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The Druid Druid is one of the ten classes in Hearthstone, represented by Malfurion Stormrage, Lunara, Elise Starseeker, Dame Hazelbark, and Hamuul Runetotem.

Heroes[edit | edit source]

Malfurion Stormrage(621).png Lunara(89764).png Elise Starseeker (hero).png Dame Hazelbark(151551).png Hamuul Runetotem(463949).png

Shan'do Malfurion.png Cenarion Malfurion(389181).png

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.[1]

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]

Dire Shapeshift(2737).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 | 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.

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 | edit source]

For Wild format listings, see Druid/Wild format

See Spell.

Name / Desc Rarity School Class Cost Description
Innervate Rare Nature Druid 0 Gain 1 Mana Crystal this turn only.
Lightning Bloom Common Nature 0 Gain 2 Mana Crystals this turn only.
Overload: (2)
Pounce Common General Druid 0 Give your hero +2 Attack this turn.
Adorable Infestation Common General 1 Give a minion +1/+1. Summon a 1/1 Cub. Add a Cub to your hand.
Guidance Rare General 1 Look at two spells. Add one to your hand or Overload: (1) to get both.
Nature Studies Common Nature Druid 1 Discover a spell. Your next one costs (1) less.
Partner Assignment Rare General Druid 1 Add a random 2-Cost and 3-Cost Beast to your hand.
Resizing Pouch Common General 1 Discover a card with Cost equal to your remaining Mana Crystals.
Savagery Rare General Druid 1 Deal damage equal to your hero's Attack to a minion.
Guess the Weight Epic General Druid 2 Draw a card. Guess if your next card costs more or less to draw it.
Ironbark Rare Nature Druid 2 Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals.
Living Seed (Rank 1) Rare Nature Druid 2 Draw a Beast. Reduce its Cost by (1). (Upgrades when you have 5 Mana.)
Lunar Eclipse Common Arcane Druid 2 Deal 3 damage to a minion. Your next spell this turn costs (2) less.
Mark of the Spikeshell Rare Nature Druid 2 Give a minion +2/+2. If it has Taunt, add a copy of it to your hand.
Mark of the Wild Rare Nature Druid 2 Give a minion Taunt and +2/+3.
(+2 Attack/+3 Health)
Power of the Wild Common General Druid 2 Choose One - Give your minions +1/+1; or Summon a 3/2 Panther.
Solar Eclipse Common Nature Druid 2 Your next spell this turn casts twice.
Thorngrowth Sentries Common Nature Druid 2 Summon two 1/2 Turtles with Taunt.
Bogbeam Common General Druid 3 Deal 3 damage to a minion.
Costs (0) if you have at least 7 Mana Crystals.
Feral Rage Common General Druid 3 Choose One - Give your hero +4 Attack this turn; or Gain 8 Armor.
Fungal Fortunes Rare Nature Druid 3 Draw 3 cards. Discard any minions drawn.
Landscaping Common Nature Druid 3 Summon two 2/2 Treants.
Moontouched Amulet Rare General Druid 3 Give your hero +4 Attack this turn. Corrupt: And gain 6 Armor.
Savage Roar Free General Druid 3 Give your characters +2 Attack this turn.
Wild Growth Common Nature Druid 3 Gain an empty Mana Crystal.
Germination Rare Nature Druid 4 Summon a copy of a friendly minion. Give the copy Taunt.
Overgrowth Common Nature Druid 4 Gain two empty Mana Crystals.
Pride's Fury Common General Druid 4 Give your minions +1/+3.
Soul of the Forest Common Nature Druid 4 Give your minions "Deathrattle: Summon a 2/2 Treant."
Swipe Free General Druid 4 Deal 4 damage to an enemy and 1 damage to all other enemies.
Arbor Up Rare Nature Druid 5 Summon two 2/2 Treants. Give your minions +2/+1.
Force of Nature Epic Nature Druid 5 Summon three 2/2 Treants.
Glowfly Swarm Epic General Druid 5 Summon a 2/2 Glowfly for each spell in your hand.
Nourish Rare Nature Druid 6 Choose One - Gain 2 Mana Crystals; or Draw 3 cards.
Runic Carvings Epic Nature 6 Choose One - Summon four 2/2 Treant Totems; or Overload: (2) to summon them with Rush.
Celestial Alignment Epic Arcane Druid 7 Set each player to 0 Mana Crystals. Set the Cost of cards in all hands and decks to (1).
Cenarion Ward Epic Nature Druid 8 Gain 8 Armor. Summon a random 8-Cost minion.
Guardian Animals Epic General 8 Summon two Beasts that cost (5) or less from your deck. Give them Rush.
Survival of the Fittest Epic General Druid 10 Give +4/+4 to all minions in your hand, deck, and battlefield.
Showing all 39 cards
Lightning Bloom(329861).png
Adorable Infestation(329915).png
Nature Studies(329870).png
Partner Assignment(329988).png
Resizing Pouch(442059).png
Guess the Weight(378804).png
Living Seed (Rank 1)(487654).png
Lunar Eclipse(378797).png
Mark of the Spikeshell(487656).png
Mark of the Wild(475016).png
Power of the Wild(475014).png
Solar Eclipse(378798).png
Thorngrowth Sentries(464138).png
Feral Rage(475013).png
Fungal Fortunes(210659).png
Moontouched Amulet(389048).png
Savage Roar(329).png
Wild Growth(475004).png
Pride's Fury(464140).png
Soul of the Forest(474990).png
Arbor Up(442067).png
Force of Nature(474985).png
Glowfly Swarm(210771).png
Runic Carvings(329919).png
Celestial Alignment(464147).png
Cenarion Ward(388961).png
Guardian Animals(329945).png
Survival of the Fittest(329905).png

