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.
Replacement Hero Powers[edit | edit source]
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 2 more Mana Crystals (for a single turn only) by using two Innervates; this would allow a possible 12 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.
Gameplay and Strategy[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.
Druids have the unique ability to increase their mana growth, chiefly through Wild Growth and Nourish. At the cost of losing tempo, druids can use the extra mana to play bigger minions earlier than other classes. This can allow druid decks to focus on more expensive minions without losing during the early game. 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.
Contrasting their ability to play large minions, druids are also effective at summoning many small minions. Token Druid decks build a large board of small minions with cards like Wispering Woods and Living Mana, then follow it up by buffing them up with board-wide buffs like Mark of the Wild or Savage Roar to get huge value and burst damage off of them, while Soul of the Forest makes their board harder to clear.
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 Pounce 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. They can combo these spells with Malygos to create a devastating finisher, a process with involves cheating out its very high cost with combos like Aviana and Kun the Forgotten King or Flobbidinous Floop.
Druids are also very resilient, thanks to their ability to both heal and gain Armor. Cards like Crystal Power, Hidden Oasis, Branching Paths, and Ferocious Howl lets them take a beating until they can draw their most powerful cards. Luckily, druids also have one of the best card draws in the game, in the form of cards like Ultimate Infestation and Juicy Psychmelon.
If Armor isn't enough, druids also employ Taunt minions to fend off attacks. Spreading Plague summons weak but sturdy Locusts to block off attacks, while Hadronox resurrects an entire army of Taunt minions to protect the druid.
Druids have a small synergy with Beasts, although much less so than hunters. Cards like Druid of the Fang, Mark of Y'Shaarj and Witching Hour reward the druid for using Beasts in their decks, and there are a few druid Beasts, mostly the result of transform effects.
In Mean Streets of Gadgetzan, as part of the Jade Lotus they gained the ability to summon Jade Golems. Using their Jade Idols, druids could draw out their entire deck and replace them with more Jade Idols, summoning bigger Jade Golems until they reached critical mass. Even if they did start out weak, their array of defensive cards kept themselves protected until they could stem the tide of battle.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
|Embiggen||Epic||Druid||0||Give all minions in your deck +2/+2. They cost (1) more (up to 10).|
|Innervate||Free||Druid||0||Gain 1 Mana Crystal this turn only.|
|Lightning Bloom||Common||0||Gain 2 Mana Crystals this turn only.|
|Moonfire||Free||Druid||0||Deal 1 damage.|
|Adorable Infestation||Common||1||Give a minion +1/+1. Summon a 1/1 Cub. Add a Cub to your hand.|
|Claw||Free||Druid||1||Give your hero +2 Attack this turn and 2 Armor.|
|Crystal Power||Common||Druid||1||Choose One: Deal 2 damage to a minion; or Restore 5 Health.|
|Guidance||Rare||1||Look at two spells. Add one to your hand or Overload: (1) to get both.|
|Nature Studies||Common||Druid||1||Discover a spell. Your next one costs (1) less.|
|Partner Assignment||Rare||Druid||1||Add a random 2-Cost and 3-Cost Beast to your hand.|
|Resizing Pouch||Common||1||Discover a card with Cost equal to your remaining Mana Crystals.|
|Savagery||Rare||Druid||1||Deal damage equal to your hero's Attack to a minion.|
|Secure the Deck||Epic||Druid||1||Sidequest: Attack twice with your hero.|
Reward: Add 3 'Claw' spells to your hand.
|Strength in Numbers||Common||Druid||1||Sidequest: Spend 10 Mana on minions.|
Reward: Summon a minion from your deck.
|Treenforcements||Rare||Druid||1||Choose One - Give a minion +2 Health and Taunt; or Summon a 2/2 Treant.|
|Untapped Potential||Legendary||Druid||1||Quest: End 4 turns with any unspent Mana.|
Reward: Ossirian Tear.
|Worthy Expedition||Common||Druid||1||Discover a Choose One card.|
|Breath of Dreams||Rare||Druid||2||Draw a card. If you're holding a Dragon, gain an empty Mana Crystal.|
|Crystalsong Portal||Epic||Druid||2||Discover a Druid minion. If you hand has no minions, keep all 3.|
|Dreamway Guardians||Rare||Druid||2||Summon two 1/2 Dryads with Lifesteal.|
|Guess the Weight||Epic||Druid||2||Draw a card. Guess if your next card costs more or less to draw it.|
|Ironbark||Rare||Druid||2||Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals.|
|Lunar Eclipse||Common||Druid||2||Deal 3 damage to a minion. Your next spell this turn costs (2) less.|
|Mark of the Wild||Free||Druid||2||Give a minion Taunt and +2/+2. (+2 Attack/+2 Health)|
|Power of the Wild||Common||Druid||2||Choose One - Give your minions +1/+1; or Summon a 3/2 Panther.|
Choose One - Draw a card; or Summon a 3/2 Eagle.
