From Hearthstone: Heroes of Warcraft Wiki
Jump to: navigation, search

The Druid icon.png Druid is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Malfurion Stormrage

Heroes[edit | edit source]

Malfurion Stormrage(621).png

Background[edit | edit source]

Main article: Druid

Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.[1]

Hero Power[edit | edit source]


Shapeshift is the druid's Hero Power. It grants the druid a +1 Attack for that turn, and +1 Armor, allowing them to tackle enemy minions head-on, or even attack the enemy hero directly. It is useful for removing smaller or weakened minions, and can be combined with effects like Claw or Savage Roar to increase damage output. When no other options present themselves, Shapeshift is a decent fallback option, combining the accumulation of a small amount of Armor with the opportunity to deal small amounts of damage to the opponent's hero or minions.

NB: while the Armor gained by Shapeshift stacks with other Armor effects and is not lost at the end of your turn, the Attack bonus is only available for the turn the Hero Power is used.

Unique mechanics[edit | edit source]

The Choose One ability allows the player to choose one of two options upon playing a card. Choose One effects are only available to the druid class, and provide powerful versatility, allowing the player to choose between effects depending on their chosen strategy and immediate needs. For example Ancient of War can become either a 10/5, or a 5/10 Taunt - representing powerful aggressive and defensive approaches respectively.

Through cards like Nourish, Wild Growth, Grove Tender, Innervate, Darnassus Aspirant or Astral Communion, the druid also has unique access to accelerated mana gain. In an extreme example: the player can use two Wild Growths to achieve 10 Mana Crystals two turns earlier than usual, gain up to 4 more Mana Crystals (for a single turn only) by using two Innervates; this would allow a possible 14 available mana upon a druid's eighth turn. Using Astral Communion the druid can gain 10 mana crystals on the fourth turn, at the price of discarding their hand.

Strategy and gameplay[edit | edit source]

The druid class offers an immensely versatile style of play; capitalizing on the Choose One mechanic is essential to make the most of the druid's potential. Druids are often considered to be the class least affected by RNG, due to the versatility of their Choose One effects, helping the druid to change strategy mid-game. This can also help in countering the randomness of the matchmaking process.

A druid is unafraid of taking the offensive himself; the Hero Power Shapeshift allows him to deal low damage, while also gaining Armor to make up for resulting Health loss, or simply to slowly build up his defences. This is useful for early game removal or simply an extra point of damage when it's needed. Claw, Bite and Savagery take this aspect further.

Druids have powerful damage spells that excel at removal and burn tactics; Wrath, Swipe, Starfall and Starfire. The combination of these cards means continuous board control. Spell Damage can make these even more potent, with Swipe being the premier example as both single-target and board-wide damages are increased. Savage Roar and Force of Nature are other powerful damage dealing options. These can be used to aggressively and efficiently clear the opponent's board, or can be combined to deal huge amounts of damage in one turn, for a devastating one turn kill.

Another thing druids are very good at is fast mana growth, chiefly through Innervate and Wild Growth. Two Innervates in your initial draw allows you to play a 5 mana (if playing first) or 6 mana (if playing second) minion on your first turn. If your opponent doesn't have any cards to nullify heavy-hitters (such as Polymorph or Execute) or lots of low-cost Taunts, this can potentially allow you to shave off half or more of their Health in the first few turns, although it will also leave the druid without many cards in their hand. In contrast Wild Growth sacrifices tempo in order to reach higher mana levels more quickly, allowing the druid to place larger threats onto the board sooner; this can allow druid decks to focus on more expensive minions without losing during the early game. In perfect combination, Innervate and Wild Growth can allow the druid to play high-threat minions like Ysera as early as turn 3. Other druid mana manipulation cards include Darnassus Aspirant and Nourish.

Fittingly, the druid's unique minions are primarily geared towards the mid and late game, and embody the class's theme of flexibility. Druid of the Claw and Ancient of War are both bulky Taunt defenders for their cost, and can be also used in an offensive manner. Ancient of Lore is a potent source of card draw, but can also be used to heal in dire situations. Finally, Cenarius can summon Treants to rally a comeback, or empower the druid's army with a devastating buff to finish the game. Aviana can allow the druid to play a wealth of expensive minions in a single turn.

