- Gonk Druid
I have been playing this deck for a while now first with My first version before DoD even came out and then my version after it was out and now what i think to be an even more polished version of the deck so far, but that being said i am still working on it even now, so expect some revisions to come in the future!
Now the guide!
First off to start with is the combo turn, you'll need a dead Gonk, the Raptor in your graveyard, both Witching Hours in hand, and Floop's Glorious Gloop, a Secure the Deck in play and at least one "attack card" like Claw or Pounce the amount of "attack cards" will vary depending on your opponents board state. For instance, if your opponent has 3 lackeys and you only have a pounce in hand, but your gonk is dead and you have floop gloop with double secure the deck, it's an easy win, hit twice, play more claws.
What was once a tedious waiting for florists and mad summoner turns, has turned into a pretty simple and flexible win condition. All that matters is draw...
I used to run double nourish in this deck but i ended up with too much hand issues, and i swapped them out for the Khartut Defenders instead because being able to be alive to naturally draw was better from what i could tell from playing several games with this deck.
Drawing gonk is the problem with this deck, and i don't know how to get around it, i tried playing Predatory Instincts to tutor the gonk, but you need to kill the gonk and a 18 health thing you need dead without taunt is an issue, rogues will happily walk the plank the 18 health minion without thinking but other classes would usually just ignore it. But the biggest issue with running it is being unlucky, if you draw the gonk after you put this card in like i always did, it would be four mana do nothing, at best and at worst it would be a card that wastes space in your hand all game.
All that being said, when you get the combo off it is glorious, and with double Secure the Deck paired with floop gloop, you really only need to kill about 3 minions tops to OTK your opponent, if they're at full health. Scion of Ruin is a card that i love seeing my opponent play now, because of playing this deck so much.
But seriously now the guide
For the mulligan you obviously keep the quest but you should be looking for cards in specific matchups, you shouldn't keep the Biology Project unless you either know you're up against a non aggro matchup, or have tools that can help out in hand already,( Swipe, Wrath ETC), cards i enjoy keeping are:
Crystal Merchant: keep it all the time, double so if you have the coin or the biology project in hand already as it's a great play early and draw is key in any deck with druid quest in it, double ours.
Gonk, the Raptor: if you see the opponent, is a priest you ALWAYS keep gonk, ALWAYS, warriors can be iffy if you should keep or not, but always against priests, and they'll gladly spend 5 mana killing it for you, and getting a random priest card for themselves out of the deal.
That's practically it for the mulligan guide, wrath is good, to see when mulliganning but you don't want to keep it in starter, it's better as deal 4 draw a card later. Same with swipe and starfall. Ferocious howl is better when you have more than 4 cards in hand, so it's not a good mulligan either.
After that just stay alive so you can combo, feel free to use the 2 free Claws in the deck for removal, but the claws from Secure the Deck and the 2 Pounces are combo cards only, secure the deck is the reason we can play gonk without Mad Summoner shenanigans.
-1 khartut defender
Played for a bit with double defender and zil, but i kept asking myself the whole time if i would rather have a nourish instead when i had them in hand, almost every time i had zil i did and just most of the time i had a defender i did as well, so i swapped em' seems to be working out.
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- 0 Pounce x 2
- 1 Biology Project x 1
- 1 Claw x 2
- 1 Floop's Glorious Gloop x 1
- 1 Secure the Deck x 2
- 1 Untapped Potential x 1
- 1 Worthy Expedition x 2
- 2 Crystal Merchant x 2
- 2 Wrath x 2
- 3 Ferocious Howl x 2
- 3 Witching Hour x 2
- 4 Swipe x 2
- 5 Nourish x 2
- 5 Oasis Surger x 2
- 5 Starfall x 1
- 6 Hidden Oasis x 2
- 7 Gonk, the Raptor x 1
- 6 Khartut Defender x 1