OK so I had the sneak preview today. Here's some cards =] (includes some Rares/Epics, all the common Gladiator allies, all the Dual-Class abilities and will sometime include all common class abilities as well as the uncommon ones I have, which is quite a few.)
NEW! 8/3/09
Equipment
Amice of Brilliant Light (2)
Mag/Pri/Wrl
Armor - Cloth Shoulder (1)
At the start of your turn, your hero heals 1 damage from itself.
[1]
U
Bloodsea Brigand's Vest (3)
Dru/Rog
Armor - Leather Chest (1)
2, Destroy Bloodsea Brigand's Vest > Put the top two cards of your resource row face down and exhausted.
[1]
U
Cowl of the Guiltless (1)
Dru/Rog
Armor - Leather Head (1)
When you play an ability, target hero or ally has stealth this turn.
[1]
U
Fists of Mukoa (3)
Hun/Sha
Armor - Mail Hands (1)
When you have no weapons, your hero has +1 ATK while attacking.
[2]
U
King's Defender (5)
Pal/War
Weapon - Sword Melee (1)
Your hero is a protector.
4/2 {Melee}
U
Wand of the Forgotten Star
Mag/Pri/Wrl
Weapon - Wand Wand (1)
When combat damage is dealt with Wand of the Forgotten Star to a hero, that hero's controller puts that many cards from the top of his deck into his graveyard.
1/1 {Shadow}
U
World Breaker (5)
Pal/Sha/War
Two Handed Weapon - Mace Melee (1)
6, Tap, destroy World Breaker > Destroy all resources.
4/2 {Melee}
R
Uncommon Abilities
Priest
The Omens of Terror (2)
Instant Ability - Shadow
Your hero deals 1 shadow damage to target hero ro ally. Its controller reveals a card in his hand for each damage dealt this way. Choose a revealed card, and he discards it.
U
Power Word: Restore (2)
Instant Ability - Holy
Attach to target hero, and you may turn it face up.
Ongoing: At the start of your turn, your hero heals 1 damage from attached hero.
U
Rogue
The Depth of Shadows (6)
Instant Ability - Assassination Combo
Your hero deals 1 melee damage to target hero or ally. Its controller desrtoys one of his resources for each damage dealt this way.
U
Stab in the Dark (1)
Ability - Subtlety
Look at target opponent's hand and choose an ally card. He discards that card.
U
Shaman
Greater Chain Heal (3)
Ability - Restoration
Target up to five heroes and/or allies. Your hero heals 5, 4, 3, 2, and 1 damage from them, respectively.
U
Warlock
The Promises of Darkness (1)
Instant Ability - Affliction
Your hero deals 1 shadow damage to target hero or ally. For each damage dealt this way, put 1 damage on your hero and draw a card.
U
Warrior
The Benefits of Practice (2)
Instant Ability - Arms
Your hero deals 1 melee damage to target hero or ally. You may choose one of your weapons. If you do, put a +1 ATK counter on it for each damage dealt this way.
U
Pukverize (2)
Instant Ability - Fury
Choose one: Destroy target damaged ally; or destroy target ability or equipment with one or more counters.
U
Rares/Epics
Vol'jin (7)
Ally - Troll Shadow Hunter Unique
Vol'jin has +X ATK, where X is the combined damage on Trolls in your party.
0/7 {Ranged}
E
This guy could be huge in the ATK department. Could be very fun.
Orgrimmar
Location - City
Orc Hero Required
Tap > Target Orc in your party has Ferocity this turn.
R
I don't know the exact wording because I didn't pull this, but that's what it does.
Silvermoon
Location - City
Blood Elf Hero Required
When Silvermoon enters play, choose arcane, fire, frost, nature or shadow.
Tap > Target Blood Elf in your party has the chosen resistance this turn.
R
Again, I didn't actually pull this. But it's been clarified now.
Shuriken of Negation (4)
Rog/War
Instant Weapon - Shuriken Ranged (1)
When Shuriken of Negation enters play, you may interrupt target ability card. Thrown.
