[Spark] Beasty Trap (S45)
- Last updated Jan 3, 2018 (Kobolds Patch)
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Wild
- 14 Minions
- 14 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Secrets Hunter
- Crafting Cost: 4260
- Dust Needed: Loading Collection
- Created: 12/21/2017 (Kobolds Patch)
- Sparkaz
- Pro Player
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Tournament Decks:
0
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Ladder Decks:
29
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Hey guys Spark here ! It's been awhile and today I wanted to share with you my new Midrange Hunter with the last expansion. I hit Legend with a 72% Winrate playing this deck.
Side note : I also played some Cube Demonlock around Rank 3 with great success. Here is my list for those who are interested : Spark's Cubelock
Deck Breakdown
The deck revolves around Secret and Beast synergies to overwhelm your opponent quickly and close the game as soon as possible. The gameplan is to develop your board early on, keep your momentum up with favorable trades and then push for face damage as much as you can before running out of steam. Games should generally be decided between turn 5 and turn 8, but can extend a bit if your looking for the right top-deck to finish-off a control deck.
The usual Beast package comes in with Dire Mole as a nice addition to stick on the board early on and get buffed by Crackling Razormaw or Houndmaster. Flanking Strike is an awesome tempo tool to deal with an opposing threat while developping a beast on the board. Finally, the infamous Corridor Creeper obviously comes in the deck, leading to insane tempo swings after some early trades as it can be dropped for free very quickly or simply give you a solid 5/5 Beast on turn 4 to threaten your opponent.
As for the secret package, Lesser Emerald Spellstone is the addition that justifies it. It can be an incredibly powerful turn 5 that ends the game if your opponent can't deal with it or it can simply help recovering from a board clear. Secretkeeper and Cloaked Huntress obviously comes in the deck to synergize with the secrets and pressure your opponent early on. Wandering Monster is really the true MVP of these secrets as it can compensate for a lack of early game board presence and/or punish your opponent from going face. Cat Trick is the perfect complement as it punishes Control decks very well and adds a lot of damage in the long run. Finally, Snake Trap and Venomstrike Trap are played for the "mind game", punishing your opponent for trading. Note that those are also triggered by Wandering Monster, which is pretty cool. Freezing Trap and Explosive Trap could also be considered for these spots depending on your preferences, but overall this set up turns out to be very solid.
Overall, the deck is pretty consistent and leads to very fast games. It can beat anything with the right starting hand, which is a very good point for a ladder deck. Of course, sometimes you won't have quite the good cards and will get countered slowly by your opponent, but you'll notice quickly if you can steal the game or not and then move on to the next game :)
Season 46 Update
Swapped out Savannah Highmane for Leeroy Jenkins to close games faster against Control decks and work around taunt or buffed minions. The deck feels even faster with this change. Feel free to tweak the deck around your preferences and metagame ;)
Mulligan Strategy
The gameplan is to pressure your opponent quickly, do some minor trades early on and work on lethal before running out of steam. That's why you want to get a good start like Dire Mole into Crackling Razormaw or Secretkeeper into a secret. Overall, you want to build a hand that "plays itself" and can build some good pressure each turn.
Always keep :
Secretkeeper, Dire Mole, Crackling Razormaw, Corridor Creeper.
Situational keep :
- Cloaked Huntress, Animal Companion and Eaglehorn Bow with The Coin or with 1-drop and/or 2-drop in hand when going first. Note that Cloaked Huntress is the safest keep here due to its solid body (and potential synergy with secrets that you may draw).
- Wandering Monster against Aggro or with Secretkeeper in hand.
- Cat Trick against Control or with Secretkeeper in hand.
- Snake Trap and Venomstrike Trap only with Secretkeeper and going first against decks that may want to trade into it early on.
- Lesser Emerald Spellstone if you have a secret to play on turn 2 and good hand all around.
Gameplay Video
Here is a gameplay video with the last iteration of the deck facing 2 Zoolock in early Season 46. French commentary
Closing
I hope you'll enjoy the deck as much as I do and maybe it can help you reach Legend this season while having some good fun. Don't forget to show your support by upvoting the deck if you liked and don't hesitate to discuss about it or ask any question in the comment section below ;)
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I usually run the Rhino in most of my Mid Hunter tech but in this one, with the secret package, you have less Beasts in to make value out of it. Especially since I'm not running Scavenging Hyena and Kindly Grandmother. It's true that it works well with Corridor Creeper but imo that's not enough to justify it, especially because you can drop Corridor on turn 4 pretty often.
