Druid

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The Druid icon.png Druid is one of the ten classes in Hearthstone, represented by Malfurion Stormrage, Shan'do Malfurion, Lunara, Elise Starseeker, and Dame Hazelbark.

Heroes[edit]

Malfurion Stormrage(621).png Shan'do Malfurion.png Lunara(89764).png Elise Starseeker (hero).png Dame Hazelbark(151551).png

Background[edit]

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]

Shapeshift(211326).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]

Dire Shapeshift(22481).png
Plague Lord(62908).png
Ossirian Tear(90700).png

Justicar Trueheart's and Sir Finley of the Sands' Battlecry and Baku the Mooneater's Start of Game effect will replace Shapeshift with Dire Shapeshift.

Malfurion the Pestilent will replace the current Hero Power with Plague Lord when he replaces your hero.

Untapped Potential will replace the current Hero Power with Ossirian Tear once the Quest is completed.

Unique mechanics[edit]

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]

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]

For Wild format listings, see Druid/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
Innervate Free Druid 0
Gain 1 Mana Crystal this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Moonfire Free Druid 0
Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
Claw Free Druid 1
Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
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.
Healing Touch Free Druid 3
Restore 8 Health. 8 Health, no waiting.
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.
Wild Growth Free Druid 3
Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
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.
Starfire Free Druid 6
Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
Lightning Bloom Common 0
Gain 2 Mana Crystals this turn only.
Overload: (2) Curiously, this plant never blooms in the same place twice.
Adorable Infestation Common 1
Give a minion +1/+1. Summon a 1/1 Cub. Add a Cub to your hand. Some cards are strong by sheer power; others draw strength from love.
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.
Nature Studies Common Druid 1
Discover a spell. Your next one costs (1) less. "I have a first edition! Go ahead, count the rings."
Strength in Numbers Common Druid 1
Sidequest: Spend 10 Mana on minions.
Reward: Summon a minion from your deck. One minion, two minions... tree minions!
Worthy Expedition Common Druid 1
Discover a Choose One card. This isn't where I parked my mount.
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.
Rising Winds Common Druid 2
Twinspell
Choose One - Draw a card; or Summon a 3/2 Eagle. Do not talk to me or my chick ever again.
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.
BEEEES!!! Common Druid 3
Choose a minion. Summon four 1/1 Bees that attack it. Right before CEEEES!!!
Blessing of the Ancients Common Druid 3
Twinspell
Give your minions +1/+1. Arguably the cutest blessing.
Bogbeam Common Druid 3
Deal 3 damage to a minion.
Costs (0) if you have at least 7 Mana Crystals. Some think the mysterious bright lights in the bog are alien invaders, others think they're just swamp gas. Turns out, it's just druids.
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."
Overgrowth Common Druid 4
Gain two empty Mana Crystals. Zangarmarsh: it's a fungal out there!
Soul of the Forest Common Druid 4
Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
Gift of the Wild Common Druid 8
Give your minions +2/+2 and TauntThe gift that keeps on living.
Partner Assignment Rare Druid 1
Add a random 2-Cost and 3-Cost Beast to your hand. In every group assignment, someone does all the legwork.
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.
Treenforcements Rare Druid 1
Choose One - Give a minion +2 Health and Taunt; or Summon a 2/2 Treant. Treemendous value!
Breath of Dreams Rare Druid 2
Draw a card. If you're holding a Dragon, gain an empty Mana Crystal. Ysera has the worst morning breath.
Dreamway Guardians Rare Druid 2
Summon two 1/2 Dryads with LifestealThey're a nightmare to deal with.
Ironbark Rare Druid 2
Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals. "The important thing, son, is to protect your spores! I have spoken!"
Fungal Fortunes Rare Druid 3
Draw 3 cards. Discard any minions drawn. Far superior to a beanstalk boondoggle.
Bite Rare Druid 4
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Germination Rare Druid 4
Summon a copy of a friendly minion. Give the copy TauntI regret asking how sporelings are made.
Aeroponics Rare Druid 5
Draw 2 cards. Costs (2) less for each Treant you control. Good seeds can go far.
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.
Hidden Oasis Rare Druid 6
Choose One - Summon a 6/6 Ancient with Taunt; or Restore 12 Health. Amazing that it's been hidden, given the twenty-foot treant splashing around in it.
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.
Overflow Rare Druid 7
Restore 5 Health to all characters. Draw 5 cards. It's a high five followed by a low tide.
The Forest's Aid Rare Druid 8
Twinspell
Summon five 2/2 Treants. Delicious Forest's Aid! Made from real forests.
Embiggen Epic Druid 0
Give all minions in your deck +2/+2. They cost (1) more (up to 10)Did you set it to "wumbo?"
Secure the Deck Epic Druid 1
Sidequest: Attack twice with your hero.
Reward: Add 3 'Claw' spells to your hand. "Tied it down, boss. I don't really know why you asked me to do that."
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
Glowfly Swarm Epic Druid 5
Summon a 2/2 Glowfly for each spell in your hand. Glowflies are distant relations to spelling bees.
Runic Carvings Epic 6
Choose One - Summon four 2/2 Treant Totems; or Overload: (2) to summon them with Rush
Guardian Animals Epic 7
Summon two Beasts that cost (5) or less from your deck. Give them RushThe guidelines specifically state: "Students may also bring an ironbeak owl OR an alleycat OR a toad." They never said how big.
Survival of the Fittest Epic Druid 10
Give +4/+4 to all minions in your hand, deck, and battlefield. Sometimes the fittest is the one smart enough to not start a fight with seven 6/6 Treants.
Untapped Potential Legendary Druid 1
Quest: End 4 turns with any unspent Mana.
Reward: Ossirian Tear. The official term is "strategic laziness."
Showing all 49 cards
Embiggen(151375).png
Innervate(548).png
Lightning Bloom(329861).png
Moonfire(619).png
Adorable Infestation(329915).png
Claw(532).png
Crystal Power(90601).png
Nature Studies(329870).png
Partner Assignment(329988).png
Savagery(148).png
Secure the Deck(151323).png
Strength in Numbers(151410).png
Treenforcements(151376).png
Untapped Potential(90698).png
Worthy Expedition(90829).png
Breath of Dreams(127269).png
Crystalsong Portal(90586).png
Dreamway Guardians(90563).png
Ironbark(210764).png
Mark of the Wild(480).png
Power of the Wild(165).png
Rising Winds(184660).png
Wrath(633).png
BEEEES!!!(90708).png
Blessing of the Ancients(90645).png
Bogbeam(210824).png
Fungal Fortunes(210659).png
Healing Touch(258).png
Mark of Nature(149).png
Savage Roar(329).png
Wild Growth(282).png
Bite(266).png
Germination(210752).png
Overgrowth(210845).png
Soul of the Forest(311).png
Swipe(620).png
Aeroponics(151429).png
Force of Nature(237).png
Glowfly Swarm(210771).png
Starfall(464).png
Hidden Oasis(90727).png
Nourish(120).png
Runic Carvings(329919).png
Starfire(667).png
Guardian Animals(329945).png
Overflow(90772).png
Gift of the Wild(90690).png
The Forest's Aid(90547).png
Survival of the Fittest(329905).png

