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Wild Kun C'Thun OTK Druid Deck

Last updated on Aug 10, 2017 at 20:49 by Pesty 1 comment

Table of Contents

This guide contains instruction on how to play Kun C'Thun Druid. This deck evolved out of the shell that people began playing to abuse the power of Aviana and Kun the Forgotten King alongside Malygos. This deck however, switches up the strategy for a different potential OTK using Brann Bronzebeard and C'Thun.

1. Card List

This deck costs 10,880 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

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2. Mana Curve

2
0
7
5
4
6
2
4

3. Strategy

3.1. General Playstyle

Kun Malygos Druid is a deck that aims to stall out the midgame and then unleash huge combos in the late-game. The combination of Aviana and Kun the Forgotten King opens up so many possibilities for Druid to activate insane late-game combos after drawing the majority of their deck. In this case, the goal is to be able to play Brann Bronzebeard alongside C'Thun, while having enough Mana available to play any additional C'Thun minions you hold, gaining double value from their buff. This then essentially translates into 4 times the total damage due to C'Thun firing twice. The advantage of this build over the Malygos equivalent is that you are able to fill your deck with solid C'Thun minions and curve out aggressively to fight for the board instead of being more combo focused and being open to dead draws.

3.2. Key Skills

3.2.1. Know Your Matchup

The eventual win-condition in this deck is almost purely reserved for Control and some slower Midrange matchups. Against the faster decks, you will never reach this point in the game if you try to be greedy and you should aggressively play out your removal tools to maintain control of the board. If you are able to stabilise against these types of decks, the overall quality of the minions in your deck will be able to dominate the game in the later turns anyway. Kun can even be used to gain Armor against the most aggressive decks and can be a win-condition in that sense as well.

3.2.2. Your Win Condition is Flexible

Do not always feel like you need to wait for the exact combination of Aviana, Kun the Forgotten King, Brann Bronzebeard, and C'Thun in order to win the game. For one, you may have guaranteed lethal even without the required amount of damage in hand. By playing out the Aviana, Kun combination and then starting to play card draw effects like Nourish or Azure Drake, you can often draw all of the remaining cards in your deck and guarantee that you hit the remaining combo pieces that you need to win.

Secondly, against a lot of decks, the level of board presence you are able to generate with an Aviana + Kun turn will just be too much for them to deal with. If you are able to generate enough high quality minions in a single turn using this combination, you can actually win the game without even having access to Malygos as outside of cards like Brawl and Twisting Nether there are not even any AoE options in the game that are able to deal with the size of board you are able to put out.

3.2.3. Mana Usage

With all of the additional Mana acceleration cards introduced to the deck, it has become more complicated than ever to plan your opening curve with Druid. It is tempting to try and dump as many Ramp effects as you can as early as possible to get a huge threat onto the board early, but this will often leave you lacking in follow up plays. It is usually best to break up your Mana spells between several turns to ensure that you have a smooth curve in the long-term. Nourish deserves special mention and it is primarily used to draw in this deck. There are rare opportunities however when you can use it for Mana gain. This play is reserved for games where you do not feel like you are going to rely on the Aviana/Kun combo and instead simply want to dominate the opponent with high quality minions. You should also have at least two minions in hand that allow you to gain an advantage from the extra Mana as well.

3.2.4. When to Draw

Due to the combo based nature of this deck, there will come a time where you will need to take a slower turn in order to draw cards from your deck, especially against Control. The key here is to find the right turn to draw where you minimise your own loss in Tempo. Druid as a class is not particularly strong at regaining lost board states. You will want to time your card draw effects, particularly Nourish and Lunar Visions, on a turn where you either do not face strong board development from your opponent, or you have decided that you no longer care about the state of the board and are simply pushing towards your eventual win-condition.

3.2.5. Finding Lethal

Counting Lethal damage with this deck can be extremely tricky in some situations because of the number of factors that go into the final calculation. If you are activating a full combo turn, then any +2/+2 C'Thun minion that you play will actually add 8 damage to your C'Thun due to both effects being doubled by Brann Bronzebeard. Furthermore, any tools like Wrath that you can use to reduce the amount of minion health on the board actually increases your damage output as well. Since playing out the turn itself actually takes a long time, you should be counting the amount of damage that you have as you go and keep a rough idea of your total reach in your head at all times so you can more quickly calculate whether you have the win when the time comes.

3.3. Mulligans & Matchup Specific Strategies

You will want to look for Wild Growth in your opening hand as often as possible, which means that any cards you are debating keeping should probably be thrown away if you do not already have it. The exception to this rule is against classes that are likely to be aggressive like Warrior and Shaman where you should favour tools like Wrath, Doomsayer, and Disciple of C'Thun in your opening hand to be able to control the state of the board.

Against very aggressive matchups, Innervate is often a stronger tool than Wild Growth unless you have a very strong curve to support the Wild Growth.

Against decks that you are sure to be slow Control decks you can keep draw tools like Azure Drake and Nourish in your hand. It is important over anything else to be able to draw your deck quickly in these matchups and by making sure you keep at least one draw effect you give yourself a high chance of being able to snowball that first draw into more draw effects to get through your deck.

3.4. Card Swaps

Mulch can be cut from the deck and replaced with a second Feral Rage to provide more stability against Aggro decks.

4. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

5. ChangeLog

+ show all entries - show only 10 entries
  • 10 Aug. 2017: Deck has been reviewed for the KotFT expansion and guide has been updated for new Archetype page.
  • 04 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion.
  • 10 Dec. 2016: Deck added.
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