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Grovebound

Druid

Nature caster: roots, healing over time and zones that work for you.

Starting HP
72
Energy
3
Cards
75
Upgrade choices
88
Antlered druid in leaf and bark robes holding a knotted club, a raven on the shoulder.

Your class passive

Rejuvenation heals you each turn, zones keep working for a few turns, and Withering Tether drains one enemy. Damage over time never breaks a Root.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Druid

Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.

Seeds of Renewal mastery icon

Recommended first path

Seeds of Renewal

Each Rejuvenation stack that heals you also gives you 2 guard.

Your first saga: heal and hold.

Starting swaps

Starting weapon: Knotted Club

Reward focus: rejuvenation / heals

Signature reward: Twin Sprouts

Thornwood mastery icon

Mastery path

Thornwood

Every fight starts with Thorns 3 on you, and Rooted enemies take 5 whenever they try to attack.

If you like roots and thorns.

Starting swaps

Starting weapon: Copper Stormbound Hammer

Reward focus: roots / thorns

Signature reward: Briar Snare

Wildheart mastery icon

Mastery path

Wildheart

Your Heartseeds grow twice as fast: each seed ticks twice on the enemy's turn.

If you like draining enemies to stay alive.

Starting swaps

Starting weapon: Copper Sickle

Reward focus: heartseed / drain

Signature reward: Life Sap

A signature is a reward-pool card, not an extra card automatically added to your starting deck.

The Druid card catalogue

Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.

How card sets unlock

Your starting pool is available immediately. Win with Druid to open each set for this class:

  • Set 1: win on Fair Winds.
  • Set 2: win on Storm Tide.
  • Set 3: win on Wolf Age.

A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.

Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Druid's own cards.

75 cards

Bark and Thorn: Tactic, common, 1 energy. Gain 7 guard. If you played an Attack this turn, gain 3 Thorns this turn.

Bark and Thorn

1 energy · Tactic

Gain 7 guard. If you played an Attack this turn, gain 3 Thorns this turn.

Self

Starting pool

Compare upgrade

Upgrade

Bark and Thorn+: Tactic, common, 1 energy. Gain 10 guard. If you played an Attack this turn, gain 4 Thorns this turn.

Bark and Thorn+

1 energy · Tactic

Gain 10 guard. If you played an Attack this turn, gain 4 Thorns this turn.

Self

Barkskin: Tactic, basic, 1 energy. Gain 6 guard.

Barkskin

1 energy · Tactic

Gain 6 guard.

Self

Starter card

4 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Barkskin+: Tactic, basic, 1 energy. Gain 8 guard.

Barkskin+

1 energy · Tactic

Gain 8 guard.

Self

Blight Cudgel: Attack, uncommon, 1 energy. Club. Deal 7 damage. If the enemy has your damage over time, deal 11 instead.

Blight Cudgel

1 energy · Attack

Club. Deal 7 damage. If the enemy has your damage over time, deal 11 instead.

Enemy

Starting pool

Compare upgrade

Upgrade

Blight Cudgel+: Attack, uncommon, 1 energy. Club. Deal 9 damage. If the enemy has your damage over time, deal 14 instead.

Blight Cudgel+

1 energy · Attack

Club. Deal 9 damage. If the enemy has your damage over time, deal 14 instead.

Enemy

Bough Step: Tactic, common, 1 energy. Gain 6 guard. Draw 1.

Bough Step

1 energy · Tactic

Gain 6 guard. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Bough Step+: Tactic, common, 1 energy. Gain 9 guard. Draw 1.

Bough Step+

1 energy · Tactic

Gain 9 guard. Draw 1.

Self

Bramble: Rite, uncommon, 1 energy. Zone, 3 turns. At the end of your turn 2 random enemies take 3 damage.

Bramble

1 energy · Rite

Zone, 3 turns. At the end of your turn 2 random enemies take 3 damage.

No target selection

Starting pool

Compare 2 upgrades

Branch A

Long Bramble: Rite, uncommon, 1 energy. Zone, 5 turns. At the end of your turn a random enemy takes 4 damage.

Long Bramble

1 energy · Rite

Zone, 5 turns. At the end of your turn a random enemy takes 4 damage.

No target selection

Branch B

Bramble Patch: Rite, uncommon, 1 energy. Zone, 3 turns. At the end of your turn ALL enemies take 2 damage.

Bramble Patch

1 energy · Rite

Zone, 3 turns. At the end of your turn ALL enemies take 2 damage.

No target selection

Bramble Coat: Tactic, basic, 1 energy. Gain 5 guard and 3 Thorns this turn.

Bramble Coat

1 energy · Tactic

Gain 5 guard and 3 Thorns this turn.

Self

Starter card

Starter swap: Thornwood.

Compare upgrade

Upgrade

Bramble Coat+: Tactic, basic, 1 energy. Gain 7 guard and 4 Thorns this turn.

Bramble Coat+

1 energy · Tactic

Gain 7 guard and 4 Thorns this turn.

Self

Bramble Line: Rite, uncommon, 2 energy. Enemies that Advance take 6 damage and are Rooted 1.

Bramble Line

2 energy · Rite

Enemies that Advance take 6 damage and are Rooted 1.

Self

Set 2

Compare upgrade

Upgrade

Bramble Line+: Rite, uncommon, 1 energy. Enemies that Advance take 6 damage and are Rooted 1.

Bramble Line+

1 energy · Rite

Enemies that Advance take 6 damage and are Rooted 1.

Self

Briar Snare: Tactic, uncommon, 1 energy. Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root. Spend.

Briar Snare

1 energy · Tactic

Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root. Spend.

Enemy · Reach

Spend

Starting pool

Signature reward: Thornwood.

Compare 2 upgrades

Branch A

Barksnare: Tactic, uncommon, 1 energy. The first enemy to attack you before your next turn is Rooted for its next turn. This Root does not break on damage. Spend.

Barksnare

1 energy · Tactic

The first enemy to attack you before your next turn is Rooted for its next turn. This Root does not break on damage. Spend.

Self · Reach

Spend

Branch B

Tangled Deep: Tactic, uncommon, 1 energy. Root an enemy: it skips its next attack (elites and bosses deal half instead). The Root breaks only after it takes 10 direct damage in one turn. Spend.

