Druid

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The Druid icon.png Druid is one of the nine classes in Hearthstone, represented by Malfurion Stormrage, and Lunara.

Heroes[edit | edit source]

Malfurion Stormrage(621).png Lunara(89764).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(185).png

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]

Dire Shapeshift(22481).png
Plague Lord(62908).png

Justicar Trueheart Battlecry and Baku the Mooneater Start of Game effect will replace Shapeshift with Dire Shapeshift.

Malfurion the Pestilent Battlecry will replace the current Hero Power with Plague Lord, as well as replacing the hero.

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.

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 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.

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/Kun the Forgotten King or Flobbidinous Floop.

Druids can also be very resilient in the late game. They are the only other class that can naturally gain Armor, using cards like Feral Rage and Ferocious Howl and take a beating until they can draw their combo pieces. Luckily, druids also have one of the best card draw power in the game, in 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.

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 Mark of the Wild or Savage Roar for huge value and burst damage off of them, while Soul of the Forest makes their board harder to clear.

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]

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 1 Mana Crystal 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 3
Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Biology Project Common Druid 1
Each player gains 2 Mana Crystals. Step 1: Grow giant evil strawberry.
Step 2: ????
Step 3: Rule Azeroth!
Blessing of the Ancients Common Druid 1
Twinspell
Give your minions +1/+1. Arguably the cutest blessing.
Crystal Power Common Druid 1
Choose One: Deal 2 damage to a minion; or Restore 5 Health. Often used as healing crystals, but also good for throwing at people.
Ferocious Howl Common Druid 3
Draw a card.
Gain +1 Armor for each card in your hand. Have you ever heard the wolf cry to the blue corn moon?
Landscaping Common Druid 3
Summon two 2/2 Treants. We'll put a happy tree right here... and give him a little friend.
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."
Pounce Common Druid 0
Give your hero +2 Attack this turn. Comes with an overwhelming urge to jump into the nearest open box.
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.
Witchwood Apple Common Druid 2
Add three 2/2 Treants to your hand. An apple a day keeps the worgen at bay.
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. Gain 4 Armor. Chew your food!
Dreamway Guardians Rare Druid 2
Summon two 1/2 Dryads with LifestealThey're a nightmare to deal with.
Mark of the Loa Rare Druid 4
Choose One -
Give a minion +2/+4 and Taunt; or Summon two 3/2 Raptors. Ah, yes. Mark. The mightiest Loa.
Nourish Rare Druid 6
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.
Predatory Instincts Rare Druid 4
Draw a Beast from your deck and double its Health. Somebody’s been eating their funnel cakes.
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.
The Forest's Aid Rare Druid 8
Twinspell
Summon five 2/2 Treants. Delicious Forest's Aid! Made from real forests.
Witching Hour Rare Druid 3
Summon a random friendly Beast that died this game. The gates to the Gilnean pet cemetary MUST remain locked at all times.
Crystalsong Portal Epic Druid 2
Discover a Druid minion. If you hand has no minions, keep all 3. Experience the draw of the wild!
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
Juicy Psychmelon Epic Druid 4
Draw a 7, 8, 9, and 10-Cost minion from your deck. It's not juicy at all. IT'S JUST MESSING WITH YOUR HEAD.
Stampeding Roar Epic Druid 6
Summon a random Beast from your hand and give it RushThe Gurubashi Arena has an extremely permissive policy on pets in the workplace.
Wispering Woods Epic Druid 4
Summon a 1/1 Wisp for each card in your hand. We didn't actually fire the guy who named Dark Wispers.
Floop's Glorious Gloop Legendary Druid 1
Whenever a minion dies this turn, gain 1 Mana Crystal this turn only. How much gloop could Floop's Gloop gloop if Floop's Gloop could gloop gloop?
Showing all 35 cards
The Forest's Aid(90547).png
Nourish(120).png
Stampeding Roar(90221).png
Starfire(667).png
Force of Nature(237).png
Starfall(464).png
Bite(266).png
Juicy Psychmelon(89867).png
Mark of the Loa(90244).png
Predatory Instincts(90207).png
Soul of the Forest(311).png
Swipe(620).png
Wispering Woods(89349).png
Ferocious Howl(89432).png
Healing Touch(258).png
Landscaping(89815).png
Mark of Nature(149).png
Savage Roar(329).png
Wild Growth(282).png
Witching Hour(89380).png
Crystalsong Portal(90586).png
Dreamway Guardians(90563).png
Mark of the Wild(480).png
Power of the Wild(165).png
Witchwood Apple(89348).png
Wrath(633).png
Biology Project(89808).png
