As some may know, I've done a top 5 list for mage and lock. Now it's time for druid!
Make your own top 5 list in the comments. I want to see what you all think! Feel free to comment on mine as well as others' top 5s! You may state reasons why one of the cards you know is popular isn't in your list, if you, for example, dislike [card]Keeper of the Grove[card], or perhaps [card] Bite[card]
1.Poison Seeds(OBLIVION TO ALL MINIONS! FOR 4 MANA! Amazing for control decks, and especially deathrattle decks like my d-rattle droid deck.)
2. Ancient of War (5/10 for 7 mana? 10/5 for 7 mana? Both of them are yours at will! Whether you have the upper hand or struggling to come back, this card is the most amazing late game card for druid.
3. Ancient of Lore (5/5 for 7 mana with an Arcane Intellect Built in? Heck yea boi! Got a full hand? heal 5 health to ANYTHING!)
4. Soul of the Forest (Don't get me wrong, I think it's only decent in some decks, but in the right hands, it could be disastrous. Together with poison seeds, it's probably the winning card,
5. Wild Growth (The reason it's not #1 is because it is a poor choice in the late game. It's in the top 5 list because it's a real thorn in the opponent's side when you got +1 mana for multiple turns. It leads to an extremely powerful boost for the next bunch of turns. The Coin> wild growth is probably the most amazing combination for first turn without counting Innervate
1)Swipe: This is one of the best AoE spells in the entire game. 4 damage for 4 mana plus 1 damage to the rest is extremely efficient and can even hit face for lethal. Adding Spell Damage is just icing in the cake.
2)Innervate: Allows for some of the Druid's most explosive turns. Fast mana is a very powerful thing, and when you are able to get it at the cost of just one card it becomes insane.
3) Ancient of Lore: 5/5 is a very bulky body, and extra cards are always welcome. The ability to heal away from lethal is also marginally useful.
4)Keeper of the Grove: One of the most flexible utility cards in the entire game. A solid body with your choice of removal stapled on top would be welcome in any deck.
5) Druid of the Claw: A very flexible beater that can work both defensively and offensively. This is also one of the most efficient Taunts out there.
After Ancient of Lore, it would be a travesty to not include any of these in a top 5 druid cards list imo. I'll respect your opinion, I guess it depends on personal preference, you probably would prefer the more gimmicky combo oriented cards in Druid, while I am fine with the solid Druid cards that are excellent on their own:
Wild cards are Wild Growth and Ancient of War because they belong in Ramp Druid, which isn't very popular in meta atm. War isn't that intimidating as a 5/10 with all the Black Knights running around, or the silences that are very prevalent in this meta which makes you pay 7 mana for a vanilla 5/5.
As some may know, I've done a top 5 list for mage and lock. Now it's time for druid!
Make your own top 5 list in the comments. I want to see what you all think! Feel free to comment on mine as well as others' top 5s! You may state reasons why one of the cards you know is popular isn't in your list, if you, for example, dislike [card]Keeper of the Grove[card], or perhaps [card] Bite[card]
1.Poison Seeds(OBLIVION TO ALL MINIONS! FOR 4 MANA! Amazing for control decks, and especially deathrattle decks like my d-rattle droid deck.)
2. Ancient of War (5/10 for 7 mana? 10/5 for 7 mana? Both of them are yours at will! Whether you have the upper hand or struggling to come back, this card is the most amazing late game card for druid.
3. Ancient of Lore (5/5 for 7 mana with an Arcane Intellect Built in? Heck yea boi! Got a full hand? heal 5 health to ANYTHING!)
4. Soul of the Forest (Don't get me wrong, I think it's only decent in some decks, but in the right hands, it could be disastrous. Together with poison seeds, it's probably the winning card,
5. Wild Growth (The reason it's not #1 is because it is a poor choice in the late game. It's in the top 5 list because it's a real thorn in the opponent's side when you got +1 mana for multiple turns. It leads to an extremely powerful boost for the next bunch of turns. The Coin> wild growth is probably the most amazing combination for first turn without counting Innervate
This is kinda little note about Wild Growth. I rarely ever coin into it. I play it on turn 2 that way I can coin out a 5 drop on turn 3. Of course this depends on the hand. Also no offense but I dont agree with 3/5 picks.
