Untapped Gonktential

Last updated 4 years, 4 months ago by
  • Theorycraft
1

Just an idea, quest is pretty bad with witching hour because all the choose one minions are beasts mostly...

 

 

The current version i have been playing is this one it has all that classic gonk style with the same old same old of quest druid, i tried getting rid of the mad summoner for a bit because most classes were aggro that i was playing against, which you don't need for the combo, but after i took it out i kept fighting control matchups and they were pretty demoralizing....

 

Doctor boom getting gonked 

This is one of such matchups where i won without the mad summoner, or florist at all showing that sometimes you don't even need the two, even if most of the time you do.

 

Barely losing after gonking my opponent to 2 health from 34 health

After this game i added mad summoner and florist back into the deck....

And i beat a warlock too

He got gonked technically but not really....

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Comments

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 4 years, 4 months ago

    I have more that 3 wins but I just feel like you dont need to see ALL of my games.

     

    Current win rate is ten wins eight losses but I fought a lot of quest priests with my combo deck so take it with a grain of salt.

    1
  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 4 months ago

    Needs Innervates for consistency and Floop as a failsafe (if Dreampetal Florist doesn hit Mad Summoner for whatever reason you can still play him alongside double Witching Hour and get at least 4-damage from Pounce)

    1
    • clawz161's Avatar
      The Undying 825 827 Posts Joined 07/16/2019
      Posted 4 years, 4 months ago

      I think floop is pretty overrated tbh, you don't really need it, most of the time you want to play your surgers and whatever you get from path before you play florist anyway.

      1
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 4 years, 4 months ago

    I have been playing this a fair bit before the expansion and it's pretty good the extra claws will be epic but I think it'll be genuinely good. You dont get as many beasts off the discover as i thought  and it's been working out pretty well. Many a shaman and rogue have been GONKED so far and it will increase even more after the expansion I dont even think you'll need mad summoner anymore with the extra claws. The problem before was not enough shit to hit to otk and that's why mad summoner and florist are there but I think with lackey shit and aggro in general they are easy to gonk now

    1
    • YourPrivateNightmare's Avatar
      Skeleton 2010 4741 Posts Joined 03/25/2019
      Posted 4 years, 4 months ago

      but the MAd Summoner is still kinda necessary or else you won't be able to beat control decks (which will just play a single minion and just won't let you get enough damage, even with 3 Claws)

      1
      • clawz161's Avatar
        The Undying 825 827 Posts Joined 07/16/2019
        Posted 4 years, 4 months ago

        Currently the combo is double pounce double claw which is eight dmg, but you still have 2 mana left over on the combo turn after using both witching hours, with the new quest you can play 2 more claws bumping your damage up to 12 which kills just about anything. The version I have been playing more is the quest druid version of it not this version and even the version of this I have been playing is a different decklist this is just a theory craft most of the decks I make on here are different to the actual versions I make in game so they're really just proof of concepts more than anything.

        1
        • YourPrivateNightmare's Avatar
          Skeleton 2010 4741 Posts Joined 03/25/2019
          Posted 4 years, 4 months ago

          I figured that with Secure the Deck we'd just drop the Claws altogether to have more space for defensive tools.

          Too many combo pieces ruin the overall consistency.

          Basically the real problem behind Gonk is how it just needs way more combo pieces than Malygoss without any real benefit, so what we need to do is find a way to maximize damage with the least amount of cards.

          I wonder if Elise the Enlightened could work, meaning you'd only have to run one Witching Hour, double Pounce and Secure the deck for potentially 14 damage per swing. (or run both Witching Hours for the elusive Triple Gonk)

          If we manage to make it somewhat consistent Gonk couuld be a stronger alternative than Malygos as long as the meta favours filling the board with minions (Galakrond and Quest Shaman would be a good sign)

          1
          • clawz161's Avatar
            The Undying 825 827 Posts Joined 07/16/2019
            Posted 4 years, 4 months ago

            Ehh I think I'll not kick out summoner and florist for 2 secure the deck when the expansion drops. You heal enough where you can combo with just an enemy board of four or five minions and with the extra damage from the extra claws you dont need to hit seven minions anymore. And the elise idea you had was interesting but it's not needed not when you can just play midrange and then have a finisher on its own.

            1
        • clawz161's Avatar
          The Undying 825 827 Posts Joined 07/16/2019
          Posted 4 years, 4 months ago

          not counting floop gloop for more mana=more claws

           

          which we run for basically no reason right now....

          1
    • Shosupply's Avatar
      Soulgorger 740 220 Posts Joined 05/28/2019
      Posted 4 years, 4 months ago

      Can you post a video of the combo working?

      1
      • clawz161's Avatar
        The Undying 825 827 Posts Joined 07/16/2019
        Posted 4 years, 4 months ago

        i have added replays...

        3
        • Shosupply's Avatar
          Soulgorger 740 220 Posts Joined 05/28/2019
          Posted 4 years, 4 months ago
          Quote From clawz161

          i have added replays...

          Thank you so much!

          1

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