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.
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]
|Name / Desc||Rarity||Class||Cost||Description|
Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Restore 8 Health. 8 Health, no waiting.
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.
Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 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.
Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
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.
Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
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|
Give your minions +1/+1. Arguably the cutest blessing.
Choose One: Deal 2 damage to a minion; or Restore 5 Health. Often used as healing crystals, but also good for throwing at people.
Draw a card.
Gain +1 Armor for each card in your hand. Have you ever heard the wolf cry to the blue corn moon?
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 Taunt. Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."
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.
Add three 2/2 Treants to your hand. An apple a day keeps the worgen at bay.
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.
Give your hero +4 Attack this turn. Gain 4 Armor. Chew your food!
Summon two 1/2 Dryads with Lifesteal. They'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.
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.
Draw a Beast from your deck and double its Health. Somebody’s been eating their funnel cakes.
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.
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|
Summon five 2/2 Treants. Delicious Forest's Aid! Made from real forests.
Summon a random friendly Beast that died this game. The gates to the Gilnean pet cemetary MUST remain locked at all times.
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
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.
Summon a random Beast from your hand and give it Rush. The Gurubashi Arena has an extremely permissive policy on pets in the workplace.
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|
Uncollectible[edit | edit source]
The following spells are generated by other druid spells or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
Draw a card. (You can only have 10 Mana in your tray.)
Restore 5 Health.
Deal 2 damage to a minion.
|Showing all 3 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Taunt I dare you to attack Darnassus.
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 Taunt. She's a scythe for sore eyes.
Battlecry: Summon a copy of each adjacent minion. "Are you sure that's enough gloop?"
Overkill: Summon a 5/5 Ironhide Runt. "Boy! Bring me my masks and skull rams."
Battlecry: Deal damage to an enemy minion equal to your hero's Attack. Ruthless at tribal roasts.
Battlecry: Gain +1 Health for each card in your hand. Amwitched. Beingwitched. Beenwitched.
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."
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.
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.
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!”
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 Taunt. Young Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
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.
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.
Battlecry: Transform your Treans into 5/5 Ancients. Honestly, his delivery is a little wooden.
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.
The first card each player plays each turn costs (0). Someone called her "Tweety". She didn't take it well.
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.”
After you cast a Choose One spell, add copies of both choices to your hand. Keeps your choices handy.
Deathrattle: Go dormant. Restore 5 Health to awaken this minion. Always feels refreshed after a little dirt nap.
Battlecry: Choose a friendly minion. Add a 10/10 copy to your hand that costs (10). We're going to need some bigger tweezers.
Choose One - Transform into one of Loti's four dinosaur forms. “Ravasaur!”
“Is that a thing?”
“….now you’re just making those up.”
|Showing all 28 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|
When you restore 5 Health, awaken this minion.
|Druid of the Claw||Common||Beast||Druid||5||4||6|
|Druid of the Claw||Common||Beast||Druid||5||4||4|
|Druid of the Scythe||Common||Beast||Druid||3||4||2|
|Druid of the Scythe||Common||Beast||Druid||3||2||4|
Spell Damage +1
|Showing all 20 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]
Death Knight (special class)