- Preserve the balance by taking on the many forms of the wild and unleashing nature’s wrath upon your enemies. Druids are flexible combatants with nearly limitless choice in how to handle their opponents. Employ buffs, compel beasts, harness healing powers, or sling damaging spells against anything that threatens the natural order.
- Alternate portraits
- 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.
Shapeshift, druid's Hero Power, 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.
Replacement Hero Powers
- Dire Shapeshift is the upgraded Hero Power.
- 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.
More Mana Crystals
- In addition to wielding the powers of life itself, Druids can also manipulate the building blocks of magic! Set yourself ahead of the curve by unlocking additional mana crystals.
Druid 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.
- Featured cards
- As a Druid, you must be ready to react to any situation that threatens the balance of nature. ‘Choose One’ cards allow the Druid to choose from multiple options when playing a card.
- Featured cards
- Small but mighty! Druids can command the forces of nature in the form of armies of tiny treant minions unique to their class.
- Featured cards
How to get cards
Raising Druid up to level 10 awards 16 Core Druid cards (31 copies), while winning up to 500 games in Ranked, Arena and Duels awards golden copies of existing cards. All Core cards are uncraftable and cannot be crafted or disenchanted.
- Starting cards
Druid starts with the following cards:
- Levels 2-10
Up to level 10, reaching each level will award the player two copies (one at level 10) of a new Core Druid card.
- Main article: Card pack
Druid's expansion cards can be obtained mostly by obtaining corresponding card packs or Druid class packs. The player can buy them in Shop with gold or real money, or get them through various sources. Some cards may be available through various promotions, like logging in to get them.
Mini-set cards, while can be obtained like expansion cards, can also be obtained by buying its bundle available in Shop for a limited-time. The player can buy the bundle with gold or real money.
Expansions cards are also craftable and can be obtained by crafting them with Arcane Dust.
- Main article: Adventure
Adventure cards can be obtained by completing their Adventure's encounters. They are uncraftable until the player completes the Adventure or their set rotates to Wild format. The player can buy the Adventure with gold for each individual part, or real money for the whole of it.
Breakdown of Druid cards in both Standard and Wild formats can be seen in the following table.Cargo Query Error: A database query error has occurred. Did you forget to run your application's database schema updater after upgrading? Query: SELECT `image` AS `image`,`cargo__CustomCardsRarity`.`_pageName` AS `link`,`renderName` AS `alt`,`sortOrder` AS `sortOrder`,CONCAT("DRUID") AS `class`,`name` AS `rarity`,CONCAT("") AS `formats` FROM `cargo__CardsRarity` LEFT OUTER JOIN `cargo__CustomCardsRarity` ON ((`cargo__CardsRarity`.`id`=`cargo__CustomCardsRarity`.`id`)) WHERE renderName is NOT NULL ORDER BY `sortOrder` LIMIT 100 Function: CargoSQLQuery::run Error: 1052 Column 'image' in field list is ambiguous (geo-db-i-master.query.consul.)
Strategy and gameplay
- 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. 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.
- 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 Power 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 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 Guardian Animals, 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 Wild, 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.
- 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.
Common deck types
- Card frames
Hero card prior to Patch 184.108.40.206613
Spell prior to Patch 220.127.116.11662
Weapon prior to Patch 18.104.22.168613