Force of Nature

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Force of Nature
Force of Nature(237).png
Scroll rightSwipe left to see other versions
Force of Nature(237) Gold.png
Set: Classic
Type: Spell
Class: Druid
Rarity: Epic
Cost: 5
Abilities: Summon
Tags: Treant-generating
Artist: Trevor Jacobs

Summon three 2/2 Treants.

"I think I'll just nap under these trees. Wait... AAAAAHHH!" - Blinkfizz, the Unfortunate Gnome

See this card on Hearthpwn

Force of Nature is an epic druid spell card, from the Classic set. It summons three 2/2 Treants.

Other versions[edit | edit source]

Core Classic
Force of Nature(474985).png
Coming Soon(368898).png

How to get[edit | edit source]

Force of Nature can be obtained through Classic card packs, through crafting, or as an Arena reward. Regular Force of Nature can also be obtained through the Highest Rank Bonus chest at the end of a Ranked season, or as a first-time reward for first time reaching Platinum 10 or Diamond 10 in Ranked mode.

Card Crafting cost Disenchanting
Force of Nature 400 100
Golden Force of Nature 1600 400

Core set[edit | edit source]

Two copies of regular Force of Nature (Core) are obtained for raising druid to level ?.

Two copies of golden Force of Nature (Core) are obtained for winning 250 games as druid.

Force of Nature (Core) is uncraftable and cannot be crafted or disenchanted.

Summoned minions[edit | edit source]


Strategy[edit | edit source]

This card works well in decks with area of effect buffs, and in slightly slower Savage Roar decks that focus on building a board of multiple sticky minions. This strategy benefits the presence of a number of minions on the druid's board, regardless of their Attack; sticky minions like Piloted Shredder and Haunted Creeper are often chosen for this synergy, preventing the opponent from clearing the druid's board. Players can defend against this play by keeping the druid's board as empty as possible, preventing them from capitalizing on extra damage from Savage Roar.

Force of Nature works well in Aggro Druid decks using Garden Gnome and Anubisath Defender, providing a midgame deck-positive way for both of these cards to activate. Force of Nature reduces Aeroponics to 0 mana by itself, letting you refuel as well. It also synergizes with Goru the Mightree to provide far more stats in the lategame.

The relatively weak Treants summoned by Force of Nature provides good synergy with Cult Master. Force of Nature works similarly well with Soul of the Forest.

Dopplegangster is functionally equivalent to Force of Nature, the only difference (for Druids) being that Dopplegangster is a minion while Force of Nature is a spell and that Force of Nature provides Treant synergy.

History[edit | edit source]

Prior to Patch, this card was commonly seen in combination with Savage Roar. The card cost 6 mana, and the Treants summoned died at the end of the turn, but they also had Charge, allowing them to make immediate use of the extra Attack from Savage Roar. The combination cost 9 mana and could deal 14 damage directly from the hand (4 from each Treant and 2 from the hero), plus another 2 damage for each other minion on the druid's board. This was widely used as a druid finisher, by first reducing the opponent to within lethal, then playing the combo the next turn for a large burst of damage.

Blizzard had for a long time acknowledged the overinfluence of the druid's core cards, but it was not until the introduction of game formats that they decided to make changes to reduce druid decks' dependence on cards from the Basic and Classic sets - this change was one of them. Additionally, the effectiveness of the Force of Nature/Savage Roar combo was such that other deck types were less appealing and competitive, with many considering combo druid a monotonous and unchanging mainstay. The lack of interactiveness in its one turn kills may also have contributed to its being changed. Players were unable to prevent the basic 14 damage combo except through Taunts, with it necessary to keep an especially keen eye on their Health and Armor totals whenever playing against a druid.

Aside from its use to directly win games, Force of Nature was very effective for clearing the board. This could allow the druid to avoid defeat, or simply allow them to turn the tide and begin to dominate the battlefield. Given its common use as a win condition, the question of whether to use Force of Nature for removal was often a gamble as to which player would reach lethal first.

Lore[edit | edit source]

Force of Nature is a talented druid ability from World of Warcraft. It summons three treant guardians to assist the druid for 15 seconds, with the capabilities of the treants determined by the druid's specialization. For example, Restoration druids' treants will heal allies, while Balance druids' treants will attack and root enemies.

Trivia[edit | edit source]

Gallery[edit | edit source]

Force of Nature, full art

Patch changes[edit | edit source]

  • Forged in the Barrens logo.pngForged in the Barrens patch (Not yet implemented, planned April, 2021): Moved from the Classic set into the Legacy set. Is now a Nature spell.
  • One Night in Karazhan logo full2.png Patch (2016-08-09): Treant now costs 2, up from 1.
  • Whispers of the Old Gods logo.png Patch (2016-04-24): Cost reduced from 6 to 5. Card text changed from "Summon three 2/2 Treants with Charge that die at the end of the turn." to "Summon three 2/2 Treants." Treants summoned by this spell no longer have Charge but no longer die at the end of the turn.
Commentary: "The new version of Force of Nature lowers its mana cost by 1, but removes Charge and makes the summoned Treants permanent—like the other Treants that Druids summon. This change also removes the powerful one-turn combo of Force of Nature and Savage Roar. Now, opponents will have a chance to deal with the threat that the Treants represent, and it won’t feel mandatory to always include the combo."