2/1 {Ranged}
R
I love this card. It worked wonders in the sneak preview, I think it'll work even better in a control Rogue/Warrior deck. Continuous interruption (albeit 4-cost) with ally killing is very nice indeed.
Krixel Pinchwhistle (4)
Arena Ally - Goblin Unique
Tap > Ready all of your other Arena cards.
1/7 {Melee}
R
I really like the prospect of this card. When I start messing with Arena decks, like everyone else is going to, this guy is going to be very interesting.
Volley (2)
Hun
Ability - Marksmanship
Ongoing: At the end of your turn, your hero deals 1 arcane damage to each of up to three target heroes and/or allies. When your hero is dealt damage, destroy Volley.
R
Interesting, and potentially very useful. 2-cost for the initial damage is good, and for Survival Hunter it shouldn't be too difficult to keep in play for a few turns.
Edit: Could turn out pretty handy against Totem decks. If they don't have Mastery out, this'll take care of everything but Grounding/Stoneclaw. If they DO have it out, well... Inspiring Presence?
Quickstrider Moccasins (4)
Hun/Sha
Armor - Mail Feet (1)
Tap > Ready another target card in play.
[2]
I really like this. Plenty of things to do it with it, plenty of possibilities opened up. Not overcosted either.
Arena cards
Alliance Allies
Gladiator Katianna (2)
Arena Ally - Night Elf Priest
Arena allies in your party are elusive.
3/1 {Holy}
C
Gladiator Keward (3)
Arena Ally - Dwarf Warrior
Arena allies in your party are protectors.
2/3 {Melee}
C
Gladiator Kinivus (1)
Arena Ally - Draenei Shaman
When an opposing card or effect causes you to discard an Arena Ally card, you may put it from your graveyard into hand.
1/2 {Nature}
C
Gladiator Lanthus (2)
Arena Ally - Night Elf Druid
Arena allies in your party have "Tap > Exhaust target ally."
2/1 {Arcane}
C
Gladiator Loraala (5)
Arena Ally - Draenei Mage
Arena allies in your party have "Tap > This ally deals 3 fire damage to target hero."
3/4 {Fire}
C
Gladiator Magnus (3)
Arena ally - Dwarf Hunter
1, Destroy an Arena ally in your party > Turn target resource face down.
3/3 {Ranged}
C
Gladiator Meganna (5)
Arena ally - Human Rogue
Arena allies in your party have stealth.
4/5 {Melee}
C
Gladiator Ryno (4)
Arena ally - Gnome Warlock
When Ryno or another Arena ally enters your party, put a Felhunter Demon ally token into play with 1 {Melee} ATK / 1 health.
3/1 {Shadow}
C
Gladiator Zophos (8)
Arena Ally - Draenei Paladin
When an Arena ally in your party is dealt damage, it deals 3 unpreventable holy damage to its source.
8/6 {Holy}
C
Horde Allies
Gladiator Addisyn (2)
Arena Ally - Blood Elf Paladin
As Addisyn enters play, choose arcane, fire, frost, nature or shadow. Arena allies in your party have the chosen resistance.
2/2 {Holy}
C
Gladiator Boum (6)
Arena Ally - Orc Hunter
Arena allies in your party have ferocity.
5/2 {Ranged}
C
Gladiator Dorn (1)
Arena Ally - Tauren Druid
When an Arena ally in your party attacks, it heals 1 damage from target hero or ally.
2/1 {Nature}
C
Gladiator Emek (3)
Arena Ally - Undead Priest
When an Arena ally in your party is destroyed, you may discard a card. If you do, target player discards a card.
3/3 {Shadow}
C
Gladiator Kaniya (4)
Arena Ally - Tauren Warrior
Arena allies in your party are protectors.
3/4 {Melee}
C
Gladiator Kileana (5)
Arena Ally - Blood Elf Warlock
When Kileana or another Arena ally enters your party, it may deal 1 fire damage to each other hero and ally.
