Rhinoceroach Forestcraft Deck Recipe Guide and How to Play. See needed card list, cost, how to use, strategy and tips.
Table of Contents
Rhinoceroach Forestcraft - Deck Recipe and Rating
Deck Recipe

Follower 23 Spell 11 Amulet 6 Deck Cost 19,510 | <1 2 3 4 5 6 7 8> |
Alternate Cards
![]() | ![]() ![]() - Balances card draw, restore, and field control |
![]() | ![]() ![]() ![]() - Strong in the early game - Doesn't require EP (Evolution Point) - Can go for lethal via Storm with Super-Evolution |
Rating
| Deck Rating | |
|---|---|
| Tier | |
| Range | Play Difficulty |
| Combo | Challenging |
| Detail | |
| - A combo deck that specializes in damage from Killer Rhinoceroach - Excels at shutting down slower decks - Is in a strong position as more combo and control decks are being played | |
User Score
A Deck That Aims for a One-Turn Kill with Killer Rhinoceroach
Rhinoceroach Forestcraft goes all-in on the OTK dream. Its core strategy revolves around stacking combo counts with Deepwood Bounty and Carbuncle, piercing through Ward using Deathly Arrow and Bayle, Luxglaive Warrior, and finishing the opponent with Killer Rhinoceroach’s Storm.
Rhinoceroach Forestcraft Deck - How to Play
Chip Early, Combo Later

In the early game, play out followers like Fairy to maintain board presence and chip away at the enemy leader’s defense. Just chipping in small amounts of early damage can drastically reduce how much you need to go for the Killer Rhinoceroach combo in the late game.
Gather Your Combo Pieces

Godwood Staff and Garden’s Allure can help you find and assemble your combo pieces such as Rhinoceroach, Bayle, Luxglaive, and Baby Carbuncle.
Get the Best Timing for Godwood Staff

If you play Godwood Staff early, make sure you can retake the board next turn with May, Journey Elf, Lily, Crystalian Innocence, or Glade, Fragrantwood Ward. If you don’t have a follow-up, it’s better to wait until you have 5–6 Play Points and pair it with May or Lily for a safer setup.
Fuse Cards into Garden's Allure

If your hand is full, fuse excess cards into Garden’s Allure to free some space and make room for incoming draws or Fairies.
Avoid Overdraws and Burning Your Own Cards
If Godwood Staff is on the field and Titania’s Crest is active, you’ll draw 1 card at the end of your turn and gain 1 Fairy at the start of the next. If you don’t end your turn with 6 cards, you risk burning your next draw. Always manage your hand carefully.
Chip Now, Roach Later

Even 1–2 points of mid-game damage helps your Killer Rhinoceroach combo reach lethal with 17–18 damage. Make it a point to convert your leftover or smaller followers into damage whenever possible.
Olivia Hits Hard
When Super-Evolved, Olivia can clear the enemy’s board, establish a powerful field of your own, and deal an extra 2 damage. This makes her an ideal setup before unleashing your Killer Rhinoceroach combo. With support from followers like Bayle, your opponent will find it difficult to clear your board while avoiding Rhinoceroach’s lethal range.
Finish with Killer Rhinoceroach

Use the 0- and 1-cost cards you’ve stockpiled to boost your combo count and deliver explosive damage. If Godwood Staff is active on the field, you can reserve 6 Play Points to execute the this sequence:
Killer Rhinoceroach → Bounce with Godwood Staff’s Engage → Killer Rhinoceroach
Two Roaches? Spend One Early.
Even a single Rhinoceroach represents a high-damage threat. Deploying one roach mid-game when you're holding two copies of it will allow you to chip moderate damage and lower the lethal requirement you'll need for the following turn.
Quick Math for Roach Damage
Rhinoceroach’s damage is tied directly to the number of cards you can play before it. Against high-defense opponents, you'll often bounce Killer Rhinoceroach with Godwood Staff and play it twice in a row. In this case, subtract 6 Play Points for the sequence, then count how many plays remain to get the total output.
Choosing the Right Number of Roaches

Your decision depends on the situation. If the opponent’s defense is high, you’ll often need to play Rhinoceroach twice in a row, bouncing it with Godwood Staff for a 6 PP combo.
Damage Increases by 2 per Card
With two Rhinoceroaches, each card you play beforehand boosts both copies, so every card equals +2 total damage. The combo starts at 3 damage (1+2), so the cleanest way to calculate is base 3 plus increments of 2 per card played.
Don’t Forget the Bonus Damage

When lining up lethal, start with Rhinoceroach’s base Storm damage. Then layer in the extras: Evolution adds +2, a Fairy’s Storm adds +1, and Lambent Cairn’s Engage adds another +1. These small boosts often push you over the finish line.
Carbuncle’s Hidden Value

Super-Evolving Baby Carbuncle looks like a 2-cost play, but it refunds 3 PP. That’s a net gain of 1 PP for the turn. Count Carbuncle as one free play, then use the bonus PP on a 1-cost card which allows you to increase your combo count by 2 for 0 cost.
Super-Evolving Baby Carbuncle is worth 5 damage
While Super-Evolving Killer Rhinoceroach adds only 3 damage, Super-Evolving Baby Carbuncle increases your combo count by 2 and deals 1 additional damage. This extends your damage by 5 points while doubling as a removal option. This makes it one of the most efficient evolutions in the deck.
Triple Roach OTK Strat

The usual lethal line is two Rhinoceroaches, but with enough PP and bounces, you can push for three. As long as you have at least four 0- or 1-cost cards to play beforehand, you can line up three Roaches in one turn for even more damage.
Triple-Roach OTK Made Simple
| Lethal with 3 Killer Rhinoceroaches at 9+ Play Points | ||
|---|---|---|
Deepwood Bountyor Carbuncle(Requires Super-Evolution) or Bayle, Luxglaive Warrior | 1-Cost | Killer Rhinoceroach+ Godwood Staff |
| 3-5 total 0-cost cards | 1 is enough | 3 total cards (Rhinoceroach + Staff) |
At 9+ Play Points, you can achieve lethal with three Killer Rhinoceroaches. After playing four 0- or 1-cost cards, then playing Rhinoceroach three times and evolving one, you deal 5+6+7+2 = 20 damage. With five 0- or 1-cost cards beforehand, three Rhinoceroaches deal 6+7+8 = 21 damage.
Watch the Board with Double Bayle
When using two 0-cost Bayles, your board can quickly fill with cards like Lambent Cairn, Godwood Staff, and a Super-Evolved Baby Carbuncle. To avoid clogging, consider returning Bayle to hand with Carbuncle or play Rhinoceroach first to trigger an amulet’s Engage effect and free up space.
Mulligan Guide for the Rhinoceroach Forestcraft
Keep Fairy-Creating Cards and Draw Engines
In the early game, Fairy-generating cards help stabilize your board and set up future combo turns, so it’s a good idea to keep at least one in most matchups. Meanwhile, draw engines like Godwood Staff and Hamlet of Unkilling will also be worth holding onto, as they’re essential for assembling your combo pieces.
Prepare Removal for Board-Heavy Matchups
Against decks that develop strong boards early, it’s important to enter the match with removal options in hand. Cards like Glade, May, Lily, and Ambush from Above allow you to contest the field and maintain control through the mid-game
Keep 0-Cost Generators Against Slow Decks
Against control-oriented decks, cards like Bayle, Luxglaive Warrior and Lambent Cairn are valuable for setting up your late-game Killer Rhinoceroach combo. Holding onto these ensures you’ll have 0-cost plays available when it’s time to close out the match.
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