Wild Gonk OTK Druid Deck List Guide - Rise of Shadows April 2019

Last updated on Apr 08, 2019 at 00:00 by Kat 1 comment

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Wild Gonk OTK Druid in The Rastakhan's Rumble expansion.

Wild Gonk OTK Druid is an archetype that arose from the Rastakhan's Rumble expansion. It is a combo deck that aims to summon multiple copies of Gonk, the Raptor. This allows multiple extra attacks to be gained for every minion killed by the Druid Hero. By adding in spells that increase Attack damage, a powerful combo can be generated to clear the opponent's board and use any extra additional attacks on the enemy Hero for a huge burst of damage.

The December balance patch affecting Wild Growth and Nourish greatly hindered the ability of Wild Gonk OTK Druid. The deck is no longer suitable for high-level play, but with no suitable replacements available, the deck list remains the same.

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Mulligan Guide

Gonk Druid is a combo deck that uses a similar mix of healing and draw effects to those found in decks like Togwaggle Druid and Malygos Druid. Your Mulligan strategy should focus on drawing Ramp tools that allow you to make full use of your Mana to draw cards and start assembling a game-winning combo as quickly as possible.

In your opening hand, you should always be looking for Wild Growth and Nourish. If you already have these Ramp tools, you can also look for card draw like Branching Paths and Ultimate Infestation to pair them with.

Against Aggro decks, you can retain Lesser Jasper Spellstone as an early-game removal option.

Against token decks like Odd Paladin, you can also keep copies of Swipe or Spreading Plague.

Strategy

In the early turns, try to gain Mana and draw cards as efficiently as possible. Using Wild Growth and Nourish to gain Mana should be your highest priority. This should be supplemented by using Branching Paths and eventually Ultimate Infestation to draw cards. Although it may be hard to resist, you should avoid reacting to your opponent's board with your Hero Power and spells unless you have the spare Mana to do so as the effect of Wild Growth and Nourish are greatly diminished if you are slow to use them.

In the mid game, you should plan out the route that lets you most efficiently navigate the upcoming turns. Branching Paths, Nourish, and Ultimate Infestation are the most important cards to think about. Your primary aim should be to play Ultimate Infestation as soon as possible. As it draws 5 cards, the amount of space in your hand is very important. If you have it in hand, you should prioritise using Nourish for Mana and holding on to Branching Paths or using it to just gain Armor. Your next priority should be Branching Paths. If you have plenty of space in your hand and are not under any pressure, you can use it to draw 2 cards. However, if you are facing an aggressive opponent, consider holding onto it for healing later. The last card to think about is Nourish. In most situations, you will want to use Nourish to gain Mana Crystals to greatly accelerate your game plan, however, if you find yourself in a situation where you have no card draw in hand, then using Nourish to draw can help prevent your strategy from stalling.

Gonk Druid also contains a number of defensive tools to help stall out the game while you assemble a win condition and knowing when and how to use them is essential for being able to win. Lesser Jasper Spellstone is the deck's most cheap and flexible removal tool. At 1 Mana, it can be freely slotted into most turns as needed and it is great for stopping early sources of repetitive damage, like Flame Imp, that you otherwise would not be able to deal with. However, against opponents likely to play bigger threats, it is better to hold onto it until it can be upgraded to Greater Jasper Spellstone so that it can take down a much bigger threat. Against opponents that go much wider onto the board, there is Spreading Plague and Swipe. As a general rule, you should use Swipe if it efficiently cleans up the board, else should look toward Spreading Plague instead. To use Spreading Plague efficiently, you should try to set up a situation where your opponent has the most minions on board possible; this will often include holding back for a couple of turns and intentionally leaving minions alive that struggle to contest a 1/5 Taunt. In some some situations with 10 Mana, you can even use Spreading Plague and then Swipe in the same turn to remove minions after Scarabs have been created.

The deck utilises a peculiar win condition using Gonk, the Raptor to win the game. Once Gonk is in play, additional copies can be created using Flobbidinous Floop or Faceless Manipulator. With multiple copies of Gonk in play, each copy will allow you to attack 1 additional time for every minion your Hero kills and against a board full of minions, this can scale out of control very quickly. In order to pull off a game-winning combo, you should look to have multiple attack-boosts available, such as Pounce, Claw, and the Hero Power from Malfurion the Pestilent. In addition to this, you will need Gonk and at least 1 way to copy it in hand. Lastly, in most situations, you will need some form of Mana reduction. This can either be done with Dreampetal Florist or Twig of the World Tree. To utilise Dreampetal Florist, you should play it on a turn leading up to your final combo when you have no copies of Arcane Tyrant in hand. In the ideal scenario, it will reduce the cost of Gonk, but Prince Taldaram or Faceless Manipulator can also work and even Leeroy Jenkins in some situations. If it reduces your Flobbidinous Floop, you should use simply use it to play a second copy of Dreampetal Florist.

When you have met at least some of the aforementioned conditions for your final combo, you can begin counting your damage. The first thing you should consider is how many copies of Gonk you can play. Every copy of Gonk after the first you can generate will allow you to attack the enemy Hero once per minion. So 2 Gonks and 3 minions yield 3 attacks, 3 Gonks and 3 minions will yield 6 attacks and so on. After you have figured out how many Gonks you can play, you should then calculate how much attack damage you can afford to play from Pounce, Claw, Malfurion the Pestilent, and Twig of the World Tree. Lastly, you should count how many of your opponent's minions you can kill and make sure you have enough remaining Health to survive attacking them. If your opponent does not have many minions, Leeroy Jenkins can be used to generate an additional 2 and also deal 6 damage directly. These calculations will also dramatically change if you have a copy of Twig of the World Tree equipped. Unlike other Druid decks that use 1 charge per turn, the ability of Gonk can potentially use up your Twig in a single turn. Keep this in mind when calculating your damage as the additional 10 Mana will allow you to play a lot more combo pieces. Once you know your attack damage and the number of attacks you can generate, you can then calculate if you have enough damage to end the game.

Card Swaps

Prince Taldaram can be cut in favour of Ferocious Howls for more card draw.

Arcane Tyrants can be swapped for Innervates for faster Mana acceleration.

Quick Tips and Tricks

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Changelog

  • 08 Apr. 2019: Deck has been moved to Wild for the year of the Dragon.
  • 01 Jan. 2019: Deck has been reviewed for the January play season.
  • 23 Dec. 2018: Deck updated following December balance patch. Removed 1x Prince Taldaram for 1x Faceless Manipulator.
  • 07 Dec. 2018: Deck added.
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