Hearthstone has ebbs and flows in popularity, but maintains a loyal fanbase overall. Free-to-play, you collect digital cards to build decks in the hopes of winning as many battles as you can. Between the bold color scheme and animated action, the gameplay is similar to that of Legends of Runeterra but features ten classes instead of Regions.

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One of the available classes to build your deck around in Hearthstone is the Druid. These offer a lot of flexibility within your deck, and give you added buffs and healing abilities during a game. You’ll also be able to cast various spells with the Druid cards, so if you’re into some sleight of hand, these cards are definitely for you.

10/10 Pounce

Pounce is a great card to have in your hand when you’re low on Mana because it costs nothing to use. It gives your hero a quick two Attack for the current turn, so this can especially come in handy early in the game.

Essentially, Pounce is giving you a free two hits on your opponent, which is why playing it within your first two or three turns is ideal. You’re out nothing, but already have damage done against the enemy — even better if you can use it against the opposing hero directly and not a minion.

9/10 Attorney-At-Maw

Some of the best Druid cards are those that have the Choose One ability. Attorney-At-Maw allows you to either Silence an opposing minion — meaning you limit their use in the next turn — or you can give one of your own minions Immune for the turn you’re currently in.

Attorney-At-Maw is a cheap card to play (it only uses two Mana) and has one Attack and three HP. Depending on how you use it, you’re getting a small buffer between your enemy and your hero, along with safety on a friendly or a pause on an enemy.

8/10 Wrath

Like with Attorney-At-Maw, Wrath is a Choose One card that only costs two Mana. Unlike Attorney-At-Maw though, this card is used up once you play it, so make sure you’re ready to use one of its two functions when you draw it.

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You’ll be able to hit an enemy minion with three Attack, or you can choose to use Wrath by dealing only one Attack damage and drawing another card. How you use this Druid card really comes down to when you play it. If your opponent only has weak minions out, you may prefer the one Attack and extra card, but if you’re looking at a row of minions on the other side, the instant three Attack will be very appealing.

7/10 Thickhide Kodo

Thickhide Kodo doesn’t seem like much at first glance, especially for four Mana, but this card is for the player who likes to plan a few turns ahead. As it is, Thickhide Kodo offers three Attack and five HP on the field, as well as having Taunt — acting as a shield for your hero and any other cards you have out.

After Thickhide Kodo has been wiped from the playing field by the enemy, the Battlecry effect will be triggered, giving you five extra Armor.

6/10 Feral Rage

Another Choose One card, Feral Rage offers your hero either offense or defense. Playing this card costs three Mana, a fair price given it either grants your hero four more Attack in the current turn or gives them eight Armor.

Feral Rage is an awesome card to have in the middle-to-late stages of the game because it can fit your needs, regardless of your current stats. If you need a boost to your Armor, this card helps. If you need a quick hit of damage to knock a minion out, this card can also help there.

5/10 Force Of Nature

Force of Nature is another Druid card that seems less than amazing if you’re just looking at it. Costing five Mana, it only offers three Treants with two Attack and two HP — which are easy for your opponent to knock out.

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However, using one card and getting three in return is very helpful if you’ve just had your minions wiped from the board, or are attempting to strategize a bigger move a few turns out. They also give you something on the field to inflict damage with if you are low on minions.

4/10 Druid Of The Claw

Druid of the Claw has a lot to offer for the five Mana cost. You’ll Choose One with this card, either using it to transform into a five Attack and four HP Rush card, or as a five Attack and six HP Taunt card.

If you’re low on minions on the field and need to hit the enemy with some damage, turning this card into a Rush minion allows you to use it in the same turn for five Attack. If you’re not pressed for minions or damage, having the Druid of the Claw as a Taunt gives you a shield with six HP.

3/10 Soul Of The Forest

Soul of the Forest will give the minions you currently have on the playing field Deathrattle, meaning they’ll summon a Treant apiece whenever they die. As with other Treant summoning spells, the Treants will have two Attack and two HP, allowing for a little extra buffer between the attacking enemy and your hero.

Soul of the Forest does cost four Mana, which means you’ll want to time using this card for when you most need the extended life on your minions. Still, it’s a way to get more cards in play without using more from your deck.

2/10 Living Roots

Living Roots is best early on in the game because it’s cheap — only one Mana — and has small, but helpful, effects. As a Choose One card, you’ll pick either dealing two Attack with Living Roots, or summoning two Saplings with a basic one Attack and one HP.

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Very early in the game when you have little Mana to spare, being able to draw this card is useful regardless of which effect you choose. This is since quick damage or minions on the field are going to give you a slight edge at first.

1/10 Power Of The Wild

Power of the Wild gives you the Choose One ability, like many of the Druid cards. You can give your minions in play an extra one Attack and one HP, or you can use this to summon a Panther with three Attack and two HP.

Power of the Wild is pretty cheap to use — two Mana — and offers two different options with strength and health behind them. This is especially true if you choose the Panther, because you’ll be able to use other Druid cards in your deck to build on it as well.

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