Druids have a small synergy with Beasts, although much less so than hunters. Cards like Druid of the Fang, Knight of the Wild and Wildwalker reward the druid for using Beasts in their decks, and there are a few druid Beasts, mostly the result of transform effects.

Spells[edit | edit source]

For Wild format listings, see Druid/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
Claw Free Druid 1 Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Healing Touch Free Druid 3 Restore #8 Health. 8 Health, no waiting.
Innervate Free Druid 0 Gain 2 Mana Crystals this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Mark of the Wild Free Druid 2 Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild.
Wild Growth Free Druid 2 Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Feral Rage Common Druid 3 Choose One - Give your hero +4 Attack this turn; or Gain 8 Armor. Let's be honest. One option is a lot ragier than the other.
Jade Blossom Common Druid 3 Summon a Jade Golem. Gain an empty Mana Crystal. Meditating under a jade blossom is said to grant you wisdom, unless you have a pollen allergy.
Living Roots Common Druid 1 Choose One - Deal 2 damage; or Summon two 1/1 Saplings. 2 out of 2 saplings recommend that you summon the saplings.
Mark of Nature Common Druid 3 Choose One - Give a minion +4 Attack; or +4 Health and TauntDruids call it the "Mark of Nature." Everyone else calls it "needing a bath."
Mark of Y'Shaarj Common Druid 2 Give a minion +2/+2. If it's a Beast, draw a card. Y'shaarj had three sons: Mark, Theodore, and Chris.
Mark of the Lotus Common Druid 1 Give your minions +1/+1. The mark of the Lotus is a little flower drawn in permanent marker on the ankle.
Moonfire Common Druid 0 Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
Naturalize Common Druid 1 Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Power of the Wild Common Druid 2 Choose One - Give your minions +1/+1; or Summon a 3/2 Panther. Never look a panther in the eye. Or is it 'Always look a panther in the eye'? Well, it's one of those.
Raven Idol Common Druid 1 Choose One -

Discover a minion; or Discover a spell. Was petrified when it found out it didn't make the cut for Azerothian Idol.

Savage Roar Common Druid 3 Give your characters +2 Attack this turn. What do they roar? Nobody can quite tell, but it sounds like "Elephant Macho Breeze". It's probably not that, though.
Soul of the Forest Common Druid 4 Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
Starfire Common Druid 6 Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
Swipe Common Druid 4 Deal 4 damage to an enemy and 1 damage to all other enemies. When a bear rears back and extends his arms, he's about to Swipe! ... or hug.
Wrath Common Druid 2 Choose One - Deal 3 damage to a minion; or 1 damage and draw a card. The talk around the Ratchet Inn is that this card is too good and should be a Legendary.
Bite Rare Druid 4 Give your hero +4 Attack this turn and 4 Armor. Chew your food!
Jade Idol Rare Druid 1 Choose One - Summon a Jade Golem; or Shuffle 3 copies of this card into your deck. Shuffle or no guts.
Moonglade Portal Rare Druid 6 Restore 6 Health. Summon a random 6-Cost minion. Ain't no party like a Moonglade party ‘cause a Moonglade party got bears.
Nourish Rare Druid 5 Choose One - Gain 2 Mana Crystals; or Draw 3 cards. Druids take nourishment from many things: the power of nature, the songbird's chirp, a chocolate cake.
Savagery Rare Druid 1 Deal damage equal to your hero's Attack to a minion. It is true that some druids are savage, but others still enjoy a quiet moment and a spot of tea.
Starfall Rare Druid 5 Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Astral Communion Epic Druid 4 Gain 10 Mana Crystals. Discard your hand. Hey! Moon! Can I have some mana crystals?
Force of Nature Epic Druid 5 Summon three 2/2 Treants. "I think I'll just nap under these trees. Wait... AAAAAHHH!" - Blinkfizz, the Unfortunate Gnome
Lunar Visions Epic Druid 5 Draw 2 cards. Minions drawn costs (2) less. The true mystery of lunar visions is how there is nothing to watch when there are so many channels.
Mulch Epic Druid 3 Destroy a minion.
Add a random minion to your opponent's hand. Is this a noun or a verb? We will never know.
Pilfered Power Epic Druid 3 Gain an empty Mana Crystal for each friendly minion. The Hozen don't get paid much, but at least they get to keep any excess mana.
Wisps of the Old Gods Epic Druid 7 Choose One - Summon seven 1/1 Wisps; or Give your minions +2/+2. They're just normal wisps, actually. The "Of the Old Gods" bit is just marketing.
Showing all 32 cards
Healing Touch(258).png
Mark of the Wild(480).png
Wild Growth(282).png
Feral Rage(35210).png
Jade Blossom(49703).png
Living Roots(22329).png
Mark of Nature(149).png
Mark of Y'Shaarj(33151).png
Mark of the Lotus(49642).png
Power of the Wild(165).png
Raven Idol(27230).png
Savage Roar(329).png
Soul of the Forest(311).png
Jade Idol(49714).png
Moonglade Portal(42040).png
Astral Communion(22334).png
Force of Nature(237).png
Lunar Visions(49635).png
Pilfered Power(49636).png
Wisps of the Old Gods(33172).png