Tangled Deep

1 energy · Tactic

Root an enemy: it skips its next attack (elites and bosses deal half instead). The Root breaks only after it takes 10 direct damage in one turn. Spend.

Enemy · Reach

Spend

Briarback Blow: Attack, uncommon, 1 energy. Club. Deal 6 damage. Gain 3 guard and 1 Thorns.

Briarback Blow

1 energy · Attack

Club. Deal 6 damage. Gain 3 guard and 1 Thorns.

Enemy

Starting pool

Compare upgrade

Upgrade

Briarback Blow+: Attack, uncommon, 1 energy. Club. Deal 8 damage. Gain 4 guard and 2 Thorns.

Briarback Blow+

1 energy · Attack

Club. Deal 8 damage. Gain 4 guard and 2 Thorns.

Enemy

Choking Thicket: Rite, rare, 2 energy. Unique. Rooted enemies take double damage from your damage over time (Venom, Heartseed, Bramble, Tether). Echo: A random enemy gains Venom 2.

Choking Thicket

2 energy · Rite

Unique. Rooted enemies take double damage from your damage over time (Venom, Heartseed, Bramble, Tether). Echo: A random enemy gains Venom 2.

Self

Unique

Set 2

Compare upgrade

Upgrade

Choking Thicket+: Rite, rare, 1 energy. Unique. Rooted enemies take double damage from your damage over time (Venom, Heartseed, Bramble, Tether). Echo: A random enemy gains Venom 2.

Choking Thicket+

1 energy · Rite

Unique. Rooted enemies take double damage from your damage over time (Venom, Heartseed, Bramble, Tether). Echo: A random enemy gains Venom 2.

Self

Unique

Cleanse: Tactic, rare, 0 energy. Remove Venom, Shaken and Winded from yourself. Heal 2 per debuff removed. Spend.

Cleanse

0 energy · Tactic

Remove Venom, Shaken and Winded from yourself. Heal 2 per debuff removed. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Renewing Cleanse: Rite, rare, 0 energy. Remove Venom, Shaken and Winded from yourself and heal 2 per debuff removed, now and at the start of each of your next 3 turns.

Renewing Cleanse

0 energy · Rite

Remove Venom, Shaken and Winded from yourself and heal 2 per debuff removed, now and at the start of each of your next 3 turns.

Self

Branch B

Stripping Wind: Tactic, rare, 0 energy. Remove Venom, Shaken and Winded from yourself. Heal 2 per debuff removed. Remove one of Might, Bulwark or Thorns from each enemy. Spend.

Stripping Wind

0 energy · Tactic

Remove Venom, Shaken and Winded from yourself. Heal 2 per debuff removed. Remove one of Might, Bulwark or Thorns from each enemy. Spend.

No target selection

Spend

Cleansing Breeze: Tactic, uncommon, 1 energy. Every hero removes Venom, Shaken and Winded and gains 4 guard.

Cleansing Breeze

1 energy · Tactic

Every hero removes Venom, Shaken and Winded and gains 4 guard.

Self

Starting pool

Compare upgrade

Upgrade

Cleansing Breeze+: Tactic, uncommon, 1 energy. Every hero removes Venom, Shaken and Winded and gains 6 guard.

Cleansing Breeze+

1 energy · Tactic

Every hero removes Venom, Shaken and Winded and gains 6 guard.

Self

Clinging Vines: Tactic, common, 1 energy. Gain 4 guard. Apply Shaken 1 to ALL enemies.

Clinging Vines

1 energy · Tactic

Gain 4 guard. Apply Shaken 1 to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Clinging Vines+: Tactic, common, 1 energy. Gain 4 guard. Apply Shaken 2 to ALL enemies.

Clinging Vines+

1 energy · Tactic

Gain 4 guard. Apply Shaken 2 to ALL enemies.

No target selection

Club Swing: Attack, basic, 1 energy. Club. Deal 8 damage.

Club Swing

1 energy · Attack

Club. Deal 8 damage.

Enemy

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Club Swing+: Attack, basic, 1 energy. Club. Deal 11 damage.

Club Swing+

1 energy · Attack

Club. Deal 11 damage.

Enemy

Emergency Growth: Tactic, uncommon, 0 energy. Heal 5. Spend.

Emergency Growth

0 energy · Tactic

Heal 5. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Emergency Growth+: Tactic, uncommon, 0 energy. Heal 8. Spend.

Emergency Growth+

0 energy · Tactic

Heal 8. Spend.

Self

Spend

Evergreen: Rite, uncommon, 1 energy. At the start of your turn heal 1.

Evergreen

1 energy · Rite

At the start of your turn heal 1.

Self

Starting pool

Compare upgrade

Upgrade

Evergreen+: Rite, uncommon, 1 energy. At the start of your turn heal 2.

Evergreen+

1 energy · Rite

At the start of your turn heal 2.

Self

Falling Leaves: Tactic, common, 0 energy. Remove your Shaken and Winded. Draw 1.

Falling Leaves

0 energy · Tactic

Remove your Shaken and Winded. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Falling Leaves+: Tactic, common, 0 energy. Remove your Shaken and Winded. Draw 2.

Falling Leaves+

0 energy · Tactic

Remove your Shaken and Winded. Draw 2.

Self

Far Grove: Tactic, uncommon, 2 energy. Root each back-row enemy (none in the back row: a random enemy) for their next 2 turns. Direct damage breaks each Root. Spend.

Far Grove

2 energy · Tactic

Root each back-row enemy (none in the back row: a random enemy) for their next 2 turns. Direct damage breaks each Root. Spend.

No target selection · Reach

Spend

Starting pool

Compare upgrade

Upgrade

Far Grove+: Tactic, uncommon, 1 energy. Root each back-row enemy (none in the back row: a random enemy) for their next 2 turns. Direct damage breaks each Root. Spend.

Far Grove+

1 energy · Tactic

Root each back-row enemy (none in the back row: a random enemy) for their next 2 turns. Direct damage breaks each Root. Spend.

No target selection · Reach

Spend

Festering Thorn: Attack, uncommon, 1 energy. Deal 3 damage, +2 for each Venom on the enemy (max +12).

