion (Rush, Divine Shield, Whenever this minion attacks, reduce the cost of holy spells in your hand by 1)

Veteran Warmedic – 4 Mana 3/5 Paladin Minion (After you cast a holy spell, summon a 2/2 Medic with Lifesteal)

Spirit Healer – 4 mana 3/6 Neutral Minion (After you cast a holy spell, give a random friendly minion +2 Health)
While you could theoretically play the Spirit Healer in Priest, it isn’t really a build around card, so we will concentrate on Paladin.

Paladin Standard Spells – Avenge, Conviction, Reckoning, Shield of Honor, Hand of A’dal, Holy Light, Libram of Wisdom, Pursuit of Justice, Equality, Gift of Luminance, Blessing of Kings, Consecration, Invigorating Sermon, Rally!, Blessing of Authority, Libram of Justice, Libram of Hope.

Paladin Wild Spells – Forbidden Healing, Blessing of Might, Blessing of Wisdom, Divine Strength, Eye for an Eye, Hand of Protection, Redemption, Repentance, Sacred Trial, A Light in the Darkness, Desperate Stand, Flash of Light, Lesser Pearl Spellstone, Lightforged Blessing, Seal of Light, Seal of Champions, Hammer of Wrath, Silvermoon Portal, Blessed Champion, Righteousness, Avenging Wrath, Pharaoh’s Blessing, Lay on Hands.

Thoughts – Now we are talking! You can put up to 7 payoff cards in your deck, and the Holy spells are mostly cards you want in your hand anyway in most paladin archetypes. If I were going to try to build a spell school deck, this seems like a good place to start.


Payoff Cards – Tamsin Roame – 3 mana 1/3 Warlock Minion (Whenever you cast a Shadow spell that costs 1 or more, add a copy to your hand that costs 0.)

Warlock Standard Spells – Demonic Studies, Grimoire of Sacrifice, Mortal Coil, Wicked Whispers, Drain Soul, School Spirits, Soul Rend, Siphon Soul, Deck of Chaos, Hand of Gul’dan, Twisting Nether

Warlock Wild Spells – Call of the Void, Dark Pact, Dark Possession, Grim Rally, Shriek, Soul Infection, Spirit Bomb, The Soularium, Corrupting Mist, Curse of Rafaam, Curse of Weakness, Darkbomb, Defile, Demonic Project, Twisted Knowledge, Bloodfury Potion, Drain Life, Sense Demons, Shadow Bolt, Spreading Madness, Treachery, Unwilling Sacrifice, Blastcrystal Potion, Bloodbloom, Lesser Amethyst Spellstone, Shadowflame, Bane of Doom, Demonheart, Dark Bargain, Darkest Hour, Ectomancy, Demonbolt, Void Contract, DOOM!

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Thoughts – The payoff is not exactly a build around, but you could pretty easily slot it into a Control Warlock archetype, intending to copy Hand of Gul’dan or cheaper control spells. Not sure Control Warlock needs it in either format, but it is only one slot.

So, the TLDR of all this is that if you want to play around with spell schools, Paladin/Holy is the way to go. Warlock/Shadow and Druid/Nature also show some possibilities. Keep in mind that Blizzard may print some additional payout cards in the upcoming sets, so we have to keep an eye out for that.


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