NeoWars
Decks / Bio-Druids

Druids / Biohackers

Bio-Druids

Radical biohackers rewriting DNA mid-battle with CRISPR and combat stims. They choose chitin over chrome.

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Where other factions graft chrome, Bio-Druids grow armor. They rewrite DNA mid-fight, flood the streets with combat stims, and turn Neo-London's wet districts into bioluminescent nurseries of chitin, spore, and living tissue that breathes.

CEO Varis organised the Bio-Druids into corporate form so they can fight for control of Neo-London - to stop the other factions from polluting further and destroying nature. They are taking the power back. Arch-Biologist Yvaine runs the production of new flesh - labs, gene-lines, and bloom engines that feed the war with bodies that heal faster than they break. Matriarch of the Spore holds the political mycelium - binding the tribe, seeding influence, and making sure every Adaptation serves the circle's life mission.

They stack massive HP, regenerate through the night, and shift Adaptation stats until the turf itself grows hostile. Chrome rusts. Chitin remembers.

Healing and Shapeshifting - massive HP, regeneration, Adaptation stat shifts.

overlord
3
champion
5
edge runner
5
mercenary
9
building
6
cyber mod
10
event
20
Deck Total
58

Overlords · 3

Arch-Biologist Yvaine

Overlord

Arch-Biologist Yvaine

HP 16

No ability text.

About

Arch-Biologist Yvaine rose through Bio-Druids's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

CEO Varis

Overlord

CEO Varis

HP 15

No ability text.

About

CEO Varis rose through Bio-Druids's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Matriarch of the Spore

Overlord

Matriarch of the Spore

HP 15

No ability text.

About

Among Bio-Druids, Matriarch of the Spore is the boardroom and the war room in one body, a commander the streets learn to fear by silhouette alone. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Champions · 5

Forest Guardian

Champion · unique

Forest Guardian

Cost: I:4 C:7 ATK 2 HP 6

Active · Manage / Confrontation - Verdant Surge - Fully heal all friendly units on the board and grant them +1 ATK permanently.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Forest Guardian was engineered for one purpose: to turn Bio-Druids's ambitions into corpses and contracts. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Director of Bio-Acquisitions

Champion · unique

Director of Bio-Acquisitions

Cost: I:4 C:7 ATK 2 HP 6

Active · Manage / Confrontation - Adrenaline Bloom - Select 1 friendly creature; grant it an extra Attack die for Confrontation battles this turn.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Director of Bio-Acquisitions was engineered for one purpose: to turn Bio-Druids's ambitions into corpses and contracts. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Master Gene-Weaver Kaelen

Champion · unique

Master Gene-Weaver Kaelen

Cost: I:4 C:7 ATK 2 HP 6

Active · Manage / Confrontation - Overgrowth - Target a friendly creature; double its current ATK and HP stats for 2 turns.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Master Gene-Weaver Kaelen was engineered for one purpose: to turn Bio-Druids's ambitions into corpses and contracts. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Feral Titan

Champion · unique

Feral Titan

Cost: I:4 C:7 ATK 2 HP 6

Active · Manage / Confrontation - Spore Cloud - Target an enemy creature; reduce its ATK by 2 for 2 turns.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Feral Titan was engineered for one purpose: to turn Bio-Druids's ambitions into corpses and contracts. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Mammoth

Champion · unique

Mammoth

Cost: I:4 C:7 ATK 2 HP 6

Active · Manage / Confrontation - Bio-Harvest - Discard an expiring Mercenary to gain +3 Currency and fully heal an adjacent Edge-Runner or Champion.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Mammoth was engineered for one purpose: to turn Bio-Druids's ambitions into corpses and contracts. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Edge-Runners · 5

Hunter

Edge-Runner

Hunter

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Hunter do not wear faction colors openly. They slip between alleys and subnets as Bio-Druids's deniable blade. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Trooper

Edge-Runner

Trooper

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Trooper do not wear faction colors openly. They slip between alleys and subnets as Bio-Druids's deniable blade. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Gene Weaver

Edge-Runner

Gene Weaver

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Gene Weaver do not wear faction colors openly. They slip between alleys and subnets as Bio-Druids's deniable blade. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Forest Adept

Edge-Runner

Forest Adept

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Forest Adept do not wear faction colors openly. They slip between alleys and subnets as Bio-Druids's deniable blade. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Thorn Adept

Edge-Runner

Thorn Adept

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Thorn Adept do not wear faction colors openly. They slip between alleys and subnets as Bio-Druids's deniable blade. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Mercenaries · 9

Chitin-Guard Mutates ×3

Mercenary · non unique

Chitin-Guard Mutates

Cost: C:2 ATK 2 HP 6

No ability text.

Tough front-line units featuring thick bio-armor.

About

Chitin-Guard Mutates fill the cheap seats of war: expendable, hungry, and paid enough to forget who owns tomorrow. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Street proverb still mutters: "Tough front-line units featuring thick bio-armor." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Feral Bio-Thralls ×3

Mercenary · non unique

Feral Bio-Thralls

Cost: C:2 ATK 2 HP 6

No ability text.

Expendable mutated street fighters infused with combat stims.

About

When Bio-Druids needs bodies on the turf, Feral Bio-Thralls answer the call - street fodder with just enough chrome to matter. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Street proverb still mutters: "Expendable mutated street fighters infused with combat stims." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Spore-Gatherers ×3

Mercenary · non unique

Spore-Gatherers

Cost: C:2 ATK 2 HP 6

No ability text.

About

When Bio-Druids needs bodies on the turf, Spore-Gatherers answer the call - street fodder with just enough chrome to matter. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Buildings · 6

Factory

Building · factory

Factory

Cost: R:5 HP 7

Production Line - While crewed: +3 Resources at the start of Income I.

