Standard reference & strategy
Class guides
Class guides

Death Knight

Use minion deaths to gain Corpses. Choose runes to decide which class cards your deck can use.

What the class does

Death Knight asks you to plan before and during a game. First, choose your Blood, Frost, and Unholy runes. They decide which class cards can go together. These cards offer different mixes of healing, spell damage, and minions.

Mana, Corpses, and runes

Friendly minions give you Corpses when they die. Some cards spend these Corpses. A minion can help by attacking, then help again through what its death lets you do.

Keep track of mana and Corpses separately. You may have enough mana to play a card but too few Corpses for its full effect.

Choosing more of one rune can unlock special cards. It also means giving up cards that need a different mix.

Choices to think about

Before a trade, count how many of your minions will die. Check what those Corpses will let you do. Would it be better to spend them now or save them for a later turn?

Count your open board spaces too. A full board can stop new or returning minions from appearing.

Strengths and weak spots

Death Knight can use its board to build up power for later. But spending Corpses too soon can leave a key card weak. Saving them can also be wrong if you need help right now. Your rune mix decides which answers your deck can have.

See Deck Types for general game plans such as aggro, control, and combo.

Sources & editorial notes

The linked class guides explain the main rules and older class themes. This wiki supplies the play examples. For exact card details, use current card text and patch notes.