Ancient of Lore - This card is just the pinnacle of value and nearly always a good play on turn 7 as it can heal when pressured against aggro decks or draw 2 cards in the control match-ups. The 5/5 body is somewhat poor for a 7 drop but considering what it does it is absolutely acceptable. Besides, it trades well with nearly all midrange creatures so the body is not as bad as it seems.
Swipe - One of the best removal cards in the game, as it deals 4 damage to the main target while simultaneously dealing 1 damage to the other enemy minions. This is important as it can lower an enemy minion's health in range of a Druid's minion's attack. It can also be used as burst, which can end games even if the opponent puts up taunts.
Druid of the Claw - Best taunt in the game, as it can be played one turn before Black Knight - if going first - and has really, really good stats for the cost. It is also a very good in charge, as it can allow the Druid to do favourable trades. The versatility of this minion plus its stats just make it one of the best class minions in the game. It also can be used as burst by itself or in conjunction with Savage Roar.
Keeper of the Grove - Fairly bad stats, but it has an incredible ability: the choice between silence or deal 2 damage. The 2 damage is essential versus aggro/tempo decks as it gives amazing tempo to the Druid while the silence allows any kind of Druid deck to out value a control deck or remove threats from an aggro/tempo deck like Nerubian Egg or Undertaker.
Cenarius - This demigod is one of the my favourite cards in the game, as it provides a hefty 9/12 stats on paper while having the potential to give even more if the Druid's board isn't empty. It avoids Big Game Hunter, it isn't an incredible Mind Control target and it is still is a huge threat.
Lists will vary based on criteria. Mine is based on how it defines the class.
1. Ancient of Lore Druid is known for winning with sheer CA, thanks to this guy.
2. Innervate Mana acceleration is insane, and trading CA for tempo is something Druids don't mind due to the above card.
3. Keeper of the Grove is a game winner vs. aggro often trading 3 for 1, and the silence is an ace up your sleeve in control mu's.
4. Swipe, the only card that could make me think Spell Damage +1 is OP. -1 direct damage + 1 AoE damage, sign me up!
5. Savage Roar, the heart and soul of Druid's wombo combo. This is the bread and butter of "Aggro" and Token Druid. This card is the only reason Force of Nature sees play in the first place. Savage Roar would be played without FoN, but not vice-versa (albeit in a more limited fashion).
I left out DotC because it doesn't define Druid, heck most Token Druids don't run it.
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Unless explicitly stated, my posts are my opinion and mine only.
OP, I really think you have no idea what you are talking about... this list is so so far from correct, rating Poisons Seeds and Soul of the forest over other cards is just so insane.
Innervate - Probably the best card in the game, so many reasons why this card is amazing.
Ancient of Lore - You can't ever lose value on this card, amazing VS control, but pretty weak VS aggro
Wild Growth - Instantly wins you games, not much to say
Swipe - Great Removal! Just such a hard card to play around
Keeper of the Grove - The versatility is endless, great VS zoo and gives your opponent a silence they need to play around
Why no DotC? SO many other great 5 Drops now a lot of Druids are running 1 DotC and 2 belchers and Loatheb
4) Innervate - Druid of the Claw in round 2 with the coin, Ysera in turn 5, or turn 1 Shade? What do you prefer? Great, great card.
5) Cenarius or Keeper of the Grove - Hard to decide here. Cenarius is a great late game card, but in this aggro / deathrattle infested meta, KotG is at it's best.
There's room to argue about the other three, and I'm not necessarily saying these are the top two, but I think every list simply has to include Ancient of Lore and Keeper of the Grove. The first is absolutely absurd for card advantage or an emergency heal on top of a very useful, very solid 5/5. The other is often 2.5 or 3-1 against early aggression, the finishing shot on a powerful minion you need cleared, or silence that leaves behind a 2/4. Also, it's important to note that the ability to choose the most beneficial effect makes these SO much more valuable; Spellbreaker is great until your opponent has a Rag with 2 health remaining, and Guardian of Kings is solid until you and your opponent are top-decking and all you want is cards. The ability to be whatever you need, on top of already being solid with one or the other, makes these cards exceptional.