Uncollectible[edit | edit source]

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 School Class Cost Description
Excess Mana None General Druid 0 Draw a card. (You can only have 10 Mana in your tray.)
Living Seed (Rank 2) Rare Nature Druid 2 Draw a Beast. Reduce its Cost by (2). (Upgrades when you have 10 Mana.)
Living Seed (Rank 3) Rare Nature Druid 2 Draw a Beast. Reduce its Cost by (3).
Moontouched Amulet Rare General Druid 3 Corrupted
Give your hero +4 Attack this turn. Gain 6 Armor.
Showing all 4 cards
Excess Mana(520).png
Living Seed (Rank 2)(487690).png
Living Seed (Rank 3)(487691).png
Moontouched Amulet(389161).png

Minions[edit | edit source]

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
Enchanted Raven Common Beast Druid 1 2 2
Gibberling Common General Druid 1 1 1 Spellburst: Summon a Gibberling.
Razormane Battleguard Rare Quilboar Druid 2 2 3 The first Taunt minion you play each turn costs (2) less.
Archspore Msshi'fn Legendary General Druid 3 3 4 Taunt
Deathrattle: Shuffle 'Msshi'fn Prime' into your deck.
Dreaming Drake Common Dragon Druid 3 3 4 Taunt
Corrupt: Gain +2/+2.
Faire Arborist Common General Druid 3 2 2 Choose One - Draw a card; or Summon a 2/2 Treant.
Corrupt: Do both.
Guff Runetotem Legendary General Druid 3 2 4 After you cast a Nature spell, give another friendly minion +2/+2.
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).
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.
Speaker Gidra Legendary General 3 1 4 Rush, Windfury
Spellburst: Gain Attack and Health equal to the spell's Cost.
Groundskeeper Rare General 4 4 5 Taunt
Battlecry: If you're holding a spell that costs (5) or more, restore 5 Health.
Kiri, Chosen of Elune Legendary General Druid 4 2 2 Battlecry: Add a Solar Eclipse and Lunar Eclipse to your hand.
Nordrassil Druid Rare General Druid 4 3 5 Battlecry: The next spell you cast this turn costs (3) less.
Plaguemaw the Rotting Legendary Quilboar Druid 4 3 4 After a friendly minion with Taunt dies, summon a new copy of it without Taunt.
Thickhide Kodo Common Beast Druid 4 3 5 Taunt
Deathrattle: Gain 5 Armor.
Druid of the Claw Common General Druid 5 5 4 Choose One - Transform into a 5/4 with Rush; or a 5/6 with Taunt.
Greybough Legendary General Druid 5 4 6 Taunt
Deathrattle: Give a random friendly minion "Deathrattle: Summon Greybough."
Menagerie Warden Common General Druid 5 4 4 Battlecry: Choose a friendly Beast. Summon a copy of it.
Teacher's Pet Rare Beast 5 4 5 Taunt
Deathrattle: Summon a random 3-Cost Beast.
Twilight Runner Rare Beast Druid 5 5 4 Stealth
Whenever this attacks, draw 2 cards.
Forest Warden Omu Legendary General Druid 6 5 4 Spellburst: Refresh your Mana Crystals.