5/4 {Fire}
C
Gladiator Sepirion (7)
Arena Ally - Troll Shaman
When each Arena ally in your party attacks for the first time each turn, you may pay 1. If you do, ready it.
3/7 {Nature}
C
Gladiator Skumm (2)
Arena Ally - Troll Rogue
When an Arena ally in your party is dealt damage, you may turn target resource face down.
1/3 {Melee}
C
Gladiator Zi'mo (3)
Arena Ally - Troll Mage
Arena allies in your party have +2 ATK.
2/1 {Fire}
C
Arena Quests
Arena Grandmaster
Arena Quest
Pay 4 to complete this quest.
Reward: If an ally is in your party and the combined ATK of allies in your party is greater than the combined ATK of allies in an opponent's party, draw two cards.
C
The Ring of Blood: The Blue Brothers
Arena Quest
As a cost to place this quest face up, choose an opponent, and he may put two Broken Arena ally tokens into play with 1 {melee} ATK / 1 health.
Pay 3 to complete this quest.
Reward: Draw two cards.
C
The Ring of Blood: Brokentoe
Arena Quest
As a cost to place this quest face up, discard a card.
Pay 3 to complete this quest.
Reward: Draw two cards.
C
The Ring of Blood: The Final Challenge
Arena Quest
As a cost to place this quest face up, put 2 damage on your hero.
Pay 2 to complete this quest.
Reward: Draw a card.
C
The Ring of Blood: Rokdar the Sundered Lord
Arena Quest
As a cost to place this quest face up, remove 2 damage from an opposing hero.
Pay 2 to complete this quest.
Reward: Draw a card.
C
The Ring of Blood: Skra'gath
Arena Quest
As a cost to place this quest face up, choose an opponent, and he may draw a card.
Pay 5 to complete this quest.
Reward: Draw three cards.
C
The Ring of Blood: The Warmaul Champion
Arena Quest
As a cost to place this quest face up, put the top three cards of your deck into your graveyard.
Pay 3 to complete this quest.
Reward: Draw a card.
C
Uncommon Allies
"Chillihands" Spigotgulp (6)
Ally - Gnome Mage
If you would draw a card, you may skip drawing it instead.
When you skip drawing a card this way, target ally can't attack this turn.
5/3 {Frost}
U
Nothing to say here, it's pretty terrible.
Kurdoc Greybeard (3)
Ally - Dwarf Paladin
Protector
Exhaust your hero > target attacking ally has -3 ATK this turn.
1/5 {Melee}
U
Was amazing in the sneak preview, it'll be interesting to see how it competes for a spot in Alliance's protector lineup.
Pappy Ironbane (7)
Ally - Dwarf Warrior
Protector
At the end of your turn, yuo may destroy target ability or equipment.
2/7 {Melee}
U
Pretty awesome, albeit costly. Better than Narthadus in most situations, definitely worth the extra cost if you have the resources.
Furious Kalia (3)
Ally - Orc Shaman
Hardiness
When Kalia attacks, you may put a Totem card from your hand into play.
4/2 {Frost}
U
So Horde Totem decks get a recurrer. This almost makes Alliance Totem decks obsolete... almost. It's good that this ally works with Orgrimmar.
Edit: ahaa I didn't read it. Even when typing it up I didn't read it and think about it xD disregard the above comment, I was thinking graveyard to hand/into play.
Grismare (8)
Ally - Tauren Druid
1, Destroy an ally token in your party > Grismare deals nature damage equal to that token's ATK to target hero or ally.
6/6 {Nature}
U
Pretty bad. Nowhere near worth 8-cost, might have some very jank comboes attached.
Tor'gor Darkfire (6)
Ally - Orc Warlock
Hardiness
Destroy another ally in your party > Tor'gor heals all damage from himself.
4/5 {Fire}
U
Not worth 6-cost. 4/5 with Hardiness is a very good body but you want more than a good body for a 6-cost. Usually some instant benefit.
