Druidic Staff is Life's rare weapon, but with an attack of 2, it doesn't seem to be useful when just looking at its damaging potential. However, this card's main use is for its ability, Regenerate, which allows the user to heal 5 HP every turn even if the attack is blocked or does not damage.
Along with other cards like Emphatic Bond and Heal, Druidic Staff can create lots of healing that makes damage ineffective. Due to its low cost, it can be inserted into any deck that can use life quanta that could use a bit of healing. Unlike the Vampire ability, which requires a hit to be done for healing to be dealt, Regenerate continues to heal the opponent even if this weapon is frozen, delayed or misses an attack.
When flown, its 7 HP allows it to survive all forms of single-shot CC. This means that 6 Flying Druidic Staffs can survive for a long deal of time, making it a consistent source of healing.
When a flown Druidic Staff has this card played upon it, it heals for an amazing 20 HP per turn unupped while dealing 8 HP to an opponent without a shield. When upped, Jade Staff heals 15 HP per turn as well as dealing a total of 9 damage. This combination is the basis for the well-known deck Adrenastaves.
When these creatures endow this weapon, a deck deals much more damage as well as healing a decent amount of damage. As well, using Crusader allows the user to use Sanctuary, as well as Miracle, for more stalling capability.
Other Cards With Synergy
Another fairly cheap healing card, Shard of Gratitude, if combined with Druidic Staff, these two cards can stall the opponent from killing the user so that life's weaker hitters can kill them in time.
Druidic Staff is the number one stalling card in the Life element. The healing is independent of doing damage and it hits the Adrenaline sweetspot (also an in-element card!). It has a place in almost every -centric deck even if it is just a splash or a couple staffs to fill the weapon slot with useful healing.
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