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!
Give a minion +3 Health. Gain 3 Armor. Make like a tree... and gain armor.
Each player gains 2 Mana Crystals. Step 1: Grow giant evil strawberry.
Step 2: ????
Step 3: Rule Azeroth!
Draw a card.
Gain +1 Armor for each card in your hand. Have you ever heard the wolf cry to the blue corn moon?
Give your hero +3 Attack this turn. Gain 3 Armor. It's rude to gnash with your mouth open.
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."
Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Gain 6 Armor. Recruit a minion that costs (4) or less. The Guild used oak tress until they all turned to ash.
|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.
Summon two 1/2 Poisonous Spiders. O, what a tangled web we weave, hoping spiders dodge the cleave.
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!
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.
Adapt your minions. The most powerful mushrooms are commonly found in boxes marked with "?".
|Lesser Jasper Spellstone||Rare||Druid||1|
Deal 2 damage to a minion. (Gain 3 Armor to upgrade.) In ancient woods, elves fought the curse
The demon's shadow to disperse
But hatred raged and frail souls turned
Now horned and hooved their forests burned.
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.
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.
Summon a 1/5 Scarab with Taunt. If your opponent has more minions, cast this again. In the past, plagues were spread by mice or fleas. These days they're spread by elves.
Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Summon a random friendly Beast that died this game. The gates to the Gilnean pet cemetary MUST remain locked at all times.
Choose Twice - Draw a card; Give your minions +1 Attack; Gain 6 armor. Three paths diverged in a darkened hall, and I -
I took the one less traveled by.
And got eaten by a slime.
|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.
Transform your Mana Crystals into 2/2 Treants. Recover the mana when they die. If you truly love your mana, set it free.
Deal 5 damage. Draw 5 cards. Gain 5 Armor. Summon a 5/5 Ghoul. Ghouls in the pipe, five by five.
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?
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 39 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.)
|Greater Jasper Spellstone||Rare||Druid||1|
Deal 6 damage to a minion.
Deal 4 damage to a minion. (Gain 3 Armor to upgrade.)
|Showing all 3 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Taunt I dare you to attack Darnassus.
After you summon a minion, gain +1 Health. The original fifth beetle!
|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: If you're holding a minion with 5 or more Attack, Adapt. And so the bartender says, “Why the long neck?”
Battlecry: Summon a copy of each adjacent minion. "Are you sure that's enough gloop?"
Can only attack if you have 3 or more Armor. Marketed as a "rust-proof iron golem."
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.”
Battlecry: Adapt. Always sticking its neck into other people’s business.
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."
|Druid of the Swarm||Rare||General||Druid||2||1||2|
Choose One - Transform into a 1/2 with Poisonous; or a 1/5 with Taunt. The Druid awoke from troubling dreams to find herself transformed into a giant spider.
At the end of your turn, both players draw a card. "Just sign this waiver, and we'll be on our way."
Deathrattle: Gain an empty Mana Crystal. Sparkliest of the seven deadly sprites.
Deathrattle: Recruit 2 minions that cost (4) or less. Favorite sandwich? Grizzled cheese.
|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.
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Choose One - Transform into a 5/3 with Stealth;
or a 3/5 with Taunt. Master of the Three Shell Monte.
Battlecry: Give your Taunt minions +2/+2. It isn't "grave robbing" when there's no grave. It's just scavenging…
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.
Deathrattle: Shuffle a copy of this minion into your deck. Astral kitty litter is surprisingly hard to find.
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.
Choose a Deathrattle (Secretly) - Deal 3 damage to all minions; or Give them +2/+2. Her clothing? Pure silk, of course.
Deathrattle: Summon a minion from your hand with 5 or more Attack. Must be something it ate.
Battlecry: If your deck has only odd-Cost cards, gain +2/+2. Majestic. Ethereal. Still pretty down in the dumps, though.
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).
Deathrattle: Summon your Taunt minions that died this game. The viziers of Azjol-Nerub released Hadronox as a last-ditch effort to hold back the Lich King. They did so by VERY carefully scooping him up in a LARGE newspaper and releasing him.
|Ixlid, Fungal Lord||Legendary||General||Druid||5||2||4|
After you play a minion, summon a copy of it. We suggest crafting Ixlid; he'll grow on you. Literally.
Battlecry: Choose a friendly minion. Add a 10/10 copy to your hand that costs (10). We're going to need some bigger tweezers.
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 34 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|
|Barnabus the Stomper||None||Beast||Druid||5||8||8|
Battlecry: Reduce the Cost of your minions in your deck to (0).
Deathrattle: Gain an empty Mana Crystal.
|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|
|Druid of the Swarm||Rare||Beast||Druid||2||1||5|
|Druid of the Swarm||Rare||Beast||Druid||2||1||2|
|Showing all 16 cards|
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Twig of the World Tree||Legendary||Druid||4||1||5|
Deathrattle: Gain 10 Mana Crystals. For druids who want to branch out.
|Showing the only card|
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Malfurion the Pestilent||Legendary||Hero card||Druid||7|
Choose One - Summon 2 Poisonous Spiders; or 2 Scarabs with Taunt. "Cenarius once taught me about the precarious balance between life and death. I have come to understand: there IS no balance. Death always wins."
|Showing the only card|
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)