I wish I could argue about the top 5, but everyone's pretty much listed them already haha. Ancient of Lore, Innervate, Swipe, Keeper of the Grove, and Druid of the claw. Cenarius obviously could belong in there too, perhaps pushing DotC out of top 5. I don't have him though, so I've never experienced playing him. Maybe I could put him into the top 3 even.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
Sorry, I have to disagree about both DOTC and Cenarius. Don't get me wrong, DOTC is outstanding and ALMOST class-defining, but both it and cenarius (One of the better class legends) don't necessarily fit in some druid token decks.
1. Ancient of Lore : Solid 5/5 with great versatility (ie; why I love druid). The Draw is fantastic but the heal has clutched more than it's fair share of games as well.
2. Innervate : No comment needed. Should be number 1 on every list but it's not as cool as Lore clearly.
3. Nourish : I love card draw... and ramping :D Fun card and great versatility. May not get used much but it's really cool.
4. Cenarius : Too awesome. Just a baller legendary.
5. Power of the wild. One again versatility it's what first attracted me to druid. Violet + PotW a hall of fame combo. 3/2 for 2 ain't bad either.
Druid has always been the most fun class to play for me. My first 60, first golden. <3
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As some may know, I've done a top 5 list for mage and lock. Now it's time for druid!
Make your own top 5 list in the comments. I want to see what you all think! Feel free to comment on mine as well as others' top 5s! You may state reasons why one of the cards you know is popular isn't in your list, if you, for example, dislike [card]Keeper of the Grove[card], or perhaps [card] Bite[card]
1.Poison Seeds(OBLIVION TO ALL MINIONS! FOR 4 MANA! Amazing for control decks, and especially deathrattle decks like my d-rattle droid deck.)
2. Ancient of War (5/10 for 7 mana? 10/5 for 7 mana? Both of them are yours at will! Whether you have the upper hand or struggling to come back, this card is the most amazing late game card for druid.
3. Ancient of Lore (5/5 for 7 mana with an Arcane Intellect Built in? Heck yea boi! Got a full hand? heal 5 health to ANYTHING!)
4. Soul of the Forest (Don't get me wrong, I think it's only decent in some decks, but in the right hands, it could be disastrous. Together with poison seeds, it's probably the winning card,
5. Wild Growth (The reason it's not #1 is because it is a poor choice in the late game. It's in the top 5 list because it's a real thorn in the opponent's side when you got +1 mana for multiple turns. It leads to an extremely powerful boost for the next bunch of turns. The Coin> wild growth is probably the most amazing combination for first turn without counting Innervate
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1)Swipe: This is one of the best AoE spells in the entire game. 4 damage for 4 mana plus 1 damage to the rest is extremely efficient and can even hit face for lethal. Adding Spell Damage is just icing in the cake.
2)Innervate: Allows for some of the Druid's most explosive turns. Fast mana is a very powerful thing, and when you are able to get it at the cost of just one card it becomes insane.
3) Ancient of Lore: 5/5 is a very bulky body, and extra cards are always welcome. The ability to heal away from lethal is also marginally useful.
4)Keeper of the Grove: One of the most flexible utility cards in the entire game. A solid body with your choice of removal stapled on top would be welcome in any deck.
5) Druid of the Claw: A very flexible beater that can work both defensively and offensively. This is also one of the most efficient Taunts out there.
Number 1 Card: Moonfire Best card in the game.
I would have to agree with sonserf369's list.
Druid of the claw is about the only thing arguable on the list, and that's only because it edges out spirit of nature.
OP- I don't know what kind of druid you play, but if those are your favorites, I look forward to facing you....again and again.
After Ancient of Lore, it would be a travesty to not include any of these in a top 5 druid cards list imo. I'll respect your opinion, I guess it depends on personal preference, you probably would prefer the more gimmicky combo oriented cards in Druid, while I am fine with the solid Druid cards that are excellent on their own:
2-Innervate(gets threats out early for pressure)
3-Keeper of the Grove(Innervate turn 2 against Zoo swings the board in Druid's favor, silence is great against everything out there atm too)
4-Swipe(Most played Druid AoE)
5-Druid of the Claw(Solid taunt and charger)
^That would be my list, 1 being Lore of course.
