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''Cult Master'' Hunter fast climb

  • Last updated Sep 25, 2014 (Naxx Launch)
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Wild

  • 19 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2940
  • Dust Needed: Loading Collection
  • Created: 9/22/2014 (Naxx Launch)
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  • Battle Tag:

    F6e6d6e6

  • Region:

    EU

  • Total Deck Rating

    14

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Hi to everyone. I'm not a good player, but i climbed easily the ladder with this deck. I'm actually playing at rank 3, but im pretty sure better players could reach higher ranks faster than me.

It could be strange to read, but all you have to do for the win,  is learning  to get value from your minion’s death.

UPDATES:

- 25/09/2014 added  +2 River Crocolisk for -1 Knife Juggler -1 Mad scientist.

These changes make the deck a bit slower than before, but at higher ranks ( actually at 2 ), i'm trying to survive as much as possibile and counter heavy board clear. River crocolisk hit the mark with his 3 life points, that put him out of range for 4 mana removals.

 

Mulligans:

  • Nothing new,  the best start would always be  Coin +  Undertaker + Webspinner .
  • Otherwise, go for Haunted creeper, River Crocolisk, Knife Juggler, Animal Companion or Eaglehorn Bow (especially against priest and warrior).
  • A coined King Mukla at turn 2 empty board,  won me many games.

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  • Don’t keep Unleash The Hounds in your starting hand unless you’re playing against Warlock.

Strategies and synergies:

  • Generally you want to be the aggressor, in early game always try to get the board control buffing Undertaker with your deathrattle minions. Webspinners provides you to have beasts in your hand, snake traps guarantee board presence and sometimes allow you to remove enemy threats with the help of Knife Juggler. Going in mid game use smartly your taunts and only go for favorable trades(Obviously, your mark is  the opponent face), especially with your Cult Master on the board. Hunter's Mark will destroy heavy taunts, and Kill Command should finish your game between turn 6 and 9.

Tips:

  • If you don’t  get your Hunter’s Mark, don’t be afraid of using your Kill Command on annoying  early taunts, quickness is the key.
  • Snake Trap into Cult Master + Scavenging Hyena it’s amazing if it happens , you could buff your hyena as you’re filling your hand.
  • Knife Juggler + Unleash the hounds or even Snakes trap for free damage.
  • Preferably play Animal Companion with at least 2 minions on the board for protect, or buff them.
  • If you can, always keep alive your Haunted Creeper for turn 4 Houndmaster’s taunt. Your opponents minions will take damage attacking the taunt, and then you will be able to finish the work with the Spectral Spiders.
  • A turn 5  Sludge Belcher into turn 6 Savannah Highmane  is often the best play against mage and priest.
  • Always use Timber Wolf with Unleash The Hounds or Snake Trap for clearing the board, or finish the game, never at turn 1.
  • Avoid mana waste. Learning to play with your hero power makes the difference.

Replacements:

+ 1 Flare : Mage secrets didn't hurt me so much, and i didn't face hunters anymore, but if they come back, that is what you want to add. Drop an hunter's mark.

+1 IronBeak Owl: If taunts become annoying and your games last longer than turn 9, forget the Mad Scientist and say welcome to your Owl.

+1 Jungle Panther: If you weren't lucky with your packs, you'll win your fights even  without King Mukla. If you don't run Mukla, remember to banging on your chest  after every win. Will be the same.

+1 Loatheb: if you have it, Loatheb could help you a lot against rogues, mages and shamans. If their spells drive you crazy, play without an Houndmaster.

 I will update this deck as the meta evolves. Recommendations are welcome.