Festering Thorn

1 energy · Attack

Deal 3 damage, +2 for each Venom on the enemy (max +12).

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Festering Thorn+: Attack, uncommon, 1 energy. Deal 4 damage, +3 for each Venom on the enemy (max +15).

Festering Thorn+

1 energy · Attack

Deal 4 damage, +3 for each Venom on the enemy (max +15).

Enemy · Reach

Following Wind: Tactic, uncommon, 1 energy. The next enemy attack against you this turn misses. Every hero draws 1.

Following Wind

1 energy · Tactic

The next enemy attack against you this turn misses. Every hero draws 1.

Self

Starting pool

Compare upgrade

Upgrade

Following Wind+: Tactic, uncommon, 1 energy. The next enemy attack against you this turn misses. Every hero draws 2.

Following Wind+

1 energy · Tactic

The next enemy attack against you this turn misses. Every hero draws 2.

Self

Gnarled Blow: Attack, common, 1 energy. Club. Deal 7 damage. Apply Winded 1.

Gnarled Blow

1 energy · Attack

Club. Deal 7 damage. Apply Winded 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Gnarled Blow+: Attack, common, 1 energy. Club. Deal 10 damage. Apply Winded 2.

Gnarled Blow+

1 energy · Attack

Club. Deal 10 damage. Apply Winded 2.

Enemy

Grasping Wilds: Tactic, uncommon, 2 energy. Root each front-row enemy for its next turn. These Roots do not break on damage. Spend.

Grasping Wilds

2 energy · Tactic

Root each front-row enemy for its next turn. These Roots do not break on damage. Spend.

No target selection

Spend

Starting pool

Compare upgrade

Upgrade

Grasping Wilds+: Tactic, uncommon, 2 energy. Root each front-row enemy for its next turn. These Roots do not break on damage. Gain 5 guard. Spend.

Grasping Wilds+

2 energy · Tactic

Root each front-row enemy for its next turn. These Roots do not break on damage. Gain 5 guard. Spend.

No target selection

Spend

Greenwood Mending: Tactic, uncommon, 1 energy. Heal 4. Gain 1 Rejuvenation. Spend.

Greenwood Mending

1 energy · Tactic

Heal 4. Gain 1 Rejuvenation. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Greenwood Mending+: Tactic, uncommon, 1 energy. Heal 6. Gain 1 Rejuvenation. Spend.

Greenwood Mending+

1 energy · Tactic

Heal 6. Gain 1 Rejuvenation. Spend.

Self

Spend

Grove Gift: Tactic, uncommon, 1 energy. An ally draws 2 and gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Grove Gift

1 energy · Tactic

An ally draws 2 and gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Ally

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Grove Gift+: Tactic, uncommon, 1 energy. An ally draws 3 and gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Grove Gift+

1 energy · Tactic

An ally draws 3 and gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Ally

Heartseed: Attack, common, 1 energy. Plant a seed: at the start of the enemy's next 3 turns it takes 2 and you heal the damage it took. Apply Shaken 1.

Heartseed

1 energy · Attack

Plant a seed: at the start of the enemy's next 3 turns it takes 2 and you heal the damage it took. Apply Shaken 1.

Enemy · Reach

Starting pool

1 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Deep Taproot: Attack, common, 1 energy. Plant a seed: at the start of the enemy's next 3 turns it takes 3 and you heal the damage it took. Apply Shaken 1.

Deep Taproot

1 energy · Attack

Plant a seed: at the start of the enemy's next 3 turns it takes 3 and you heal the damage it took. Apply Shaken 1.

Enemy · Reach

Branch B

Scattered Seed: Attack, common, 1 energy. Plant a seed in up to 3 different random enemies: at the start of each one's next 3 turns it takes 1 and you heal the damage it took. Apply Shaken 1 to each.

Scattered Seed

1 energy · Attack

Plant a seed in up to 3 different random enemies: at the start of each one's next 3 turns it takes 1 and you heal the damage it took. Apply Shaken 1 to each.

No target selection · Reach

Heartwood: Rite, rare, 2 energy. Whenever a card or Rejuvenation heals you, gain that much guard.

Heartwood

2 energy · Rite

Whenever a card or Rejuvenation heals you, gain that much guard.

Self

Starting pool

Compare upgrade

Upgrade

Heartwood+: Rite, rare, 1 energy. Whenever a card or Rejuvenation heals you, gain that much guard.

Heartwood+

1 energy · Rite

Whenever a card or Rejuvenation heals you, gain that much guard.

Self

Heavy Bough: Attack, uncommon, 2 energy. Club. Deal 14 damage. Apply Shaken 1.

Heavy Bough

2 energy · Attack

Club. Deal 14 damage. Apply Shaken 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Heavy Bough+: Attack, uncommon, 2 energy. Club. Deal 18 damage. Apply Shaken 1.

Heavy Bough+

2 energy · Attack

Club. Deal 18 damage. Apply Shaken 1.

Enemy

Hungry Grove: Rite, rare, 2 energy. Zone, 3 turns. At the start of each of your next 3 turns ALL enemies gain Winded 1 and every hero gains 2 guard per enemy.

Hungry Grove

2 energy · Rite

Zone, 3 turns. At the start of each of your next 3 turns ALL enemies gain Winded 1 and every hero gains 2 guard per enemy.

No target selection

Starting pool

Compare upgrade

Upgrade

Hungry Grove+: Rite, rare, 2 energy. Zone, 4 turns. At the start of each of your next 4 turns ALL enemies gain Winded 1 and every hero gains 2 guard per enemy.

Hungry Grove+

2 energy · Rite

Zone, 4 turns. At the start of each of your next 4 turns ALL enemies gain Winded 1 and every hero gains 2 guard per enemy.

No target selection

Hungry Roots: Attack, uncommon, 1 energy. Deal 6 damage. If the enemy is Rooted or Tethered, also apply Winded 2 and Shaken 1.

Hungry Roots

1 energy · Attack

Deal 6 damage. If the enemy is Rooted or Tethered, also apply Winded 2 and Shaken 1.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Hungry Roots+: Attack, uncommon, 1 energy. Deal 9 damage. If the enemy is Rooted or Tethered, also apply Winded 2 and Shaken 1.

