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.|
|Moonfire||Free||Druid||0||Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3|
|Savage Roar||Free||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.|
|Starfire||Free||Druid||6||Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.|
|Swipe||Free||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.|
|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.|
|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.|
|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.|
|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.|
|Soul of the Forest||Common||Druid||4||Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.|
|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!|
|Earthen Scales||Rare||Druid||1||Give a friendly minion +1/+1, then gain Armor equal to its Attack. You can make your own Earthen Scales at home. Step 1: Roll around in the dirt. Step 2: Magic.|
|Evolving Spores||Rare||Druid||4||Adapt your minions. The most powerful mushrooms are commonly found in boxes marked with "?".|
|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.|
|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|
|Living Mana||Epic||Druid||5||Transform your Mana Crystals into 2/2 minions. Recover the mana when they die. If you truly love your mana, set it free.|
|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.|
|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.|
|Jungle Giants||Legendary||Druid||1||Quest: Summon 5 minions with 5 or more attack.|
Reward: Barnabus. Forming the Golakka Crater was the end of Barnabus' disastrous career as a dancer.
|Showing all 32 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|
|Ironbark Protector||Free||General||Druid||8||8||8||Taunt I dare you to attack Darnassus.|
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 - Transform into a 4/4 with Charge; or a 4/6 with Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!|
|Elder Longneck||Common||Beast||Druid||3||5||1||Battlecry: If you're holding a minion with 5 or more Attack, Adapt. And so the bartender says, “Why the long neck?”|
|Enchanted Raven||Common||Beast||Druid||1||2||2||Once upon a midnight restive, Medivh pondered, feeling festive!|
Battlecry: Summon a Jade Golem. I 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.|
|Tortollan Forager||Common||General||Druid||2||2||2||Battlecry: Add a random minion with 5 or more Attack to your hand. In the Tortollan tongue, Un’goro is known as the “Land of the Lost and Found.”|
|Verdant Longneck||Common||Beast||Druid||5||5||4||Battlecry: Adapt. Always sticking its neck into other people’s business.|
|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.|
|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.|
|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."|
|Shellshifter||Rare||General||Druid||4||3||3||Choose One - Transform into a 5/3 with Stealth;|
or a 3/5 with Taunt. Master of the Three Shell Monte.
|Virmen Sensei||Rare||General||Druid||5||4||5||Battlecry: Give a friendly Beast +2/+2. There is no carrot.|
|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.|
|Giant Anaconda||Epic||Beast||Druid||7||5||3||Deathrattle: Summon a minion from your hand with 5 or more Attack. Must be something it ate.|
|Aya Blackpaw||Legendary||General||Druid, Rogue, Shaman||6||5||3||Battlecry and Deathrattle: Summon a Jade Golem. Though 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 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 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.|
|Tyrantus||Legendary||Beast||Druid||10||12||12||Can't be targeted by Spells or Hero Powers. Millennia of evolutionary pressures turned his species into the Faerie Dragons we know today.|
|Showing all 27 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|
|Mana Treant||None||General||Druid||2||2||2||Deathrattle: Gain an empty Mana Crystal.|
|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|
|Barnabus the Stomper||Legendary||Beast||Druid||5||8||8||Battlecry: Reduce the Cost of your minions in your deck to (0).|
|Showing all 14 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]
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.
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 one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.
References[edit | edit source]