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[GUIDE / LEGEND] 76% Winrate Aggro Buff Hunter

  • Last updated Apr 3, 2024 (Whizbang Paladin Changes)
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Standard

  • 12 Minions
  • 14 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9480
  • Dust Needed: Loading Collection
  • Created: 3/28/2024 (Whizbang Paladin Changes)
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  • Battle Tag:

    SprayIT#1549

  • Region:

    N/A

  • Total Deck Rating

    211

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Hi guys!

I got Legend rank in just a few hours with this Hunter deck.

It's not an easy deck to play, but once you learn the combos, it becomes much more manageable. 🏹🐅🏹🐾🏹

Ps: Put Pylon Module and Ticking Module on Zilliax Deluxe 3000.

If this gets enough likes, I'll create a guide!

 

EDIT: Given the number of likes, here goes the guide 🏹🐅🏹🐾🏹:

The first question we always want to answer is about the mulligan.

In this deck, the most crucial thing to know is that the mulligan is 70% of your path to victory. So, how should we choose our initial cards? First of all, look at who your opponent is. If it's a DK, be careful playing 3/1 cards and losing them to the hero power. If it's a DH, let them take out your 3/1 with their face. If it's control, you'll see after the mulligans (and during them) your strategy.


Mulligans:

Scenario 1:

The first scenario idea is to play Awakening Tremors on turn 1, Patchwork Pals on turn 2, and buff your minions with the bananas while reducing the cost of Mantle Shaper. Your start will be great, though not the best of all scenarios. It's a good start against aggro decks, as you can play your Misha to hold the beginning.

Scenario 2:

The idea here is similar to the first one, the only difference being that we have "Misha 1/4 Silverback Patriarch" on turn 2 on your board. Great for your monkey.

Scenario 3:

One of the top 3 mulligans. This start is insane. It follows the same idea as the first two scenarios. You might also keep Jungle Gym in your hand if you're facing an aggro. Don't be too quick to use Jungle Gym to take an enemy minion off the board.

Scenario 4:

This mulligan makes the opponent give up by turn 5 of the game. Here you will buff your minion that's on the board, giving it a last breath. Keep your board full of minions and make the enemy give up after Saddle Up!.

Scenario 5:

This mulligan is great because your Silverback Patriarch will already be 2/5 on turn 2. Many opponents don't have an answer to that. If Bunch of Bananas comes, you can buff Thornmantle Musician or Vicious Slitherspear, making them huge. It's a good Mulligan.

Scenario 6:

I included this mulligan because I've really had many victories playing Jungle Gym on turn 2. It's a really strong card in this deck. You can literally "machine-gun 🔫" the enemy and their minions in combo with R.C. Rampage. Hoping for Saddle Up! to come before turn 5 is most expected.

Cards we should avoid in the Mulligan:

Observer of Myths - This card gives you incredible power. In combination with Bursting Jormungar from Awakening Tremors, you can buff your small board minions with a lot of attacks. So, it's not a good card to have in the mulligan but rather hope to get it between turns 4 to 6 and leave the enemy bewildered.


Leeroy Jenkins - This card doesn't make sense to have at the start. It only has two options: Go for the enemy's face or remove an enemy taunt so you can give lethal to the enemy.


Aggramar, the Avenger - Too slow for the mulligan. It's an excellent card played on the turn 6 curve. (PS: Choose always to buff your weapon at the start and ensure at least 5 damage to the enemy's face. Many control decks are running Rustrot Viper, so 2 damage can make a difference in the end.)


Barak Kodobane - Despite this card not being the end of the world in your mulligan like the other cards, it can be useful mainly to draw Saddle Up!.

Q/A:

Should I hold Remote Control in the mulligan? That's a doubt of mine too. I personally find this card weak (at least I think the minions it summons should come with rush), so it's up to you to choose. If it comes, it's not bad, but it doesn't enter my scenarios (Maybe if you're facing aggro DKs???)

When to use Saddle Up!? With 4 minions on the board, it's enough; less than that, I don't recommend.

What to do when the enemy removes my minions at the beginning? Don't worry too much; I've won games on turn 14.

Now the question that doesn't want to be quiet - How to deal with controls? Well, basically, in Hearthstone, either you have removal, or you don't. And that's how it is. If your enemy has board removals, there's nothing to do. You're going to lose. I've faced games where Shamans cleaned my board 3 times, not to mention the ones that healed themselves. When the game is like this, it becomes very difficult to win, however, if they only clean once: OK, if they clean twice: OK also continue, if they clean 3 times, then it's complicated (ESC-CONCEDE).


Secret 1: Shorten the game as much as possible. Deal as much damage as possible at the start of the game and only remove enemy minions when you really gain an advantage. EX: you have a 1/1 minion on your board, go face or remove their 6/1? Remove the 6/1. That 6/1 can gain lifesteal, and he recovers 6 life and still removes your 1/1 minion on the board, and in the worst case, even buffs it turning it into a 10/5 with taunt, for example.

Secret 2: Remember, you are the aggro. The enemy should remove your minions. Cards like Patchwork Pals can give a Huffer, and you beautifully go hitting in conjunction with bananas and Observer of Myths.

Secret 3: Wait to have mana if you have a good combo in hand. Don't randomly play a Huffer and go for the enemy's face. He doesn't know you have a combo, so sometimes the best time is when you wait.

Finally, play calmly. It's a combo deck. If it's not going right, come back here and read the guide again.

Good game 🏹!