Ancient of War Epic General Druid 7 5 5 Choose One - +5 Attack; or +5 Health and Taunt.
Druid of the Plains Epic Beast Druid 7 7 6 Rush
Frenzy: Transform into a 6/7 Kodo with Taunt.
Marsh Hydra Epic Beast Druid 7 7 7 Rush
After this attacks, add a random 8-Cost minion to your hand.
Umbral Owl Rare Beast Druid 7 4 4 Rush
Costs (1) less for each spell you've cast this game.
Cenarius Legendary General Druid 8 5 8 Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt.
Fizzy Elemental Rare Elemental Druid 9 10 10 Rush
Ysiel Windsinger Legendary General Druid 9 5 5 Your spells cost (1).
Showing all 28 cards
Enchanted Raven(474978).png
Razormane Battleguard(487667).png
Archspore Msshi'fn(210677).png
Dreaming Drake(442042).png
Faire Arborist(389020).png
Guff Runetotem(487665).png
Imprisoned Satyr(210678).png
Shan'do Wildclaw(329873).png
Speaker Gidra(329939).png
Kiri, Chosen of Elune(378796).png
Nordrassil Druid(474993).png
Plaguemaw the Rotting(487668).png
Thickhide Kodo(464142).png
Druid of the Claw(474988).png
Menagerie Warden(463944).png
Teacher's Pet(329961).png
Twilight Runner(329983).png
Forest Warden Omu(329942).png
Ancient of War(474980).png
Druid of the Plains(463934).png
Marsh Hydra(210712).png
Umbral Owl(389042).png
Fizzy Elemental(388988).png
Ysiel Windsinger(210751).png

Uncollectible[edit | edit source]

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
Marsuul Cub None Beast 1 1 1
Thornguard Turtle None Beast Druid 1 1 2 Taunt
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 Taunt
Treant Totem None Totem 2 2 2
Dreaming Drake Common Dragon Druid 3 5 6 Corrupted
Faire Arborist Common General Druid 3 2 2 Corrupted
Battlecry: Summon a 2/2 Treant. Draw a card.
Druid of the Claw Common Beast Druid 5 5 4 Rush
Druid of the Claw Common Beast Druid 5 5 6 Taunt
Druid of the Plains None Beast Druid 7 6 7 Taunt
Fungal Bruiser None General Druid 10 9 9 Rush
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.
Showing all 18 cards
Marsuul Cub(330110).png
Thornguard Turtle(464139).png
Treant Totem(330108).png
Dreaming Drake(442046).png
Faire Arborist(389077).png
Druid of the Claw(45).png
Druid of the Claw(408).png
Druid of the Plains(474968).png
Fungal Bruiser(211079).png
Fungal Guardian(211078).png
Msshi'fn Prime(211075).png

Leveling rewards[edit | edit source]

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 | edit source]

The Druid starts with the following class cards:

Healing Touch(258).png
Mark of the Wild(480).png
Wild Growth(282).png

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.


Level 2
Savage Roar(329).png

Level 4

Level 6

Level 8
Ironbark Protector(238).png

Level 10

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.

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 | edit source]