Uncollectible[edit | edit source]

For Wild format listings, see Druid/Wild format

The following spells are generated by other druid spells or effects, and are uncollectible.

NB: individual Choose One effect cards are not listed here; see Choose One for a full list.

Name / Desc Rarity Class Cost Description
Excess Mana None Druid 0 Draw a card. (You can only have 10 Mana in your tray.) 
Showing the only card
Excess Mana(520).png

Minions[edit | edit source]

For Wild format listings, see Druid/Wild format

All classes can also use other neutral minions in their decks. See Minion.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Dark Arakkoa Common General Druid 6 5 7 Taunt.
Battlecry: Give your C'Thun +3/+3 (wherever it is)There's a whole gradient of Arakkoa! This one is on the darker side.
Druid of the Claw Common General Druid 5 4 4 Choose One - Charge; or +2 Health and TauntCat or Bear? Cat or Bear?! I just cannot CHOOSE!
Druid of the Flame Common General Druid 3 2 2 Choose One - Transform into a 5/2 minion; or a 2/5 minion. Druids who fought too long in Northrend were easily seduced by Ragnaros; a mug of hot chocolate was generally all it took.
Druid of the Saber Common General Druid 2 2 1 Choose One - Transform to gain Charge; or +1/+1 and StealthThat's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
Enchanted Raven Common Beast Druid 1 2 2 Once upon a midnight restive, Medivh pondered, feeling festive!
Ironbark Protector Common General Druid 8 8 8 Taunt I dare you to attack Darnassus.
Jade Behemoth Common General Druid 6 3 6 Taunt
: Summon a Jade GolemI think we should talk about the jade elephant in the room.
Jade Spirit Common General Druid, Rogue, Shaman 4 2 3 Battlecry: Summon a Jade Golem"He's so cute! I just want to squeeze him, then use him for Jade Golem parts!" - Aya Blackpaw
Menagerie Warden Common General Druid 6 5 5 Battlecry: Choose a friendly Beast. Summon a copy of it. Please? Can I keep him? I promise to clean his cage every day.
Mounted Raptor Common Beast Druid 3 3 2 Deathrattle: Summon a random 1-Cost minion. Clever girl!
Wildwalker Common General Druid 4 4 4 Battlecry: Give a friendly Beast +3 Health. She was born to be something. She is just not quite sure what yet...
Addled Grizzly Rare Beast Druid 3 2 2 After you summon a minion, give it +1/+1. Druids who spend too long in bear form are more susceptible to the whispers of the Old Gods. Right now they are whispering the lyrics to "La Bamba".
Celestial Dreamer Rare General Druid 3 3 3 Battlecry: If you control a minion with 5 or more Attack, gain +2/+2. If you think her job is easy, YOU try falling asleep on cue.
Darnassus Aspirant Rare General Druid 2 2 3 Battlecry: Gain an empty Mana Crystal.

