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.
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] Removing the base attack and increasing its Gold cost from 3 to 5 still accomplishes this goal while being harder to use defensively.[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]