Uncollectible[edit]

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. 
Dream Portal None Druid 9
Casts When Drawn
Summon a random Dragon. 
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. 
The Forest's Aid Rare Druid 8
Summon five 2/2 Treants. 
Showing all 7 cards
Excess Mana(520).png
Healing Blossom(90988).png
Piercing Thorns(90987).png
Rising Winds(184954).png
Blessing of the Ancients(90990).png
The Forest's Aid(90986).png
Dream Portal(127282).png

Minions[edit]

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.
Gibberling Common General Druid 1 1 1
Spellburst: Summon a Gibberling. "As a Linguistics student I have studied the Gibberlings. I have determined they are speaking Gibberish."
Shrubadier Common General Druid 2 1 1
Battlecry: Summon a 2/2 Treant. Her shoots can kill.
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). "C'mon down to Illhoof's bargain bin! When the satyr's free, he'll lower your fee!"
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!
Oasis Surger Common Elemental Druid 5 3 3
Rush
Choose One - Gain +2/+2; or Summon a copy of this minion. Surge's up, dude!
Emerald Explorer Common Dragon Druid 6 4 8
Taunt Battlecry: Discover a Dragon. Make it a double dragon!
Steel Beetle Rare Beast Druid 2 2 3
Battlecry: If you're holding a spell that costs (5) or more, gain 5 Armor. Steel you can trust—fashioned from the husk of an over-sized creepy-crawly.
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.
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. "Greetings, my little shrubs... It's whittlin' time."
Groundskeeper Rare General 4 4 5
Taunt
Battlecry: If you're holding a spell that costs (5) or more, restore 5 Health. It’s tricky for dryads to tend the garden without trampling the flowers.
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.
Teacher's Pet Rare Beast 5 4 5
Taunt
Deathrattle: Summon a random 3-Cost Beast. Really goes the extra mile to get the Hay+.
Twilight Runner Rare Beast Druid 5 5 4
Stealth
Whenever this attacks, draw 2 cards. Every morning you find two dead cards at your doorstep.
Winged Guardian Rare Beast Druid 7 6 8
Taunt, Reborn
Can't be targeted by spells or Hero Powers. Take these broken wings, be reborn, and learn to fly again.
Crystal Merchant Epic General Druid 2 1 4
If you have any unspent Mana at the end of your turn, draw a card. I won't ask about your mana curve if you don't ask where I got these.
Anubisath Defender Epic General Druid 5 3 5
Taunt. Costs (0) if you've cast a spell that costs (5) or more this turn. Also comes running when he hears a can opener.
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.
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.
Marsh Hydra Epic Beast Druid 7 7 7
Rush
After this attacks, add a random 8-Cost minion to your hand. Three heads of marsh-mashing, bog-bashing, swamp-stomping fury!
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.
Archspore Msshi'fn Legendary General Druid 3 3 4
Taunt
Deathrattle: Shuffle 'Msshi'fn Prime' into your deck. Brave leader of the Sporeggar. Guided by the philosophy that one should not mssh with matters that are not one's msshiness.
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. She holds both an academic post and a scratching post.
Speaker Gidra Legendary General 3 1 4
Rush, Windfury
Spellburst: Gain Attack and Health equal to the spell's Cost. If a teacher lectures in a forest, does she even make a sound?
Elise the Enlightened Legendary General Druid 5 5 5
