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.