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Token Hunter

  • Last updated Jan 18, 2016 (Explorers)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4980
  • Dust Needed: Loading Collection
  • Created: 8/15/2015 (Blackrock Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    7

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If this doesn't work very well, try my Dread Hunter deck :)

Update 01/18/2016: I never posted the final iteration of this deck, so doing it now. Maybe in a few months, with a slightly different meta this can work great again, but with Patrons, Renolocks, Secret Paladins and Control Priests running amok, not to mention Aggro and Midrange Druid and Freeze Mage, this deck isn't in a great spot. It can still beat those decks, but the matchup is a lot harder. I do have an answer though, but I felt that the deck deviated too much from the original idea so I'm posting as a different deck altogether.

The main changes are the removal of Silver Hand Regent and Ram Wrangler and adding back Imp Master plus Leeroy Jenkins. If facing too much Freeze Mage than swap Mukla's Champion with a Flare. If one is too little, you can remove the Imp Master for a second one.

Note on Mukla's Champion: For a time I thought it was really good. And it mostly is. With the tokens, it's an excellent removal tool. Buffing a bunch of 1/1s to 2 attack is great to deal with slightly bigger minions. But it doesn't work as a good finisher. Leeroy Jenkins is a lot better as it guarantees you 6 damage for 5 mana. With Champion you'd need at least 6 tokens on board to get the same output and 7 mana. I still managed to keep Champion in the deck though for those removal situations.

Description

The idea of the deck is to use tokens and smaller minions to control the board and use our big threats to finish the game. Since many of the early game cards draw removal, our late game tends to survive a lot more. We also can achieve some surprise lethal combos using Mukla's Champion, a card which many have overlooked in TGT. I've found myself in situations where the enemy thought he had control of the game and left my tokens unattended only to die the next turn because of Mukla's Champion.

Draw Engine

Because we always have so many minions, running Cult Master becomes very good. It's not unusual to draw 4 to 6 cards in a single turn with this deck. In fact, I rarely do the Cult Master + Unleash the Hounds combo.

Strategy

The tokens are produced mainly from Unleash the Hounds, Haunted Creeper, Imp Master and Snake Trap. They are not to be used for face damage unless the enemy has no board. They are used to trade for minions so that your larger stuff can live and to draw cards. After turn 6, lethal has to be calculated at all times in case of Mukla's Champion in hand. Otherwise, the deck works mostly as a Midrange Hunter. Remember to always fight for board control, unless you have a clear advantage. Going face early is a mistake.

Very important to not use the Knife Juggler + Snake Trap play if your side of the board is empty. It's tempting, but assume the opponent always has a better answer than trading a minion. Only put the trap in together with the Knife Juggler if you have other stuff on the board.

The rest of midrange rules apply, always try to play Savannah Highmane and Dr. Boom on turns 6 and 7, unless you have a good opportunity to control the game further. Houndmaster can be used to both trade or defend, or to push for lethal. Unleash the Hounds is mostly a good clear in early game. It's a great answer for a turn 3 Muster for Battle.

Latest Changes

The original deck was a lot simpler and while it worked fine the first few days, as the meta settled after release of TGT, some changes had to be made in order to keep up:

  • - 2x Ball of Spiders + 2x Kill Command: While this card is actually OK, and could be used to get more tokens, I felt that it clogged my hand in some cases even though drawing an Ironbeak Owl or a Stampeding Kodo saved me a couple of times. Still, Kill Command ends up being really good to kill big minions or to go for lethal. 
  • Swapping 1 Bear Trap for a Freezing Trap: Bear Trap works fine, but after the opponent sees one of each trap, they can work around everything pretty easily. By adding one Freezing Trap, it throws off the opponent.
  • - 1x Mukla's Champion + 1x Ram Wrangler: This is actually kinda optional. I felt like there were times that I had Mukla's Champion wasn't a good play with only 1 or 2 tokens. Plus, it's a really bad top deck. So I added in the Ram Wrangler for now. Ain't thrilled with the card so far, but it's a good alternative. Other possible tweaks here is to put in a Defender of Argus or a Dire Wolf Alpha.
  • -1x Imp Master + 1x Dr. Boom: I fought this for a while, but the fact is that our 7 drop friend is still too big of a threat to not have in the deck. If on turn 7 and slightly behind or slightly ahead and you drop him and the opponent doesn't have an answer, it's GG.

Meta Calls

  • Flare: Right now we have the advent of the Christmas Tree Secrets Paladin, so adding a Flare is a good idea if you are seeing a lot of those. I haven't felt the need yet. Most of the games I lost against them were due to miss plays on my part. Might also improve the chance against Hunters. You can remove the Imp Master for this.
  • Loatheb: There are few Patrons running on the ladder, but it's easy to see that this isn't a great matchup. If we get a great start, we can win, but if not, then it's an auto lose. But I think that putting in a Loatheb might improve the matchup. Remove Ram Wrangler for it.
  • Mind Control Tech: So far, my record vs the Zoo type decks is near perfect, but if you feel like it, sub in a Mind Control Tech in place of the Imp Master.
  • Big Game Hunter: I don't think this is needed. Usually, we have answers for everything. The only matchup I think this might be necessary is against Handlock. But until we start seeing those again, I wouldn't put it in the deck. Also put in place of the Imp Master. Could also use a Hunter's Mark I guess.

Other Tweaks

  • Silver Hand Regent: I'm actually running this right now on my deck instead of the Imp Master. Although I still recommend the Imp Master, I like the 3/3 body better. Completely up to preference though.

Mulligans and Matchups

Coming later.

Old Updates

Note: I've now tested the deck quite a bit, and have evolved the deck. New description below plus considerations. Old text available at the end.

Update 08/30/2015: Made the switch to Silver Hand Regent permanent. It's just a better threat on turn 3 than Imp Master.

I also just got Rank 5 with the deck. It's a shame that tomorrow I won't be able to play at all cause Legend is definitely achievable with this deck.

 

Ok, so this is an idea I had for Hunter with some of the new cards. For now, this is just an initial idea, and some testing is needed to see if some of the cards are good or bad. But the idea is using several of the cards as ways to produce token minions with a certain consistency. They can then be used to trade, push for damage, or used with Cult Master for card draw which is one of the problems Hunter has right now. But if the Hunter can keep a couple of token minions at all times on the board, then running two Cult Master can give you some instant card draw value without depending on a 7 mana Unleash the Hounds/Cult Master play. With the way the deck is built, we should also be free to play snake trap with other minions other than the obvious Knife Juggler play.

Most of the cards are classic mid range stuff, but some things to try:

Imp Master + Knife Juggler: Two Knifes for 5 mana, with the possibility for more without depending on the enemy board.

Ball of Spiders + Knife Juggler: Same idea as above, but for 9 mana which might be too slow. But, Ball of Spiders will get you some additional beasts to play, which can be an ok alternative to Savannah Highmane on turn 6

Mukla's Champion: The idea is to always have some tokens on the board and if that is done consistently then Mukla's Champion can get some value on turn 7.

Bear Trap: It kind of produces a token as well, plus it's a good tool to stop aggro a bit.

Other Ideas

This deck does have some weak spots that can probably be solved after some testing. An initial idea is cutting a Mukla's Champion and a Houndmaster to add a couple of Hunter's Mark. Maybe fit a silence somewhere as well.

Cutting Mukla's Champion completely and putting Stablemaster or Ram Wrangler in its place.

Trying to fit in Volcanic Drake. Also probably in place of Mukla's Champion.