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[61% WR 5-Legend] Secret Spell Hunter

  • Last updated Apr 22, 2019 (Rise of Shadows)
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Wild

  • 10 Minions
  • 17 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Secrets Hunter
  • Crafting Cost: 7620
  • Dust Needed: Loading Collection
  • Created: 4/21/2019 (Rise of Shadows)
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  • Total Deck Rating

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Shhhh!! Can you guys keep a secret?  I just came up with a very powerful and fun new Hunter deck and I want YOU to try it!  I recently reached legend rank from rank 5 with a 61% win rate (proof below) with this exciting deck and it was very fun the whole climb! Full write-up below and I hope you all enjoy this deck :). 

 If you like this deck, please give it a +1 so others have a chance to see it as well!

 

General Strategy:

Early game-   We want to establish some early aggression and board control with Secretkeeper, our secrets (usually Freezing Trap, or Explosive Trap), followed up by Sunreaver Spy, Animal Companion, Masked Contender and Eaglehorn Bow.  When having multiple 3-cost options in hand I usually will play the one that will develop my board the best, so its usually Animal Companion on an empty board with no secrets, Masked Contender if I do have a secret, and Eaglehorn Bow if my opponent is aggressive and I need to board clear.  When having Masked Contender in hand and 2 secrets, I will usually play the secret that will most likely not activate on turn 2 so that way Masked Contender will get his value when played on turn 3.  

Mid game-   Using our strong spells like Marked ShotBaited Arrow, and Unleash the Beast and Lifedrinker we can continue to control the board whilst still developing a board of our own for constant pressure.  Against other tempo or midrange decks you want to try to put out as much damage each turn as possible by using your hero power a lot so that might include playing a 3-drop + hero power on turn 5, Lifedrinker + hero power on turn 6, Baited Arrow + hero power on turn 7, etc. but never prioritize your hero power if it means falling too far behind on board.  

Late game-  Games won't usually last too long but if you are facing a control Warrior then you want to hope to draw Zul'jin and get the most amount of value off him as possible.  This might mean holding onto him for a couple turns even if he's the only card in hand if you haven't used your Unleash the Beast, Baited Arrow, or many secrets yet.  It is also good to hold onto Rapid Fire and Kill Command when possible to use with Vereesa Windrunner.  Even better yet, to use Vereesa Windrunner, then cast all your spells then attack with the weapon before you cast Zul'jin for even more value! 

 

General Mulligan:

Never keep anything 4-cost or higher.  1 3-cost card is usually enough unless you're going second then I might keep an Animal Companion and Eaglehorn Bow.  Usually only 1 secret is enough unless you happen to get a Secretkeeper and a couple secrets.  

Trap Guide:

Explosive Trap - Druid, Hunter, Rogue, Shaman (Murlocs), Warlock

Freezing Trap - Every class

Rat Trap - Rogue, Shaman, Warlock, Warrior

Snake Trap - Druid, Hunter, Rogue, Warlock

Snipe - Paladin, Shaman

 

 

I hope you like this deck and, as always, if you have any questions or have a suggestion please comment below (I respond to all comments)!

Watch me stream live - https://www.twitch.tv/funkimonki

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