Blessing of the Ancients(90645).png
Claw(532).png
Crystal Power(90601).png
Floop's Glorious Gloop(89898).png
Savagery(148).png
Innervate(548).png
Moonfire(619).png
Pounce(90272).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.) 
Healing Blossom None Druid 1
Restore 5 Health. 
Piercing Thorns None Druid 1
Deal 2 damage to a minion. 
Showing all 3 cards
Healing Blossom.png
Piercing Thorns.png
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
Ironbark Protector Free General Druid 8 8 8
Taunt I dare you to attack Darnassus.
Acornbearer Common General Druid 1 2 1
Deathrattle: Add two 1/1 Squirrels to your hand. You'd be nuts to mess with the squirrel squad.
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!
Druid of the Scythe Common General Druid 3 2 2
Choose One - Transform into a 4/2 with Rush; or a 2/4 with TauntShe's a scythe for sore eyes.
Gloop Sprayer Common General Druid 8 4 4
Battlecry: Summon a copy of each adjacent minion. "Are you sure that's enough gloop?"
"Hold on."
Ironhide Direhorn Common Beast Druid 7 7 7
Overkill: Summon a 5/5 Ironhide Runt. "Boy! Bring me my masks and skull rams."
Savage Striker Common General Druid 2 2 3
Battlecry: Deal damage to an enemy minion equal to your hero's Attack. Ruthless at tribal roasts.
Bewitched Guardian Rare General Druid 5 4 1
Taunt
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
Dendrologist Rare General Druid 2 2 3
Battlecry: If you control a Treant, Discover a spell. He's teaching his little buddy to talk, but all it says is, "I am Gloop."
Forest Guide Rare General Druid 4 1 6
At the end of your turn, both players draw a card. "Just sign this waiver, and we'll be on our way."
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.
Lifeweaver Rare General Druid 3 2 5
Whenever you restore Health, add a random Druid spell to your hand. Lifeweaving is all well and good until it's time to cut the thread.
Mulchmuncher Rare Mech Druid 10 8 8
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Spirit of the Raptor Rare General Druid 1 0 3
Stealth for 1 turn.
After your hero attacks and kills a minion, draw a card. “Loti! LOTI! Drop it. Drop it Loti! Down! Down Loti!”
Tending Tauren Rare General Druid 6 3 4
Choose One - Give your other minions +1/+1; or Summon two 2/2 Treants. That racial bonus to Herbalism finally paid off.
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.
Crystal Stag Epic Beast Druid 5 4 4
Rush. Battlecry: If you've restored 5 Health this game, summon a copy of this. Arrives alone, but usually leaves with a friend just like him.
Dreampetal Florist Epic General Druid 7 4 4
At the end of your turn, reduce the Cost of a random minion in your hand by (7). Unlike gnomes, dreampetals grow more than 3 feet tall.
Treespeaker Epic General Druid 5 4 4
Battlecry: Transform your Treans into 5/5 Ancients. Honestly, his delivery is a little wooden.
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.
Duskfallen Aviana Legendary General Druid 5 3 7
The first card each player plays each turn costs (0). Someone called her "Tweety". She didn't take it well.
Flobbidinous Floop Legendary General Druid 4 3 4
While in your hand, this is a 3/4 copy of the last minion you played. Of all the scientists, he has the most knowledge (when measured in volume).
Gonk, the Raptor Legendary Beast Druid 7 4 9
After your hero attacks and kills a minion, it may attack again. There’s a word for Zandalari druids who refuse to pledge loyalty to Gonk: “Delicious.”
Keeper Stalladris Legendary General Druid 2 2 3
After you cast a Choose One spell, add copies of both choices to your hand. Keeps your choices handy.
Lucentbark Legendary General Druid 8 4 8
Taunt
Deathrattle: Go dormant. Restore 5 Health to awaken this minion. Always feels refreshed after a little dirt nap.
Splintergraft Legendary General Druid 8 8 8
Battlecry: Choose a friendly minion. Add a 10/10 copy to your hand that costs (10). We're going to need some bigger tweezers.
Wardruid Loti Legendary General Druid 3 1 2
Choose One - Transform into one of Loti's four dinosaur forms. “Ravasaur!”
“Pretty scary”
“…Blammodax!”
“Is that a thing?”
“SMAXODON!”
“….now you’re just making those up.”
Showing all 28 cards
Mulchmuncher(89814).png
Cenarius(605).png
Gloop Sprayer(89846).png
Ironbark Protector(238).png
Lucentbark(90566).png
Splintergraft(89405).png
Ancient of Lore(34).png
Ancient of War(242).png
Dreampetal Florist(89880).png
Gonk, the Raptor(90237).png
Ironhide Direhorn(90170).png
Tending Tauren(89900).png
Bewitched Guardian(89431).png
Crystal Stag(90600).png
Druid of the Claw(587).png
Duskfallen Aviana(89385).png
Treespeaker(90256).png
Flobbidinous Floop(89812).png
Forest Guide(89362).png
Keeper of the Grove(459).png
Druid of the Scythe(89428).png
Lifeweaver(90564).png
Wardruid Loti(90223).png
Dendrologist(89816).png
Keeper Stalladris(90585).png
Savage Striker(90154).png
Acornbearer(90589).png
Spirit of the Raptor(90212).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
Ancient None General Druid 5 5 5
 