|Solar Eclipse||Common||Druid||2||Your next spell this turn casts twice.|
|Wrath||Common||Druid||2||Choose One - Deal 3 damage to a minion; or 1 damage and draw a card.|
|BEEEES!!!||Common||Druid||3||Choose a minion. Summon four 1/1 Bees that attack it.|
|Blessing of the Ancients||Common||Druid||3||Twinspell|
Give your minions +1/+1.
|Bogbeam||Common||Druid||3||Deal 3 damage to a minion.|
Costs (0) if you have at least 7 Mana Crystals.
|Fungal Fortunes||Rare||Druid||3||Draw 3 cards. Discard any minions drawn.|
|Healing Touch||Free||Druid||3||Restore 8 Health.|
|Mark of Nature||Common||Druid||3||Choose One - Give a minion +4 Attack; or +4 Health and Taunt.|
|Moontouched Amulet||Rare||Druid||3||Give your hero +4 Attack this turn. Corrupt: And gain 6 Armor.|
|Savage Roar||Free||Druid||3||Give your characters +2 Attack this turn.|
|Wild Growth||Free||Druid||3||Gain an empty Mana Crystal.|
|Bite||Rare||Druid||4||Give your hero +4 Attack this turn. Gain 4 Armor.|
|Germination||Rare||Druid||4||Summon a copy of a friendly minion. Give the copy Taunt.|
|Overgrowth||Common||Druid||4||Gain two empty Mana Crystals.|
|Soul of the Forest||Common||Druid||4||Give your minions "Deathrattle: Summon a 2/2 Treant."|
|Swipe||Free||Druid||4||Deal 4 damage to an enemy and 1 damage to all other enemies.|
|Aeroponics||Rare||Druid||5||Draw 2 cards. Costs (2) less for each Treant you control.|
|Arbor Up||Rare||Druid||5||Summon two 2/2 Treants. Give your minions +2/+1.|
|Force of Nature||Epic||Druid||5||Summon three 2/2 Treants.|
|Glowfly Swarm||Epic||Druid||5||Summon a 2/2 Glowfly for each spell in your hand.|
|Starfall||Rare||Druid||5||Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions.|
|Hidden Oasis||Rare||Druid||6||Choose One - Summon a 6/6 Ancient with Taunt; or Restore 12 Health.|
|Nourish||Rare||Druid||6||Choose One - Gain 2 Mana Crystals; or Draw 3 cards.|
|Runic Carvings||Epic||6||Choose One - Summon four 2/2 Treant Totems; or Overload: (2) to summon them with Rush.|
|Starfire||Free||Druid||6||Deal 5 damage. Draw a card.|
|Overflow||Rare||Druid||7||Restore 5 Health to all characters. Draw 5 cards.|
|Cenarion Ward||Epic||Druid||8||Gain 8 Armor. Summon a random 8-Cost minion.|
|Gift of the Wild||Common||Druid||8||Give your minions +2/+2 and Taunt.|
|Guardian Animals||Epic||8||Summon two Beasts that cost (5) or less from your deck. Give them Rush.|
|The Forest's Aid||Rare||Druid||8||Twinspell|
Summon five 2/2 Treants.
|Survival of the Fittest||Epic||Druid||10||Give +4/+4 to all minions in your hand, deck, and battlefield.|
|Showing all 57 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.)|
|Rising Winds||Common||Druid||2||Choose One - Draw a card; or Summon a 3/2 Eagle.|
|Blessing of the Ancients||Common||Druid||3||Give your minions +1/+1.|
Give your hero +4 Attack this turn. Gain 6 Armor.
|The Forest's Aid||Rare||Druid||8||Summon five 2/2 Treants.|
|Dream Portal||None||Druid||9||Casts When Drawn|
Summon a random Dragon.
|Showing all 6 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Acornbearer||Common||General||Druid||1||2||1||Deathrattle: Add two 1/1 Squirrels to your hand.|
|Gibberling||Common||General||Druid||1||1||1||Spellburst: Summon a Gibberling.|
|Crystal Merchant||Epic||General||Druid||2||1||4||If you have any unspent Mana at the end of your turn, draw a card.|
|Keeper Stalladris||Legendary||General||Druid||2||2||3||After you cast a Choose One spell, add copies of both choices to your hand.|
|Shrubadier||Common||General||Druid||2||1||1||Battlecry: Summon a 2/2 Treant.|
|Steel Beetle||Rare||Beast||Druid||2||2||3||Battlecry: If you're holding a spell that costs (5) or more, gain 5 Armor.|
Deathrattle: Shuffle 'Msshi'fn Prime' into your deck.