Hungry Roots+

1 energy · Attack

Deal 9 damage. If the enemy is Rooted or Tethered, also apply Winded 2 and Shaken 1.

Enemy · Reach

Ironbark: Rite, uncommon, 1 energy. At the start of your turn gain 3 guard.

Ironbark

1 energy · Rite

At the start of your turn gain 3 guard.

Self

Starting pool

Compare upgrade

Upgrade

Ironbark+: Rite, uncommon, 1 energy. At the start of your turn gain 5 guard.

Ironbark+

1 energy · Rite

At the start of your turn gain 5 guard.

Self

Kindred Canopy: Tactic, uncommon, 1 energy. Heal 1 at the start of each of your next 5 turns. Playing another copy refreshes it.

Kindred Canopy

1 energy · Tactic

Heal 1 at the start of each of your next 5 turns. Playing another copy refreshes it.

Self

Set 1

Compare 2 upgrades

Branch A

Steadfast Canopy: Tactic, uncommon, 1 energy. Heal 1 at the start of each of your next 5 turns. While it lasts you cannot become Shaken. Playing another copy refreshes it.

Steadfast Canopy

1 energy · Tactic

Heal 1 at the start of each of your next 5 turns. While it lasts you cannot become Shaken. Playing another copy refreshes it.

Self

Branch B

Long Summer: Tactic, uncommon, 1 energy. Heal 1 at the start of each of your next 8 turns. Playing another copy refreshes it.

Long Summer

1 energy · Tactic

Heal 1 at the start of each of your next 8 turns. Playing another copy refreshes it.

Self

Lasting Growth: Tactic, common, 1 energy. Heal 2. Gain 1 Rejuvenation: heal 1 at the start of each of your next 6 turns.

Lasting Growth

1 energy · Tactic

Heal 2. Gain 1 Rejuvenation: heal 1 at the start of each of your next 6 turns.

Self

Starting pool

Compare upgrade

Upgrade

Lasting Growth+: Tactic, common, 1 energy. Heal 4. Gain 1 Rejuvenation: heal 1 at the start of each of your next 6 turns.

Lasting Growth+

1 energy · Tactic

Heal 4. Gain 1 Rejuvenation: heal 1 at the start of each of your next 6 turns.

Self

Leaf Dash: Tactic, rare, 0 energy. The next enemy attack against you this turn misses. Draw 2. Spend.

Leaf Dash

0 energy · Tactic

The next enemy attack against you this turn misses. Draw 2. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Shedding Dash: Tactic, rare, 0 energy. The next enemy attack against you this turn misses. Remove your Shaken. Draw 3. Spend.

Shedding Dash

0 energy · Tactic

The next enemy attack against you this turn misses. Remove your Shaken. Draw 3. Spend.

Self

Spend

Branch B

Tailwind Dash: Tactic, rare, 0 energy. The next enemy attack against you this turn misses. Draw 2. Gain 1 energy next turn. Spend.

Tailwind Dash

0 energy · Tactic

The next enemy attack against you this turn misses. Draw 2. Gain 1 energy next turn. Spend.

Self

Spend

Life Sap: Attack, uncommon, 1 energy. Deal 6 damage. Heal half the unblocked damage dealt.

Life Sap

1 energy · Attack

Deal 6 damage. Heal half the unblocked damage dealt.

Enemy · Reach

Starting pool

Signature reward: Wildheart.

Compare upgrade

Upgrade

Life Sap+: Attack, uncommon, 1 energy. Deal 9 damage. Heal half the unblocked damage dealt.

Life Sap+

1 energy · Attack

Deal 9 damage. Heal half the unblocked damage dealt.

Enemy · Reach

Morrigan's Raven: Attack, rare, 2 energy. Deal 8 damage to ALL enemies. Cancel the tell of every enemy that is not about to attack. Spend.

Morrigan's Raven

2 energy · Attack

Deal 8 damage to ALL enemies. Cancel the tell of every enemy that is not about to attack. Spend.

No target selection

Spend

Starting pool

Compare 2 upgrades

Branch A

Sundering Raven: Attack, rare, 2 energy. Deal 8 damage to ALL enemies and apply Sundered 1 to each. Cancel the tell of every enemy that is not about to attack. Spend.

Sundering Raven

2 energy · Attack

Deal 8 damage to ALL enemies and apply Sundered 1 to each. Cancel the tell of every enemy that is not about to attack. Spend.

No target selection

Spend

Branch B

Hunting Raven: Attack, rare, 2 energy. Cancel an enemy's tell, whatever it is. Deal 16 damage to it. Spend.

Hunting Raven

2 energy · Attack

Cancel an enemy's tell, whatever it is. Deal 16 damage to it. Spend.

Enemy

Spend

Nettlebind: Tactic, uncommon, 1 energy. Apply Venom 4.

Nettlebind

1 energy · Tactic

Apply Venom 4.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Nettlebind+: Tactic, uncommon, 1 energy. Apply Venom 6.

Nettlebind+

1 energy · Tactic

Apply Venom 6.

Enemy · Reach

Oak Cudgel: Attack, common, 2 energy. Club. Deal 12 damage.

Oak Cudgel

2 energy · Attack

Club. Deal 12 damage.

Enemy

Starting pool

Compare upgrade

Upgrade

Oak Cudgel+: Attack, common, 2 energy. Club. Deal 16 damage.

Oak Cudgel+

2 energy · Attack

Club. Deal 16 damage.

Enemy

Pursuing Raven: Attack, rare, 2 energy. Cancel an enemy's tell, whatever it is. Deal 10 damage to it. Spend.

Pursuing Raven

2 energy · Attack

Cancel an enemy's tell, whatever it is. Deal 10 damage to it. Spend.

Enemy · Reach

Spend

Starting pool

Compare upgrade

Upgrade

Pursuing Raven+: Attack, rare, 2 energy. Cancel an enemy's tell, whatever it is. Deal 14 damage to it. Spend.

Pursuing Raven+

2 energy · Attack

Cancel an enemy's tell, whatever it is. Deal 14 damage to it. Spend.

Enemy · Reach

Spend

Regrowth: Tactic, rare, 1 energy. Heal 6. Then heal 2 at the start of each of your next 3 turns. Playing it again refreshes the heal over time.

