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Druid (Malfurion Stormrage)
Hearthstone

Druid (Malfurion Stormrage)

Learn to play Hearthstone's Druid class! Discover Malfurion's versatile hero power, spells, and minions, and master the art of choosing your path to victory.

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Druid (Malfurion Stormrage)

Learn to play Hearthstone's Druid class! Discover Malfurion's versatile hero power, spells, and minions, and master the art of choosing your path to victory.

Hey there! So you're looking to dive into the Druid class with Malfurion Stormrage? Awesome choice! Druids are super versatile, often giving you a cool choice on their cards. Think about it: do you want to deal 3 damage, or maybe deal 1 damage and draw a card? Or maybe you're deciding between a 4/4 charger or a beefy 4/6 taunt minion. It's all about making those impactful decisions!

One thing to keep in mind is that Druid can be a bit intensive, especially if you want to play with the newer, stronger cards. A lot of their best cards, the ones that really define the class, are Rares and Epics. So, if you're aiming to play Druid at its peak, be prepared to build up your collection.

Hero Power: Shapeshift (2 Mana) - This is your bread and butter. It gives your hero +1 armor and +1 attack for the current turn. It's a great way to get a little extra survivability or push for a bit more damage when you need it.

Spells:

  • Free Spells:
    • Claw (1 Mana): Gives your hero +2 attack and 2 armor for the turn.
    • Healing Touch (3 Mana): Restores 8 health.
    • Innervate (0 Mana): Gives you 2 extra mana crystals for this turn only. Super useful for playing bigger cards earlier! Just remember, you can't go past 10 mana crystals.
    • Mark of the Wild (2 Mana): Gives a minion taunt and +2/+2. Great for protecting your other minions.
    • Moonfire (0 Mana): Deals 1 damage. Cheap and cheerful for finishing off small threats or chipping away at your opponent.
    • Savage Roar (3 Mana): Gives all your characters +2 attack for the turn. A fantastic finisher!
    • Starfire (6 Mana): Deals 5 damage and lets you draw a card. Solid damage with card advantage.
    • Swipe (4 Mana): Deals 4 damage to an enemy and 1 damage to all other enemies. Excellent for clearing out a board or hitting a key target and then some.
    • Wild Growth (2 Mana): Gives you an empty Mana Crystal. If you play this at 10 mana, you get an 'Excess Mana' card instead, which lets you draw a card for free.
  • Common Spells:
    • Mark of Nature (3 Mana): Your choice: give a minion +4 attack OR +4 health and taunt. Versatile buffing!
    • Naturalize (1 Mana): Destroys a minion, but your opponent draws 2 cards. Use this carefully, as giving your opponent card draw can be risky.
    • Poison Seeds (4 Mana): Destroys all minions and summons 2/2 treants to replace them. A board reset with a twist!
    • Power of the Wild (2 Mana): Your choice: summon a 3/2 panther OR give all your minions +1/+1. Good for tempo or buffing your board.
    • Soul of the Forest (4 Mana): Gives your minions a Deathrattle: summon a 2/2 treant. Great for making your board sticky.
    • Wrath (2 Mana): Your choice: Deal 3 damage to a minion, or deal 1 damage and draw a card. This is a prime example of the Druid's flexibility!
  • Rare Spells:
    • Bite (4 Mana): Gives your hero +4 attack and +4 armor for the turn. More aggressive hero power synergy.
    • Nourish (5 Mana): Your choice: Gain 2 mana crystals OR draw 3 cards. Both are incredibly powerful options depending on your situation. The mana crystals gained can be used immediately.
    • Savagery (1 Mana): Deals damage equal to your hero's attack to a minion. Synergizes well with attack buffs.
    • Starfall (5 Mana): Your choice: Deal 5 damage to a minion OR deal 2 damage to all enemy minions. Flexible board control.
  • Epic Spells:
    • Force of Nature (6 Mana): Summons three 2/2 treants with Charge that die at the end of the turn. A powerful board presence and finisher, especially when combined with Savage Roar for a big burst!

Important Notes on Spells:

  • Armor gained from Shapeshift, Claw, and Bite sticks around until it's removed by damage.
  • You can't use Innervate to go beyond 10 mana crystals.
  • If you play Wild Growth when you already have 10 mana crystals, you get an 'Excess Mana' card instead, which costs 0 and lets you draw a card.
  • Nourish's mana crystals are not empty and can be used right away.

Minions:

  • Free Minion:
    • Ironbark Protector (8 Mana): An 8/8 minion with Taunt. A massive wall to protect you.
  • Common Minion:
    • Druid of the Claw (5 Mana): A 4/4 minion. Your choice: give it Charge OR give it +2 health and Taunt. Very flexible.
  • Rare Minion:
    • Keeper of the Grove (4 Mana): A 2/4 minion. Your choice: Deal 2 damage OR Silence a minion. Great utility.
  • Epic Minions:
    • Ancient of Lore (7 Mana): A 5/5 minion. Your choice: Draw 2 cards OR Restore 5 health. Versatile value.
    • Ancient of War (7 Mana): A 5/5 minion. Your choice: Give it +5 attack OR give it +5 health and Taunt. Big stat swings!
  • Legendary Minion:
    • Cenarius (9 Mana): A 5/8 minion. Your choice: Give your other minions +2/+2 OR summon two 2/2 treants with Taunt. A powerful late-game swing card.

Pro Tip: The classic Force of Nature + Savage Roar combo can deal a whopping 14 damage! Keep that in mind for closing out games.

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