Voltrinnia (5)
Ally - Blood Elf Paladin
Protector
Arcane Torrent
At the start of each opponent's turn, target ally in his party loses and can't have powers this turn.
3/5 {Holy}
U
Interesting, but on consideration it doesn't seem too good. Protector is good, and the fact that it gets 2 effects before they can do stuff to it is cool, but the ally torrent effect isn't enough to make this worth 5-cost imo. Not enough situations it'd actually be that useful.
Common/Uncommon Abilities
Dual-Class
Blessing of the Heavens (3)
Dru/Pal
Instant Ability - Restoration Protection Blessing
Attach to target ally.
Ongoing: Attached ally has +2 ATK / +2 health.
When attached ally is destroyed, you may put Blessing of the Heavens from its owner's graveyard into his hand.
C
Burly Bellow (3)
Dru/War
Instant Ability - Feral Fury
Opposing allies have -5 ATK this turn.
C
Disappear (2)
Mag/Pri
Instant Ability - Arcane Shadow
Your hero is elusive this turn.
C
Double Time (2)
Sha/War
Instant Ability - Enhancement Arms
Ready target equipment.
C
Optimize (4)
Hun/Pri
Ability - Survival Discipline
Ongoing: Tap > You may ready or exhaust target resource.
C
Phase Hound (4)
Hun/Wrl
Ally - Beast Demon Pet (1)
Stealth
5/5 {Melee}
C
Poof! (2)
Mag/Rog
Instant Ability - Arcane Subtlety
Target ally's controller removes it form the game. At the start of the next turn, he puts it into his party.
C
Recall from the Brink (5)
Pal/Sha
Ability - Holy Restoration
Put target ally or weapon card from your graveyard into play if its cost is less than or equal to the number of resources you control.
C
Worst art ever...
Victimize (5)
Rog/Wrl
Ability - Subtlety Affliction
Target player discards two cards and you draw two cards.
C
Druid
Friends in High Places (3)
Instant Ability - Balance
Put two Treant ally tokens into play with 1 {melee} atk / 1 health.
C
Reforestation (5)
Ability - Balance
Destroy target ability or equipment. Put three Treant ally tokens into play with 1 {melee} atk / 1 health.
U
Starshot (2)
Ability - Balance
Your hero deals 3 arcane damage to target ally. Draw a card.
C
Hunter
The Aim of Eagles (2)
Instant Ability - Marksmanship
Your hero deals 1 ranged damage to target hero or ally. Ready one of your resources for each damage dealt this way.
U
Bolton (1)
Ally - Wind Serpent Pet (1)
Long-Range
2/1
U
Clutch Shot (1)
Instant Ability - Marksmanship
Target ally has +2 atk this turn. A second target ally has -2 atk this turn.
C
Quickdraw (2)
Instant Ability - Marksmanship
Your hero deals 2 ranged damage to target ally or 6 if that ally entered play this turn.
C
Mage
Heartburn (4)
Ability - Fire
Your hero deals 4 fire damage to target hero or ally and 1 fire damage to each other hero and ally in that character's party.
C
Sear (1)
Instant Ability - Fire
Your hero deals 2 fire damage to target ally, or 6 if that ally was dealt damage this turn.
C
Paladin
Atonement (2)
Instant Ability - Protection
Prevent all damage that target hero or ally would deal this turn.
C
Divine Justice (2)
Instant Ability - Retribution
Exhaust target ready opposing ally. If you do, you may have it deal melee damage equal to its ATK to a second target ally.
C
The Rewards of Faith (1)
Instant Ability - Holy
Your hero deals 1 unpreventable hoyl damage to target hero or ally. For each damage dealt this way, prevent the next 1 damage that would be dealt to a second hero or ally this turn.
U
I would write common allies but I'm getting bored and tired of writing. If you want to know something in particular, like "what 1-cost frost guys are there?" or something, say so. I guarantee I have every common and likely every uncommon in the set lol
I'll write the rest of the common/uncommon class abilities I have later.