Heroes[edit | edit source]
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.
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]
|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.|
|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 Taunt. Druids 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.|
|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 Azerothean 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!|
|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|
|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.
|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 26 cards|
Uncollectible[edit | edit source]
The following spells are generated by other druid spells or effects, and are uncollectible.
|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|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
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 Taunt. Cat 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 Stealth. That's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.|
|Ironbark Protector||Common||General||Druid||8||8||8||Taunt I dare you to attack Darnassus.|
|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".|
|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 +2. The 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.|
|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.
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 Taunt. Young 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.|
|Cenarius||Legendary||General||Druid||9||5||8||Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt. Yes, 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 combine. Always manages to mention "Back when I was creating the World Tree…" in EVERY conversation. Sheesh! Enough already.|
|Showing all 22 cards|
Uncollectible[edit | edit source]
The following minions are generated through other Druid spells or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|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 Claw||Common||Beast||Druid||5||4||6||Charge, Taunt|
|Druid of the Flame||Common||Beast||Druid||3||5||2|
|Druid of the Flame||Common||Beast||Druid||3||5||5|
|Druid of the Flame||Common||Beast||Druid||3||2||5|
|Tiger Form||Common||Beast||Druid||2||3||2||Charge, Stealth|
|Showing all 16 cards|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
The Druid starts with the following class cards:
Levels 2-10[edit | edit source]
|Level 2||Level 4||Level 6|
|Level 8||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 soulbound, 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.
|Level 15/20||Level 23/26||Level 28/30|
|Level 32/34||Level 36/38||Level 40/42|
|Level 43/44||Level 45/46||Level 47/48|
|Level 49/50||Level 51/52||Level 53/54|
|Level 55/56||Level 57/58||Level 59/60|
References[edit | edit source]