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Hunter Midrange (Post Nerf)

  • Last updated Sep 16, 2014 (Naxx Launch)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4400
  • Dust Needed: Loading Collection
  • Created: 9/16/2014 (Naxx Launch)
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Now that Starving Buzzard costs five mana, we have to think of Hunter in a whole new way. I decided to make a Hunter deck that plays the Hunter cards more for the traps and Savannah Highmanes, rather that cards like Animal Companion and Unleash the Hounds. Now that the deck lost its most powerful combo and way to draw cards, Buzzard-Unleash, we can't have as many weak cards such as Webspinner and Leper Gnome. I decided to replace cards like these with more late game cards, such as Savannah Highmane, Sludge Belcher, and King Krush. 

The early game of this deck is not a joke either. Now that the deck is less aggressive, we can play Zombie Chow, which has amazing stats for a one-drop, because the life gain will not matter that much. Zombie Chow is great against the aggressive decks because it usually allows you to pick off at least two of their guy. Chow is also very good against Shaman because it can eat their Totems. It also is fine against the slower deck because you can kill their early defenders or just put some amount of pressure on the opponent. 

Undertaker may look like an aggressive card, but it serves that same purpose as the Chow. Undertaker can also grow out of hand because this deck plays a whooping sixteen Deathrattlers. 

Another feature of this decks early game is two of each Mad Scientist, Explosive Trap, and Freezing Trap. I won't talk as much about these because that are pretty common amongst most of the older Hunter decks. But in this deck, unlike the older Hunter decks, the traps are used more of a way to slow down the opponent instead of keeping them from killing your important guys. Two of each trap may end up being to many and one of the Explosive Traps might get cut for something else, but that depends on how the format shapes up after the Nerf of the Buzzard-Unleash Hunter decks.

I am playing, as my removal in this deck, Deadly Shot. My reasoning for this is that since this deck is not as focused around beasts, Kill Command will most likely not deal five damage. Deadly Shot on the other hand, can kill the big guys that you weaker minions and Explosive Traps cannot.

The last new addition to this deck is the two copies of Shade of Naxxramas. Since this decks goal is to stretch the game out, you need a card that is good against the other control decks like Warrior. If you can grow you Shade into something like a 7/7 you are in a really good position against the more controlling decks (Obviously). 

Thanks for reading and please leave comments and feedback about what you think about the deck and what you think will be the next way to play Hunter!! Enjoy!!