Crystal Dryad None General Druid 1 1 2
Lifesteal 
Ironhide Runt None Beast Druid 5 5 5
 
Raptor None Beast Druid 2 3 2
 
Spirit of Lucentbark None General Druid
When you restore 5 Health, awaken this minion. 
Squirrel (Acornbearer) None Beast Druid 1 1 1
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
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 Scythe Common Beast Druid 3 4 2
Rush 
Druid of the Scythe Common Beast Druid 3 2 4
Taunt 
Panther Common Beast Druid 2 3 2
 
Treant Common General Druid 2 2 2
 
Treant Common General Druid 2 2 2
Taunt 
Wardruid Loti Legendary Beast Druid 3 1 6
Taunt 
Wardruid Loti Legendary Beast Druid 3 1 4
Spell Damage +1 
Wardruid Loti Legendary Beast Druid 3 1 2
Poisonous, Stealth 
Wardruid Loti Legendary Beast Druid 3 4 2
Rush 
Showing all 20 cards
Ancient(90257).png
Druid of the Claw(45).png
Druid of the Claw(408).png
Ironhide Runt(90184).png
Druid of the Scythe(89429).png
Druid of the Scythe(89430).png
Wardruid Loti(90226).png
Wardruid Loti(90228).png
Wardruid Loti(90225).png
Wardruid Loti(90227).png
Panther(190).png
Raptor(90246).png
Treant(337).png
Treant(181).png
Treant(272).png
Treant (The Forest's Aid).png
Treant(89392).png
Crystal Dryad.png
Squirrel (Acornbearer).png
Spirit of Lucentbark.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:


Claw(532).png
Healing Touch(258).png
Innervate(548).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.

Starfire(667).png

Level 2
Savage Roar(329).png

Level 4
Moonfire(619).png

Level 6
Swipe(620).png

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 one golden card. Levels after 10 award golden Basic class 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]