Regrowth

1 energy · Tactic

Heal 6. Then heal 2 at the start of each of your next 3 turns. Playing it again refreshes the heal over time.

Self

Starting pool

Compare 2 upgrades

Branch A

Quick Growth: Tactic, rare, 0 energy. Heal 9. Spend.

Quick Growth

0 energy · Tactic

Heal 9. Spend.

Self

Spend

Branch B

Deep Growth: Tactic, rare, 1 energy. Heal 6. Then heal 2 at the start of each of your next 6 turns. Playing it again refreshes the heal over time.

Deep Growth

1 energy · Tactic

Heal 6. Then heal 2 at the start of each of your next 6 turns. Playing it again refreshes the heal over time.

Self

Rejuvenation: Tactic, common, 1 energy. Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns.

Rejuvenation

1 energy · Tactic

Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns.

Self

Starting pool

1 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Seeds of Renewal: Tactic, common, 1 energy. Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns. If any enemy has your damage over time, gain 2 instead.

Seeds of Renewal

1 energy · Tactic

Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns. If any enemy has your damage over time, gain 2 instead.

Self

Branch B

Verdant Touch: Tactic, common, 1 energy. Costs 0 if you played a Club Attack this turn. Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns.

Verdant Touch

1 energy · Tactic

Costs 0 if you played a Club Attack this turn. Gain 1 Rejuvenation: heal 2 at the start of each of your next 3 turns.

Self

Costs 0 energy after playing a Club Attack this turn.

Rotroot: Tactic, uncommon, 1 energy. Apply Venom 2 to ALL enemies.

Rotroot

1 energy · Tactic

Apply Venom 2 to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Rotroot+: Tactic, uncommon, 1 energy. Apply Venom 3 to ALL enemies.

Rotroot+

1 energy · Tactic

Apply Venom 3 to ALL enemies.

No target selection

Sacred Grove: Rite, rare, 3 energy. Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses).

Sacred Grove

3 energy · Rite

Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses).

Self

Starting pool

Compare 2 upgrades

Branch A

Sheltering Grove: Rite, rare, 3 energy. Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses). Gain 1 Rejuvenation.

Sheltering Grove

3 energy · Rite

Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses). Gain 1 Rejuvenation.

Self

Branch B

Thirsting Grove: Rite, rare, 3 energy. Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses), ALL enemies gain Winded 1 and you gain 3 guard.

Thirsting Grove

3 energy · Rite

Zone, 3 turns. At the start of each of your next 3 turns heal 10% of your max HP (not increased by heal bonuses), ALL enemies gain Winded 1 and you gain 3 guard.

Self

Sap Draw: Attack, common, 1 energy. Deal 6 damage. Apply Winded 2. Gain 3 guard.

Sap Draw

1 energy · Attack

Deal 6 damage. Apply Winded 2. Gain 3 guard.

Enemy · Reach

Starting pool

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Upgrade

Sap Draw+: Attack, common, 1 energy. Deal 9 damage. Apply Winded 3. Gain 3 guard.

Sap Draw+

1 energy · Attack

Deal 9 damage. Apply Winded 3. Gain 3 guard.

Enemy · Reach

Sap Siphon: Tactic, uncommon, 1 energy. Apply Winded 2 to ALL enemies. Gain 2 guard per enemy.

Sap Siphon

1 energy · Tactic

Apply Winded 2 to ALL enemies. Gain 2 guard per enemy.

No target selection

Set 1

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Upgrade

Sap Siphon+: Tactic, uncommon, 1 energy. Apply Winded 2 to ALL enemies. Gain 3 guard per enemy.

Sap Siphon+

1 energy · Tactic

Apply Winded 2 to ALL enemies. Gain 3 guard per enemy.

No target selection

Sapping Blow: Attack, uncommon, 2 energy. Club. Deal 11 damage. If the enemy is Tethered, heal 3.

Sapping Blow

2 energy · Attack

Club. Deal 11 damage. If the enemy is Tethered, heal 3.

Enemy

Set 1

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Upgrade

Sapping Blow+: Attack, uncommon, 2 energy. Club. Deal 15 damage. If the enemy is Tethered, heal 3.

Sapping Blow+

2 energy · Attack

Club. Deal 15 damage. If the enemy is Tethered, heal 3.

Enemy

Scatter Seeds: Attack, common, 1 energy. Deal 4 damage to up to 3 different random enemies. Each one hit gains Venom 1.

Scatter Seeds

1 energy · Attack

Deal 4 damage to up to 3 different random enemies. Each one hit gains Venom 1.

No target selection

Starting pool

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Upgrade

Scatter Seeds+: Attack, common, 1 energy. Deal 5 damage to up to 3 different random enemies. Each one hit gains Venom 1.

Scatter Seeds+

1 energy · Attack

Deal 5 damage to up to 3 different random enemies. Each one hit gains Venom 1.

No target selection

Seedling: Tactic, common, 0 energy. If the enemy already has your damage over time, gain 1 Rejuvenation. Apply Venom 2. Spend.

Seedling

0 energy · Tactic

If the enemy already has your damage over time, gain 1 Rejuvenation. Apply Venom 2. Spend.

Enemy · Reach

Spend

Starting pool

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Upgrade

Seedling+: Tactic, common, 0 energy. If the enemy already has your damage over time, gain 1 Rejuvenation. Apply Venom 3. Spend.

Seedling+

0 energy · Tactic

If the enemy already has your damage over time, gain 1 Rejuvenation. Apply Venom 3. Spend.

Enemy · Reach

Spend

Shared Grove: Tactic, uncommon, 1 energy. Every hero gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Shared Grove

1 energy · Tactic

Every hero gains 1 Rejuvenation: heal 2 at the start of each of their next 3 turns.

Self

Starting pool

Offered in parties of 2 or more heroes.

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Upgrade

Shared Grove+: Tactic, uncommon, 1 energy. Every hero gains Rejuvenation that heals 3 for 3 turns.

Shared Grove+

1 energy · Tactic

Every hero gains Rejuvenation that heals 3 for 3 turns.

Self

Snaring Vine: Tactic, basic, 1 energy. Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root.