Wild cards are Wild Growth and Ancient of War because they belong in Ramp Druid, which isn't very popular in meta atm. War isn't that intimidating as a 5/10 with all the Black Knights running around, or the silences that are very prevalent in this meta which makes you pay 7 mana for a vanilla 5/5.
This is kinda little note about Wild Growth. I rarely ever coin into it. I play it on turn 2 that way I can coin out a 5 drop on turn 3. Of course this depends on the hand. Also no offense but I dont agree with 3/5 picks.
Okay, seems fun.
Well met!
Lists will vary based on criteria. Mine is based on how it defines the class.
1. Ancient of Lore Druid is known for winning with sheer CA, thanks to this guy.
2. Innervate Mana acceleration is insane, and trading CA for tempo is something Druids don't mind due to the above card.
3. Keeper of the Grove is a game winner vs. aggro often trading 3 for 1, and the silence is an ace up your sleeve in control mu's.
4. Swipe, the only card that could make me think Spell Damage +1 is OP. -1 direct damage + 1 AoE damage, sign me up!
5. Savage Roar, the heart and soul of Druid's wombo combo. This is the bread and butter of "Aggro" and Token Druid. This card is the only reason Force of Nature sees play in the first place. Savage Roar would be played without FoN, but not vice-versa (albeit in a more limited fashion).
I left out DotC because it doesn't define Druid, heck most Token Druids don't run it.
Unless explicitly stated, my posts are my opinion and mine only.
OP, I really think you have no idea what you are talking about... this list is so so far from correct, rating Poisons Seeds and Soul of the forest over other cards is just so insane.
Why no DotC? SO many other great 5 Drops now a lot of Druids are running 1 DotC and 2 belchers and Loatheb
1) Ancient of Lore - 5/5 body on board that is not subject to dispell and the Choose mechanic will always get value.
2) Druid of the Claw - Great card for 5 mana. Use it as charge to remove some big threat or as a taunt to protect other minions.
3) Swipe - One of the best AoE spells. Nuff said
4) Innervate - Druid of the Claw in round 2 with the coin, Ysera in turn 5, or turn 1 Shade? What do you prefer? Great, great card.
5) Cenarius or Keeper of the Grove - Hard to decide here. Cenarius is a great late game card, but in this aggro / deathrattle infested meta, KotG is at it's best.
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There's room to argue about the other three, and I'm not necessarily saying these are the top two, but I think every list simply has to include Ancient of Lore and Keeper of the Grove. The first is absolutely absurd for card advantage or an emergency heal on top of a very useful, very solid 5/5. The other is often 2.5 or 3-1 against early aggression, the finishing shot on a powerful minion you need cleared, or silence that leaves behind a 2/4. Also, it's important to note that the ability to choose the most beneficial effect makes these SO much more valuable; Spellbreaker is great until your opponent has a Rag with 2 health remaining, and Guardian of Kings is solid until you and your opponent are top-decking and all you want is cards. The ability to be whatever you need, on top of already being solid with one or the other, makes these cards exceptional.
I wish I could argue about the top 5, but everyone's pretty much listed them already haha. Ancient of Lore, Innervate, Swipe, Keeper of the Grove, and Druid of the claw. Cenarius obviously could belong in there too, perhaps pushing DotC out of top 5. I don't have him though, so I've never experienced playing him. Maybe I could put him into the top 3 even.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Sorry, I have to disagree about both DOTC and Cenarius. Don't get me wrong, DOTC is outstanding and ALMOST class-defining, but both it and cenarius (One of the better class legends) don't necessarily fit in some druid token decks.
1. Ancient of Lore : Solid 5/5 with great versatility (ie; why I love druid). The Draw is fantastic but the heal has clutched more than it's fair share of games as well.
2. Innervate : No comment needed. Should be number 1 on every list but it's not as cool as Lore clearly.
3. Nourish : I love card draw... and ramping :D Fun card and great versatility. May not get used much but it's really cool.
4. Cenarius : Too awesome. Just a baller legendary.
5. Power of the wild. One again versatility it's what first attracted me to druid. Violet + PotW a hall of fame combo. 3/2 for 2 ain't bad either.
Druid has always been the most fun class to play for me. My first 60, first golden. <3