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Poor Man's Hunter Rush Deck

  • Last updated Dec 8, 2013 (Beta Patch 3937)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 80
  • Dust Needed: Loading Collection
  • Created: 12/8/2013 (Beta Patch 3937)
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Edit Note: Obviously I did not check any other decks before posting this and CherubDown has a deck idea very similar to this (with a similar name too) albeit there are some stark differences. Credit for the idea should go to him though, but hopefully this guide might give you some more detail into how to play it correctly.

This is for new players starting out and wanting to level their Hunter decks to 10. By level 10 your deck should look like this and if you're playing it right you'll understand why and how to fill it in as you go. This could probably be adapted into something for end game with rare cards, but I'm not there yet.

Most of the cards will be basic cards that you will have already unlocked, otherwise they come as you level up your champion. Not all non-basic cards are needed. If you don't have something, fill it up with something that you believe will give you more rushing potential (no late game taunt/big but slow units even if they are value efficient). Through my games (they're all unranked and meant for leveling) I've finished most games at around turn 6, with most games afterward becoming fairly difficult from each turn onwards. But that means you will hardly get to late game and if you do you'll probably lose anyway.

The point of the deck is to play very aggressive in the early part of the game, almost always ignoring your opponent's minions and going for the throat (hero). Don't worry about trading your minions for value against other minions because in a deck like this the pressure you cause against the other player's life points will force them to give up value to try and keep their hero alive.

You use your spells to clear the board to keep the tempo in your favor. Taunt is your greatest enemy so if you know you can keep up the pressure afterwards, don't be afraid to use a spell and a minion to continue the pace. Remember this is rush you win fast or you lose. Other difficulties are when your opponent has taken pressure and you don't have a minion out that can push through while they have a minion that can one shot you and stay alive. In those situations you gotta play smart and hope for one of your taunts to keep a minion on the board or, if you have to, save to play a bunch of small minions to force them to trade with you hoping that the next few cards you get can push the game through.

By turn 6 you want to "seal the deal" if not win. If you can get them to 6HP or lower and they have no way to heal, you win in 3 turns regardless of whatever else happens in the game (hopefully you're at high health and can just tank it) and chances will be whatever you draw will help you finish. So if they're at 15HP and you're worried about the next few turns because they have a good field, but you can get them down to 6/7HP, go for it instead of playing defensive. Usually at least. Good luck!