Battlecry: If your deck has no duplicates, duplicate your hand. From cartographer to combatant, Elise has taken the road less traveled—because no one else could find it on a map.
Forest Warden Omu Legendary General Druid 6 5 4
Spellburst: Refresh your Mana Crystals. She wishes all things could grow and flourish at Scholomance. If only she knew…
Goru the Mightree Legendary General Druid 7 5 10
Taunt
Battlecry: For the rest of the game, your Treants have +1/+1. He's untreefeated.
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.
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.
Ysera, Unleashed Legendary Dragon Druid 9 4 12
Battlecry: Shuffle 7 Dream Portals into your deck. When drawn, summon a random Dragon. Releash the Dragon!
Ysiel Windsinger Legendary General Druid 9 5 5
Your spells cost (1). Reach down into your lungs. The wind that resides there is your greatest treasure. It provides the gift of song, which is free.
*But not less than (1)
Showing all 33 cards
Acornbearer(90589).png
Gibberling(329989).png
Crystal Merchant(90806).png
Keeper Stalladris(90585).png
Shrubadier(151427).png
Steel Beetle(184987).png
Archspore Msshi'fn(210677).png
Imprisoned Satyr(210678).png
Lifeweaver(90564).png
Shan'do Wildclaw(329873).png
Speaker Gidra(329939).png
Garden Gnome(90810).png
Groundskeeper(329911).png
Keeper of the Grove(459).png
Anubisath Defender(90771).png
Crystal Stag(90600).png
Druid of the Claw(587).png
Elise the Enlightened(90721).png
Oasis Surger(90834).png
Teacher's Pet(329961).png
Twilight Runner(329983).png
Emerald Explorer(127272).png
Forest Warden Omu(329942).png
Ancient of Lore(34).png
Ancient of War(242).png
Goru the Mightree(151377).png
Marsh Hydra(210712).png
Winged Guardian(184656).png
Ironbark Protector(238).png
Lucentbark(90566).png
Cenarius(605).png
Ysera, Unleashed(127264).png
Ysiel Windsinger(210751).png

Uncollectible[edit]

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
Spirit of Lucentbark None General Druid
Dormant
When you restore 5 Health, awaken this minion. 
Bee None Beast Druid 1 1 1
 
Crystal Dryad None General Druid 1 1 2
Lifesteal 
Marsuul Cub None Beast 1 1 1
 
Squirrel None Beast Druid 1 1 1
 
Eagle None Beast Druid 2 3 2
 
Glowfly None Beast Druid 2 2 2
 
Panther None Beast Druid 2 3 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant None General Druid 2 2 2
 
Treant Totem None Totem 2 2 2
 
Vir'naal Ancient None General Druid 6 6 6
Taunt 
Fungal Bruiser None General Druid 10 9 9
Rush 
Fungal Gargantuan None General Druid 10 9 9
Rush
Taunt 
Fungal Guardian None General Druid 10 9 9
Taunt 
Msshi'fn Prime None General Druid 10 9 9
Taunt
Choose One - Summon a 9/9 Fungal Giant with Taunt; or Rush
Treant Common General Druid 2 2 2
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 Claw Common Beast Druid 5 4 6
Taunt 
Showing all 24 cards
Spirit of Lucentbark(90992).png
Bee(90711).png
Crystal Dryad(91028).png
Marsuul Cub(330110).png
Squirrel(90991).png
Eagle(184953).png
Glowfly(211074).png
Panther(190).png
Treant(151520).png
Treant(337).png
Treant(92222).png
Treant(181).png
Treant(90985).png
Treant(272).png
Treant(89392).png
Treant Totem(330108).png
Druid of the Claw(408).png
Druid of the Claw(35256).png
Druid of the Claw(45).png
Vir'naal Ancient(90728).png
Fungal Bruiser(211079).png
Fungal Gargantuan(211080).png
Fungal Guardian(211078).png
Msshi'fn Prime(211075).png



Leveling rewards[edit]

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]

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]

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]

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]