Snaring Vine

1 energy · Tactic

Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root.

Enemy

Starter card

Starter swap: Thornwood.

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Upgrade

Snaring Vine+: Tactic, basic, 1 energy. Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root. Gain 4 guard.

Snaring Vine+

1 energy · Tactic

Root an enemy: it skips its next attack (elites and bosses deal half instead). Direct damage breaks the Root. Gain 4 guard.

Enemy

Spirit Fang: Attack, basic, 1 energy. Deal 5 damage. Plant a Heartseed: 1 at the start of its next 3 turns, healing you.

Spirit Fang

1 energy · Attack

Deal 5 damage. Plant a Heartseed: 1 at the start of its next 3 turns, healing you.

Enemy · Reach

Starter card

Starter swap: Wildheart.

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Upgrade

Spirit Fang+: Attack, basic, 1 energy. Deal 7 damage. Plant a Heartseed: 2 at the start of its next 3 turns, healing you.

Spirit Fang+

1 energy · Attack

Deal 7 damage. Plant a Heartseed: 2 at the start of its next 3 turns, healing you.

Enemy · Reach

Spring Renewal: Rite, rare, 2 energy. At the start of your turn, every hero removes Venom, Shaken and Winded and heals 2 per debuff removed.

Spring Renewal

2 energy · Rite

At the start of your turn, every hero removes Venom, Shaken and Winded and heals 2 per debuff removed.

Self

Starting pool

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Upgrade

Spring Renewal+: Rite, rare, 1 energy. At the start of your turn, every hero removes Venom, Shaken and Winded and heals 2 per debuff removed.

Spring Renewal+

1 energy · Rite

At the start of your turn, every hero removes Venom, Shaken and Winded and heals 2 per debuff removed.

Self

Strangling Growth: Rite, uncommon, 1 energy. Your direct damage does not break a Root until that enemy has taken 10 direct damage this turn.

Strangling Growth

1 energy · Rite

Your direct damage does not break a Root until that enemy has taken 10 direct damage this turn.

Self

Starting pool

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Upgrade

Strangling Growth+: Rite, uncommon, 1 energy. Your direct damage does not break a Root until that enemy has taken 15 direct damage this turn.

Strangling Growth+

1 energy · Rite

Your direct damage does not break a Root until that enemy has taken 15 direct damage this turn.

Self

Summer Sap: Tactic, common, 0 energy. Each of your Rejuvenation stacks lasts 1 more turn.

Summer Sap

0 energy · Tactic

Each of your Rejuvenation stacks lasts 1 more turn.

Self

Starting pool

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Upgrade

Summer Sap+: Tactic, common, 0 energy. Each of your Rejuvenation stacks lasts 1 more turn. Heal 1 per stack.

Summer Sap+

0 energy · Tactic

Each of your Rejuvenation stacks lasts 1 more turn. Heal 1 per stack.

Self

Taproot: Attack, common, 2 energy. Club. Deal 10 damage. Heal 3.

Taproot

2 energy · Attack

Club. Deal 10 damage. Heal 3.

Enemy

Starting pool

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Upgrade

Taproot+: Attack, common, 2 energy. Club. Deal 14 damage. Heal 3.

Taproot+

2 energy · Attack

Club. Deal 14 damage. Heal 3.

Enemy

The Druid's Way: Rite, uncommon, 1 energy. Unique. Choose one for this fight (the other is then locked). Oaken Might: Club Attacks +2 damage. Verdant Arts: heals, Rejuvenation and damage-over-time ticks +1. Echo: Heal 3.

The Druid's Way

1 energy · Rite

Unique. Choose one for this fight (the other is then locked). Oaken Might: Club Attacks +2 damage. Verdant Arts: heals, Rejuvenation and damage-over-time ticks +1. Echo: Heal 3.

Self

Unique

Starting pool

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The Druid's Way+: Rite, uncommon, 1 energy. Unique. Ready. Choose one for this fight (the other is then locked). Oaken Might: Club Attacks +2 damage. Verdant Arts: heals, Rejuvenation and damage-over-time ticks +1. Echo: Heal 3.

The Druid's Way+

1 energy · Rite

Unique. Ready. Choose one for this fight (the other is then locked). Oaken Might: Club Attacks +2 damage. Verdant Arts: heals, Rejuvenation and damage-over-time ticks +1. Echo: Heal 3.

Self

Ready

Thicket Wall: Tactic, common, 2 energy. Gain 12 guard. If a zone is active, gain 16 instead.

Thicket Wall

2 energy · Tactic

Gain 12 guard. If a zone is active, gain 16 instead.

Self

Set 1

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Thicket Wall+: Tactic, common, 2 energy. Gain 16 guard. If a zone is active, gain 20 instead.

Thicket Wall+

2 energy · Tactic

Gain 16 guard. If a zone is active, gain 20 instead.

Self

Thistle Sting: Attack, common, 1 energy. Deal 5 damage. Apply Venom 2.

Thistle Sting

1 energy · Attack

Deal 5 damage. Apply Venom 2.

Enemy · Reach

Starting pool

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Upgrade

Thistle Sting+: Attack, common, 1 energy. Deal 6 damage. Apply Venom 3.

Thistle Sting+

1 energy · Attack

Deal 6 damage. Apply Venom 3.

Enemy · Reach

Thorn Corridor: Rite, uncommon, 1 energy. Zone, 4 turns. At the end of your turn each back-row enemy takes 4 damage (none in the back row: a random enemy does).

Thorn Corridor

1 energy · Rite

Zone, 4 turns. At the end of your turn each back-row enemy takes 4 damage (none in the back row: a random enemy does).

No target selection

Starting pool

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Thorn Corridor+: Rite, uncommon, 1 energy. Zone, 4 turns. At the end of your turn each back-row enemy takes 5 damage (none in the back row: a random enemy does).

Thorn Corridor+

1 energy · Rite

Zone, 4 turns. At the end of your turn each back-row enemy takes 5 damage (none in the back row: a random enemy does).

No target selection

Thorn Surge: Tactic, uncommon, 1 energy. Every active zone ticks once now.

Thorn Surge

1 energy · Tactic

Every active zone ticks once now.