Deathrattle: Lose a Mana Crystal. She loves mana crystals, she hates mana crystals. So fickle!

Jungle Moonkin Rare Beast Druid 4 4 4 Both players have

Spell Damage +2The REAL angry chicken!

Keeper of the Grove Rare General Druid 4 2 2 Choose One - Deal 2 damage; or Silence a minion. These guys just show up and start Keeping your Groves without even asking.
Klaxxi Amber-Weaver Rare General Druid 4 4 5 Battlecry: If your C'Thun has at least 10 Attack, gain +5 Health. Amberweaving is a specialty course at the local trade school.
Knight of the Wild Rare General Druid 7 6 6 Whenever you summon a Beast, reduce the Cost of this card by (1). He gets a discount on the tournament entry fee because he is his own horse.
Lotus Agents Rare General Druid, Rogue, Shaman 5 5 3 Battlecry: Discover a Druid, Rogue or Shaman card. Mostly, they stand around and look cool.
Mire Keeper Rare General Druid 4 3 3 Choose One - Summon a 2/2 Slime; or Gain an empty Mana Crystal. "Hey.... Is that Mire for sale?" "No. I'm keeping it."
Savage Combatant Rare Beast Druid 4 5 4 Inspire: Give your hero

+2 Attack this turn. Maybe if you whistle a tune it will soothe him. Yeah... Try that.

Virmen Sensei Rare General Druid 5 4 5 Battlecry: Give a friendly Beast +2/+2. There is no carrot.
Volcanic Lumberer Rare General Druid 9 7 8 Taunt
Costs (1) less for each minion that died this turn. The roots, the roots, the roots is on fire!
Ancient of Lore Epic General Druid 7 5 5 Choose One - Draw a card; or Restore 5 Health. Go ahead, carve your initials in him.
Ancient of War Epic General Druid 7 5 5 Choose One - +5 Attack; or +5 Health and TauntYoung Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Forbidden Ancient Epic General Druid 1 1 1 Battlecry: Spend all your Mana. Gain +1/+1 for each mana spent. This Ancient was banned from the local tavern after tucking a 'Dr. Boom' up its sleeve.
Aviana Legendary General Druid 9 5 5 Your minions cost (1). Call her "Tweety". She'll find it real funny. I PROMISE.
Aya Blackpaw Legendary General Druid, Rogue, Shaman 6 5 3 Battlecry and Deathrattle: Summon a Jade GolemThough young, Aya took over as the leader of Jade Lotus through her charisma and strategic acumen when her predecessor was accidentally crushed by a jade golem.
Cenarius Legendary General Druid 9 5 8 Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with TauntYes, he's a demigod. No, he doesn't need to wear a shirt.
Fandral Staghelm Legendary General Druid 4 3 5 Your Choose One cards have both effects combined. Always manages to mention "Back when I was creating the World Tree…" in EVERY conversation. Sheesh! Enough already.
Kun the Forgotten King Legendary General Druid 10 7 7 Choose One - Gain 10 Armor; or Refresh your Mana Crystals. Aya siphons a bit of Kun's soul to animate each golem in her Jade army. To his credit, he's being a great sport about it.
Showing all 31 cards
Dark Arakkoa(35189).png
Druid of the Claw(587).png
Druid of the Flame(14457).png
Druid of the Saber(22307).png
Enchanted Raven(42024).png
Ironbark Protector(238).png
Jade Behemoth(49718).png
Jade Spirit(49708).png
Menagerie Warden(42059).png
Mounted Raptor(27253).png
Addled Grizzly(35235).png
Celestial Dreamer(49748).png
Darnassus Aspirant(22303).png
Jungle Moonkin(27236).png
Keeper of the Grove(459).png
Klaxxi Amber-Weaver(33121).png
Knight of the Wild(22360).png
Lotus Agents(49629).png
Mire Keeper(33162).png
Savage Combatant(22293).png
Virmen Sensei(49721).png
Volcanic Lumberer(14458).png
Ancient of Lore(34).png
Ancient of War(242).png
Forbidden Ancient(35213).png
Aya Blackpaw(49706).png
Fandral Staghelm(35208).png
Kun the Forgotten King(49628).png

