Elemental is a race of Minion introduced with the Journey to Un'Goro expansion. When elementals are played, their latent energy sticks around and other elementals can make use of it on the following turn. Many Elementals in Journey to Un’goro get a bonus effect if an elemental was played on the previous turn. Elementals in-hand will light up with a unique glow when this bonus is active.
They are primarily for the shaman and mage class because those are the classes that traditionally use elemental magic and summon things like Water Elementals and Fire Elementals. However, there are a bunch of elementals in neutral and the other classes, so everyone can dabble in elementals if they want to.
With Journey to Un'Goro, a number of older cards were converted into the elemental race, reflected below.
Add card to hand
|1|| via |
|Shaman||3|| Plus Attack|
Support cards Edit
|2||Deal 2 damage. Add a 1/2 Elemental to your hand.||Mage|
|0||Fill your board with 1/1 Elementals.|| Shaman|
|7||Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with Taunt.||Shaman|
Complementary cards Edit
|9||Taunt. Battlecry: Gain +5 Health for each Elemental you played last turn.|
|3||Battlecry: If you played an Elemental last turn, Adapt.|
|4||Battlecry: If you played an Elemental last turn, gain Taunt and Divine Shield.|
|Beast ● Demon ● Dragon ● Elemental ● Mech ● Murloc ● Pirate ● Totem|