Self

Set 1

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Thorn Surge+: Tactic, uncommon, 0 energy. Every active zone ticks once now.

Thorn Surge+

0 energy · Tactic

Every active zone ticks once now.

Self

Thorn Volley: Attack, uncommon, 1 energy. Deal 4 damage to ALL enemies. If a zone is active, deal 6 instead.

Thorn Volley

1 energy · Attack

Deal 4 damage to ALL enemies. If a zone is active, deal 6 instead.

No target selection

Starting pool

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Upgrade

Thorn Volley+: Attack, uncommon, 1 energy. Deal 5 damage to ALL enemies. If a zone is active, deal 8 instead.

Thorn Volley+

1 energy · Attack

Deal 5 damage to ALL enemies. If a zone is active, deal 8 instead.

No target selection

Thornbind: Rite, uncommon, 1 energy. Whenever an enemy hits an ally, it takes 3 damage.

Thornbind

1 energy · Rite

Whenever an enemy hits an ally, it takes 3 damage.

Self

Starting pool

Offered in parties of 2 or more heroes.

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Upgrade

Thornbind+: Rite, uncommon, 1 energy. Whenever an enemy hits an ally, it takes 5 damage.

Thornbind+

1 energy · Rite

Whenever an enemy hits an ally, it takes 5 damage.

Self

Thornlash: Attack, common, 1 energy. Deal 6 damage. If a zone is active, deal 8 instead.

Thornlash

1 energy · Attack

Deal 6 damage. If a zone is active, deal 8 instead.

Enemy · Reach

Set 1

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Upgrade

Thornlash+: Attack, common, 1 energy. Deal 8 damage. If a zone is active, deal 11 instead.

Thornlash+

1 energy · Attack

Deal 8 damage. If a zone is active, deal 11 instead.

Enemy · Reach

Thornstorm: Attack, rare, 2 energy. Deal 5 damage to ALL enemies and apply Venom 2 to each. Every active zone ticks once.

Thornstorm

2 energy · Attack

Deal 5 damage to ALL enemies and apply Venom 2 to each. Every active zone ticks once.

No target selection

Starting pool

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Upgrade

Thornstorm+: Attack, rare, 2 energy. Deal 7 damage to ALL enemies and apply Venom 3 to each. Every active zone ticks once.

Thornstorm+

2 energy · Attack

Deal 7 damage to ALL enemies and apply Venom 3 to each. Every active zone ticks once.

No target selection

Thornward: Tactic, uncommon, 1 energy. Gain 7 guard and 3 Thorns this turn.

Thornward

1 energy · Tactic

Gain 7 guard and 3 Thorns this turn.

Self

Starting pool

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Upgrade

Thornward+: Tactic, uncommon, 1 energy. Gain 10 guard and 4 Thorns this turn.

Thornward+

1 energy · Tactic

Gain 10 guard and 4 Thorns this turn.

Self

Twin Sprouts: Tactic, uncommon, 2 energy. Gain 2 Rejuvenation: each heals 2 at the start of each of your next 3 turns.

Twin Sprouts

2 energy · Tactic

Gain 2 Rejuvenation: each heals 2 at the start of each of your next 3 turns.

Self

Starting pool

Signature reward: Seeds of Renewal.

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Upgrade

Twin Sprouts+: Tactic, uncommon, 1 energy. Gain 2 Rejuvenation: each heals 2 at the start of each of your next 3 turns.

Twin Sprouts+

1 energy · Tactic

Gain 2 Rejuvenation: each heals 2 at the start of each of your next 3 turns.

Self

Unshaken Leaves: Rite, uncommon, 1 energy. At the start of your turn, if you have Rejuvenation, remove your Shaken and Winded and gain 3 guard.

Unshaken Leaves

1 energy · Rite

At the start of your turn, if you have Rejuvenation, remove your Shaken and Winded and gain 3 guard.

Self

Starting pool

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Upgrade

Unshaken Leaves+: Rite, uncommon, 0 energy. At the start of your turn, if you have Rejuvenation, remove your Shaken and Winded and gain 3 guard.

Unshaken Leaves+

0 energy · Rite

At the start of your turn, if you have Rejuvenation, remove your Shaken and Winded and gain 3 guard.

Self

Verdant Strike: Attack, common, 1 energy. Club. Deal 6 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Verdant Strike

1 energy · Attack

Club. Deal 6 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Enemy

Starting pool

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Upgrade

Verdant Strike+: Attack, common, 1 energy. Club. Deal 9 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Verdant Strike+

1 energy · Attack

Club. Deal 9 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Enemy

Verdant Strike: Attack, basic, 1 energy. Club. Deal 6 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Verdant Strike

1 energy · Attack

Club. Deal 6 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Enemy

Starter card

Starter swap: Seeds of Renewal.

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Upgrade

Verdant Strike+: Attack, basic, 1 energy. Club. Deal 9 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Verdant Strike+

1 energy · Attack

Club. Deal 9 damage. If this is your first Attack this turn, gain 1 Rejuvenation.

Enemy

Watchful Raven: Tactic, uncommon, 1 energy. Apply Marked 2 to ALL enemies.

Watchful Raven

1 energy · Tactic

Apply Marked 2 to ALL enemies.

No target selection

Starting pool

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Upgrade

Watchful Raven+: Tactic, uncommon, 1 energy. Apply Marked 2 to ALL enemies. Draw 1.

Watchful Raven+

1 energy · Tactic

Apply Marked 2 to ALL enemies. Draw 1.

No target selection

Wildwood's Grasp: Tactic, rare, 3 energy. Root ALL enemies for their next 2 turns. Direct damage breaks each Root. Spend.

Wildwood's Grasp

3 energy · Tactic

Root ALL enemies for their next 2 turns. Direct damage breaks each Root. Spend.

No target selection

Spend

Set 3

Compare 2 upgrades

Branch A

Unbroken Grasp: Tactic, rare, 3 energy. Root ALL enemies for their next turn. These Roots do not break on damage. Spend.

Unbroken Grasp

3 energy · Tactic

Root ALL enemies for their next turn. These Roots do not break on damage. Spend.

No target selection

Spend

Branch B

Patient Grasp: Tactic, rare, 2 energy. Keep. Root ALL enemies for their next 2 turns. Direct damage breaks each Root. Spend.