Uncollectible[edit | edit source]

For Wild format listings, see Druid/Wild format

The following minions are generated through other Druid spells or effects, and are uncollectible.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Sapling None General Druid 1 1 1
Slime None General Druid 2 2 2
Treant None General Druid 2 2 2
Wisp None General Druid 1 1 1
Druid of the Claw Common Beast Druid 5 4 6 Charge, Taunt 
Druid of the Claw Common Beast Druid 5 4 6 Taunt 
Druid of the Claw Common Beast Druid 5 4 4 Charge 
Druid of the Flame Common Beast Druid 3 2 5
Druid of the Flame Common Beast Druid 3 5 2
Druid of the Flame Common Beast Druid 3 5 5
Panther Common Beast Druid 2 3 2
Sabertooth Lion Common Beast Druid 2 2 1 Charge 
Sabertooth Panther Common Beast Druid 2 3 2 Stealth 
Tiger Form Common Beast Druid 2 3 2 Charge, Stealth 
Treant Common General Druid 2 2 2 Taunt 
Treant Common General Druid 2 2 2
Showing all 16 cards
Druid of the Claw(35256).png
Druid of the Claw(45).png
Druid of the Claw(408).png
Druid of the Flame(14646).png
Druid of the Flame(14645).png
Druid of the Flame(35365).png
Sabertooth Lion(22445).png
Sabertooth Panther(22446).png
Tiger Form(35366).png

Journey to Un'Goro

The below cards are planned for release with Journey to Un'Goro, coming early April 2017.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Verdant Longneck Common Minion Beast Druid 5 5 4 Battlecry: Adapt. 
Evolving Spores Rare Spell Druid 4 Adapt your minions. 
Living Mana Epic Spell Druid 5 Transform your Mana Crystals into 2/2 minions. Recover the mana when they die. 
Showing all 3 cards
Verdant Longneck(52583).png
Evolving Spores(55513).png
Living Mana(55491).png

Leveling rewards[edit | edit source]

As a hero reaches various levels, they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are uncraftable, and cannot be crafted or disenchanted.

Levels up to 10 award new Basic class-specific cards (one card every two levels), while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

The Druid starts with the following class cards:

Healing Touch(258).png
Mark of the Wild(480).png
Wild Growth(282).png

Levels 2-10[edit | edit source]

Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.


Level 2
Savage Roar(329).png

Level 4

Level 6

Level 8
Ironbark Protector(238).png

Level 10

Levels 11-60[edit | edit source]

Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award a single golden card. Levels after 10 award golden versions of the Basic class-specific cards, whereas levels after 50 award golden basic neutral minion cards.

Healing Touch(258) Gold.png

Level 15/20
Wild Growth(282) Gold.png

Level 23/26
Mark of the Wild(480) Gold.png

Level 28/30
Claw(532) Gold.png

Level 32/34
Innervate(548) Gold.png

Level 36/38
Moonfire(619) Gold.png

Level 40/42
Savage Roar(329) Gold.png

Level 43/44
Starfire(667) Gold.png

Level 45/46
Swipe(620) Gold.png

Level 47/48
Ironbark Protector(238) Gold.png

Level 49/50
Oasis Snapjaw(15) Gold.png

Level 51/52
Nightblade(184) Gold.png

Level 53/54
River Crocolisk(535) Gold.png

Level 55/56
Elven Archer(356) Gold.png

Level 57/58
Novice Engineer(435) Gold.png

Level 59/60

References[edit | edit source]

  1. http://us.battle.net/wow/en/game/class/druid