Corrupt: Gain +2/+2.
|Faire Arborist||Common||General||Druid||3||2||2||Choose One - Draw a card; or Summon a 2/2 Treant.|
Corrupt: Do both.
|Imprisoned Satyr||Common||Demon||Druid||3||3||3||Dormant for 2 turns. When this awakens, reduce the Cost of a random minion in your hand by (5).|
|Lifeweaver||Rare||General||Druid||3||2||5||Whenever you restore Health, add a random Druid spell to your hand.|
|Shan'do Wildclaw||Legendary||General||3||3||3||Choose One - Give Beasts in your deck +1/+1; or Transform into a copy of a friendly Beast.|
|Speaker Gidra||Legendary||General||3||1||4||Rush, Windfury|
Spellburst: Gain Attack and Health equal to the spell's Cost.
|Garden Gnome||Rare||General||Druid||4||2||3||Battlecry: If you're holding a spell that costs (5) or more, summon two 2/2 Treants.|
Battlecry: If you're holding a spell that costs (5) or more, restore 5 Health.
|Keeper of the Grove||Rare||General||Druid||4||2||2||Choose One - Deal 2 damage; or Silence a minion.|
|Kiri, Chosen of Elune||Legendary||General||Druid||4||2||2||Battlecry: Add a Solar Eclipse and Lunar Eclipse to your hand.|
|Anubisath Defender||Epic||General||Druid||5||3||5||Taunt. Costs (0) if you've cast a spell that costs (5) or more this turn.|
|Crystal Stag||Epic||Beast||Druid||5||4||4||Rush. Battlecry: If you've restored 5 Health this game, summon a copy of this.|
|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.|
|Elise the Enlightened||Legendary||General||Druid||5||5||5||Battlecry: If your deck has no duplicates, duplicate your hand.|
Deathrattle: Give a random friendly minion "Deathrattle: Summon Greybough."
Choose One - Gain +2/+2; or Summon a copy of this minion.
Deathrattle: Summon a random 3-Cost Beast.
Whenever this attacks, draw 2 cards.
Battlecry: Discover a Dragon.
|Forest Warden Omu||Legendary||General||Druid||6||5||4||Spellburst: Refresh your Mana Crystals.|
|Ancient of Lore||Epic||General||Druid||7||5||5||Choose One - Draw a card; or Restore 5 Health.|
|Ancient of War||Epic||General||Druid||7||5||5||Choose One - +5 Attack; or +5 Health and Taunt.|
|Goru the Mightree||Legendary||General||Druid||7||5||10||Taunt|
Battlecry: For the rest of the game, your Treants have +1/+1.
After this attacks, add a random 8-Cost minion to your hand.
Costs (1) less for each spell you've cast this game.
|Winged Guardian||Rare||Beast||Druid||7||6||8||Taunt, Reborn|
Can't be targeted by spells or Hero Powers.
Deathrattle: Go Dormant. Restore 5 Health to awaken this minion.
|Cenarius||Legendary||General||Druid||9||5||8||Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt.|
|Ysera, Unleashed||Legendary||Dragon||Druid||9||4||12||Battlecry: Shuffle 7 Dream Portals into your deck. When drawn, summon a random Dragon.|
|Ysiel Windsinger||Legendary||General||Druid||9||5||5||Your spells cost (1).|
|Showing all 39 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|
|Spirit of Lucentbark||None||General||Druid||Dormant|
When you restore 5 Health, awaken this minion.
Battlecry: Summon a 2/2 Treant. Draw a card.
|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 Claw||Common||Beast||Druid||5||4||6||Taunt|
Choose One - Summon a 9/9 Fungal Giant with Taunt; or Rush.
|Showing all 27 cards|
Forged in the Barrens
The below cards are planned for release with Forged in the Barrens, coming March 22nd, 2021.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Nordrassil Druid||Rare||Minion||General||Druid||4||3||5||Battlecry: The next spell you cast this turn costs (3) less.|
|Druid of the Plains||Epic||Minion||Beast||Druid||7||7||6||Rush|
Frenzy: Transform into a 6/7 Kodo with Taunt.
|Showing all 2 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]