Patient Grasp

2 energy · Tactic

Keep. Root ALL enemies for their next 2 turns. Direct damage breaks each Root. Spend.

No target selection

SpendKeep

Withering Lash: Attack, rare, 1 energy. Tether the enemy for 3 turns: each turn it takes 4 and gains Winded 1, you gain 3 guard. Jumps when it dies. Deal 6 damage.

Withering Lash

1 energy · Attack

Tether the enemy for 3 turns: each turn it takes 4 and gains Winded 1, you gain 3 guard. Jumps when it dies. Deal 6 damage.

Enemy · Reach

Starting pool

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Upgrade

Withering Lash+: Attack, rare, 1 energy. Tether the enemy for 3 turns: each turn it takes 5 and gains Winded 1, you gain 3 guard. Jumps when it dies. Deal 9 damage.

Withering Lash+

1 energy · Attack

Tether the enemy for 3 turns: each turn it takes 5 and gains Winded 1, you gain 3 guard. Jumps when it dies. Deal 9 damage.

Enemy · Reach

Withering Tether: Tactic, uncommon, 1 energy. Tether an enemy for 3 turns. At the start of its turn it gains Winded 1 and you gain 3 guard. When it dies or reaches Winded 3, the Tether jumps to another random enemy.

Withering Tether

1 energy · Tactic

Tether an enemy for 3 turns. At the start of its turn it gains Winded 1 and you gain 3 guard. When it dies or reaches Winded 3, the Tether jumps to another random enemy.

Enemy · Reach

Set 2

Compare 2 upgrades

Branch A

Clinging Hunger: Tactic, uncommon, 1 energy. Tether an enemy for 3 turns. At the start of its turn it gains Winded 1 and Shaken 1, and you gain 3 guard. When it dies or reaches Winded 3, the Tether jumps to another random enemy.

Clinging Hunger

1 energy · Tactic

Tether an enemy for 3 turns. At the start of its turn it gains Winded 1 and Shaken 1, and you gain 3 guard. When it dies or reaches Winded 3, the Tether jumps to another random enemy.

Enemy · Reach

Branch B

Withering Blight: Tactic, uncommon, 1 energy. Tether an enemy for 3 turns. At the start of its turn it takes 3 damage and gains Winded 1, and you gain 3 guard. When it dies, the Tether jumps to another random enemy.

Withering Blight

1 energy · Tactic

Tether an enemy for 3 turns. At the start of its turn it takes 3 damage and gains Winded 1, and you gain 3 guard. When it dies, the Tether jumps to another random enemy.

Enemy · Reach

Woodland Balm: Tactic, common, 1 energy. Heal 3. If you have Rejuvenation, heal 5 instead. Spend.

Woodland Balm

1 energy · Tactic

Heal 3. If you have Rejuvenation, heal 5 instead. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Woodland Balm+: Tactic, common, 1 energy. Heal 5. If you have Rejuvenation, heal 7 instead. Spend.

Woodland Balm+

1 energy · Tactic

Heal 5. If you have Rejuvenation, heal 7 instead. Spend.

Self

Spend

Woodland Discipline: Rite, uncommon, 1 energy. Your card heals and Rejuvenation heals are +1.

Woodland Discipline

1 energy · Rite

Your card heals and Rejuvenation heals are +1.

Self

Starting pool

Compare 2 upgrades

Branch A

Still as Bark: Rite, uncommon, 1 energy. Your card heals and Rejuvenation heals are +1. At the end of a turn in which you played no Attack, gain 4 guard.

Still as Bark

1 energy · Rite

Your card heals and Rejuvenation heals are +1. At the end of a turn in which you played no Attack, gain 4 guard.

Self

Branch B

Wandering Bough: Rite, uncommon, 1 energy. Your card heals and Rejuvenation heals are +1. At the start of your turn gain 2 guard.

Wandering Bough

1 energy · Rite

Your card heals and Rejuvenation heals are +1. At the start of your turn gain 2 guard.

Self

World Tree: Rite, rare, 3 energy. At the start of your turn gain 1 Rejuvenation. Your zones last 1 more turn.

World Tree

3 energy · Rite

At the start of your turn gain 1 Rejuvenation. Your zones last 1 more turn.

Self

Set 3

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Upgrade

World Tree+: Rite, rare, 2 energy. At the start of your turn gain 1 Rejuvenation. Your zones last 1 more turn.

World Tree+

2 energy · Rite

At the start of your turn gain 1 Rejuvenation. Your zones last 1 more turn.

Self

Keywords and effects

Advance

When the front row falls, the back row steps up into it.

Attack

A card type: Attacks deal damage, usually to one enemy you drag them onto.

Bramble

A zone that bites random enemies at the end of your turn for a few turns.

Bulwark

+1 guard per stack from every card that gives guard.

Echo

What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.

Energy

Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.

Guard

Soaks hits before your HP; it falls away at the start of your next turn.

Heartseed

Takes damage at the start of its turn, and the Druid heals what it took.

Keep

Stays in your hand at the end of your turn instead of being discarded.

Marked

Takes 25% more damage for this many turns.

Might

+1 damage per stack on every attack.

Ready

Always in your opening hand.

Rejuvenation

Stacks that heal at the start of your turn (at most 3).

Rooted

Cannot attack this turn (bosses deal half). A direct hit breaks the root; damage over time does not.

Rows

Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.

Shaken

Deals 30% less damage for this many turns.

Spend

After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.

Sundered

Takes 40% more damage for this many turns.

Tell

The sign above an enemy shows what it will do on its next turn: attack (with the damage), guard, buff, curse.

Thorns

Anyone who attacks you takes this much damage.

Unique

Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.

Venom

Takes this much damage at the start of its turn, then the Venom drops by 1.

Winded

Gains 30% less guard for this many turns.

Withering Tether

The tethered enemy is Winded each turn and the Druid gains guard from it. It hops to another enemy when the target dies or reaches Winded 3.

Zone

A Druid area effect that stays on the battlefield for a few turns. Your zones: Bramble (bites random enemies each turn) and Sacred Grove (heals you each turn). Some Druid cards get stronger while one of your zones is active.

Build the rest of your party