This deck plays surprisingly well against most match ups and is a ton of fun to play. Way better than spell hunter in my experience.
Well done and thanks Spark
Nice! It's true that it's pretty versatile, sometimes you have shit start/draw and just have to move on to the next game ^^
Thanks for the feedback :)
Wow this deck is god mode, currently 16-3 going from rank 18-13, 84% win rate is fine with me.
Wow very nice results ! gratz and thanks for the feedback :D
Hey Sparkaz,
i found your deck yesterday late @ night i thought to give it a tryout today... WORKS AWESOME! Big thanks for that and also the breakdown and the mulligan strategies!
Right now around rank 12 , winrate 85%... that may drop a bit i guess.
I was lucky enough to draw 2 creepers out of some packs i got from arena&questgold (as i am only f2p) and therefore this deck cost me only 100 dust.
I did the replacement of 1 Savannah Highmane for a Spellbreaker right away, works fine and was very usefull already.
One thing i would like to mention is, i lost 3 games to QuestMages in row, because i was just not able to get them down fast enough before they started freezing my board and iceblocking. It is so frustrating to have 14 damage on the board and 1 health in his smurcking face :/
So after the 3rd loss against that, i changed 1 Houndmaster for 1 Flare.
Two games later, a mage... ok, lets go. A Questmage... ok, lets see. Got him down to 5 health on turn 5, when the first nova hit. Just give me a Eaglehorn Bow! ... NOPE! -> Heropower face 3 HP
Turn 6: He played a secret and freezes my board again. I get the Eaglehorn Bow! HeroPower to 1 HP and Bow to crack his first Ice Block.
Turn 7: Another secret on his side and a third nova from his spellstone... URGS
I topdecked the Flare and dropping it with "That didn't quiet hit the mark"... The feeling was so satisfying :D
Do you think of a better card to change out for Flare then Houndmaster?
Greetz,
MrPacman_42
Very nice, thanks for the feedback and glad you enjoy so much :o
The Spellbreaker addition is very fine, no problem about that ;)
About the Flare honestly it's not really needed, especially since Houndmaster is such a great mid game card to gain momentum. You may have lost 3 games to quest mage but this matchup is favored anyway. Just work on him with early pressure and then heropower as much as you can, it shouldn't be so hard even without flare. Sometimes shit happens, so you may have just bad luck (bad start for you, or godly draws for him, or both) ^^
Yeah i know, houndmaster is great midgame. But it was kinda the only card that will not interfer with all the other sunergys that are making the deck real fun to play. I didn't want to reduce the 1-drops, 4 is great and obviosly not cut the secrets. Only other idea was the cloacked huntress, but thats also a too good 3 drop with its ability.
I will keep it that way for now. At least you have an addational carddraw with the flare, in case you run into a non secret opponent.
Oh, and it helps with the new Weapon-Rouge, too. Become immun that turn, i guess not ;)
10/10 literally. I won 10 games and lost 0. Wonderful!) Thanks for the deck)
Nice ! glad you enjoyed. Thanks for the feedback and you're welcome :D
Those are very fine changes, should help closing games faster against Control. Would be could to give credits to the original creator in the description though ;)
Seems fine to me, could use Leeroy/Spellbreaker as well here ;)
Pretty much explained in the write-up. You're not a control deck so that's a normal feeling, you're not supposed to draw a lot and control the board until the end. If you face trouble with taunt you can tech in spellbreaker (and maybe leeroy for more burst)
Thanks for the feedback mate :)
Feels like a poor winrate but with practice it should becomes better :)
Good deck with a lot of people playing poorly. I've won against this deck 3 times today (go netdecking!) and twice it was because of really bad misplays.
Yes that's what happens very often with tricky decks :P
With 0 card draw this deck becomes pathetic as soon as you run out of steam which happens around turn 5-6.
As explained in the guide, that's pretty much the point of the deck. Kill fast or move on to the next game. Turn 5-6 is pretty early though, you're not playing your cards optimally ;)
works fine for me if you face many aggro just swap some trap to exprosive, flexibledeck this is
Yep that's it, thanks for the feedback :)