Hardened organic repository protecting resources.

About

Factory is architecture as warfare. Raised on contested turf, it anchors Bio-Druids's claim in steel, code, and ritual. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Resources at the start of Income I. Street proverb still mutters: "Hardened organic repository protecting resources." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Commercial Centre

Building · commercial centre

Commercial Centre

Cost: R:5 HP 7

Trade Floor - While crewed: +3 Currency at the start of Income I.

About

Commercial Centre is architecture as warfare. Raised on contested turf, it anchors Bio-Druids's claim in steel, code, and ritual. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Currency at the start of Income I. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Healing Station

Building · healing station

Healing Station

Cost: R:5 HP 8

Care Service - While crewed: whenever any card is attacked (on any player's turn), gain +1 Currency.

Living shield wall that absorbs and dampens impact forces.

About

Tourists see a structure. Syndicates see Healing Station: a living node in Bio-Druids's grip on Neo-London's map. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: whenever any card is attacked (on any player's turn), gain +1 Currency. Street proverb still mutters: "Living shield wall that absorbs and dampens impact forces." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Police Force

Building · incident containment

Police Force

Cost: R:5 HP 7

Hardened Perimeter - While built: at Confrontation start, roll police presence (🎲 0 none, 1 bribable, 2 unbribable). Unbribable skips Confrontation. Bribable: active player may pay 🎲 1-2 Currency per creature card on their field (excl. operators, max 8) to proceed; each other Police Force owner gains that same amount (briber who owns Police Force does not collect). While crewed: unlocks mercenary Orders from hand for all players (Order a Mercenary to attack a chosen enemy once this Confrontation). On Order resolve: Orderer +1 Influence, each Police Force owner +1 Currency; on kill, Orderer gains ATK+max HP Influence and each owner rolls 🎲 0-2 Currency.

Releases regulatory spores that restrict enemy movement.

About

Police Force is architecture as warfare. Raised on contested turf, it anchors Bio-Druids's claim in steel, code, and ritual. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +1 DEF 🎲 when any of your cards are attacked (stacks with other Compliance Hubs). Street proverb still mutters: "Releases regulatory spores that restrict enemy movement." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Weaponry R&D

Building · weaponry rd

Weaponry R&D

Cost: R:5 HP 9

Use - Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation.

dome driving biological growth multipliers.

About

Tourists see a structure. Syndicates see Spore-Core Citadel: a living node in Bio-Druids's grip on Neo-London's map. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation. Street proverb still mutters: "dome driving biological growth multipliers." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Black Market

Building · black marketplace

Black Market

Cost: R:5 HP 6

Open Channel - Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players.

About

Tourists see a structure. Syndicates see Black Market: a living node in Bio-Druids's grip on Neo-London's map. In the districts haunted by bioluminescent spores and living chitin that breathes, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Cyber-Mods · 10

Adrenaline Pump ×2

Cyber-Mod

Adrenaline Pump

Cost: R:3

Adrenaline Pump - +2 ATK; grants immunity to stun, freeze, and forced Recovery Mode.

About

Adrenaline Pump is chrome for bio-druids. +2 ATK; grants immunity to stun, freeze, and forced Recovery Mode.

Symbiotic Mesh ×3

Cyber-Mod

Symbiotic Mesh

Cost: R:3

Symbiotic Mesh - +3 HP; every time this unit takes combat damage, gain +1 Resource for your pool.

About

Symbiotic Mesh is chrome for bio-druids. +3 HP; every time this unit takes combat damage, gain +1 Resource for your pool.

Symbiotic Chitin Mesh ×5

Cyber-Mod

Symbiotic Chitin Mesh

Cost: R:3

Sporebound Mesh - +3 HP to this creature. Adjacent friendly creatures get +1 HP.

Living armor that spreads.

About

Bio-Druids graft chitin that breathes. The mesh thickens on the host and sends rhizomes to allies beside them - small regrowth, shared survival.

Events · 20

Bio-Regen Claws ×3

Event · creature

Bio-Regen Claws

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. Heal it for 4 HP.

About

Bio-Regen Claws is a bio-druids signature play. Choose a friendly creature. Heal it for 4 HP.

Growth Spurt ×3

Event · faction

Growth Spurt

Trigger: 2 Inf

Effect - Permanently increase max HP of target creature by +4 and restore 2 HP immediately.

About

Growth Spurt is a bio-druids signature play. Permanently increase max HP of target creature by +4 and restore 2 HP immediately.

Ambush ×2

Event · faction

Ambush

Trigger: 2 Inf

Effect - Trigger an immediate extra skirmish: deal this friendly creature's ATK as damage to an enemy creature and gain 2 Influence.

About

Ambush is a bio-druids signature play. Trigger an immediate extra skirmish: deal this friendly creature's ATK as damage to an enemy creature and gain 2 Influence.

Thorn Mutation ×2

Event · creature

Thorn Mutation

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. It gains +2 ATK permanently.

About

Thorn Mutation is a bio-druids signature play. Choose a friendly creature. It gains +2 ATK permanently.

Spore Lethargy ×5

Event · faction

Spore Lethargy

Trigger: 2 Inf

Effect - All enemy creatures become recovering for 1 turn.

Sleep spores, corporate-grade.

About

Bio-Druids seed the air with compliance mold. Muscles lock; triggers rust shut.

Surge ×5

Event · creature

Surge

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. Double its HP (current and max).

Cells riot, then reconcile.

About

Bio-Druids flood the target with CRISPR regrowth. Flesh stacks on flesh until the creature is twice the problem.