Revision as of 18:48, 17 December 2025 by Qwertyxp2000(talk | contribs)(→Development: the anti-aggro control vs aggro can be discussed elsewhere, it's more general anyway)
Druid of Peace is a MagicMonkeycard in Bloons Card Storm, introduced in version 6.0. It cannot attack, and while active, all Bloons from both sides are unable to attack if they're summoned on the same turn that they would attack. Affected Bloons have a red hand sign icon on top of them.
The card artwork depicts a Druid of Peace skipping joyfully at a park. Doves fly near the monkey. Near the monkey is a Red, Blue, and Green Bloon. Additional animals include a squirrel, ladybug, and three butterflies.
Players with an OTK wincon must prioritize removing Druid of Peace. Amelia players may have an easier time against it, thanks to her Grand Disappearance ability.
For all Heroes, use removal cards. Shrink is a common example.
If an OTK combo is not too expensive, Return to Sender can work. Bear in mind that most OTK combos require more than just the base max Gold.
Storm Bloons count for Druid of Peace’s effect, despite them technically not being summoned on your or the enemy’s turn. You can use this to block StormPink Bloons or prevent Quick Ready setups with spawns like StormDouble Ceramics.
Bloons with naturally 0 delay, especially Pink Bloon, become useless while Druid of Peace is active. They'll essentially have a minimum delay of 1.
Using Druid of Peace is harder against Aggro, since the investment would divert away from buying other anti-aggro options.
Druid of Peace cannot attack, so it will need support from other Monkeys to deal with Bloons with 1 or more delay.
Avoid using if your strategy involves OTK or a Pink finisher, because likewise it prevents your 0-delay rushes attacking on the same turn they're played.
It's useless against Dreadbloon, as this Boss lacks any 0-delay Bloons.
I know casuals don't really use this guy and may not understand why this guy is so strong, but holy shit this guy is powerful in terms of competitive play and has completely dominated the game at 5 cost. He's pretty much in every single deck that wants to deal with any sort of OTK or Control, and its effect over the game is insanely dominant for a tower that doesn't cost that much. Compared to cards like Corvus Academy of Arts, his cost was just so low and yet such a much stronger effect. His effect arguably was stronger than Corvus Academy of Arts, and he was like WAY cheaper. So his cost has been increased from 5 to 7 to make him a little bit more difficult to use and maybe encourage people to run stuff like Corvus Academy of Arts a little bit more. — u/No-Appearance1780's commentary, 37:41-??:?? (with most disfluencies removed)
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Gold cost increased ― 5 → 7
No longer has 1 internal ammo (bug fix)
Note: Enables Ghost Monkey to remove it
Development
Druid of Peace was tested in the Version 6.2 playtest, with the proposed nerf being a removal of its attack and increased Gold cost. Community playtesters noted that while it was not common in casual gameplay, it was deemed overpowered in competitive gameplay, with it dominating over many archetypes, and being a hard counter to OTK.[1] It should be noted that competitive players would rely on Return to Sender (versus single enemy Monkeys) and Ceasefire (against Defenders) in OTK to counter specific anti-OTK cards.[1]
Gallery
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