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[TGT] ControlHunter- Faith Restored

  • Last updated Oct 6, 2015 (TGT Launch)
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Wild

  • 14 Minions
  • 15 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4920
  • Dust Needed: Loading Collection
  • Created: 8/22/2015 (Blackrock Launch)
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  • Total Deck Rating

    138

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Edit:

Tips: Double Lock and Load works and gives you two cards per spell!

 

Hi guys, I would like to introduce my new Control Hunter Deck. I spend quite some time learning about the new introduced TGT cards and I think control hunter is finally viable again.

Combo/Carddraw:

The new card Lock and Load solves the card draw problem control hunters had before TGT and is a powerful tool to win the game. Lets say you play Lock and Load on turn 6 and you follow up with Tracking, Hunter's Mark into Unleash the Hounds. The result is most likely a board clear + 3 random hunter cards .... sounds good!

With the Emperor Thaurissan mana cost reduction, insane Lock and Load combos are getting reality.

Traps:

For traps I am using the new Bear Trap that fits very well into the control playstyle and the well known Freezing Trap. 1 copy of Eaglehorn Bow and Mad Scientist to get some synergy going but also to get the traps faster into play. With Lock and Load you can still get some value out of traps you drew very early in the game.

Unleash/Dreadscale/Powershot:

It was a hard decision to choose between these three cards. Powershot is a new introduced control card and is basically a Consecration for 3 mana (The enemy usually doesn't have more than three creatures on the board). Unleash the Hounds and Dreadscale both fullfill a very similiar purpose. I just feel like having a card like Dreadscale in your deck gives you more options. Dreadscale works also very well with Hunter's Mark and counters very rushy types of deck who constantly put out creatures with 1 health. On the other hand Unleash the Hounds is a spell (Lock and Load combo) and has a very good Synergy with Animal Companion. Suggestions are appreciated.

Beast Synergy:

Ironbeak Owl, Bear Trap, Animal Companion, Unleash the Hounds, (Dreadscale), Savannah Highmane & the cards you get out of Lock and Load are providing a good Beast Synergy. 10+ beasts are also enough for your Houndmaster

Mid & Late Game:

Sen'jin Shieldmasta, Sludge Belcher & Antique Healbot provide some taunt and heal until you get into the late game or manage to pull off a nice Lock and Load combo.

Savannah Highmane and Dr. Boom are the fatties you need to finish the job.

Mulligans:

Always try to mulligan for a Mad Scientist to get out the early traps.

Keeping Ironbeak Owl, Unleash the Hounds or Dreadscale depends on the matchup.

Coin:

Only use the coin if really necessary. The coin is really usefull for your Lock and Load combo or to get out an early Emperor Thaurissan.

TGT Cards that are not included:

Other TGT cards I didn't include in the deck because I think they dont fit very well are:

King's Elekk : Its a very good card but there are other cards that are more useful in the early game like Mad Scientist. Also the chance of winning the Joust is only around 50% (If both minions have the same mana cost you dont win the Joust). There is simply no space for any minion besides Mad Scientist if you want to run Lock and Load

Ram Wrangler: More of a midrange hunter card; Requires a beast; already enough 5 drops; better play a Belcher on turn 5; rng based;

Acidmaw: trash card; too expensive; bad stats; effect also works on your own minions; synergy with Dreadscale or  Unleash the Hounds  but is a 10 mana boardclear really worth wasting a spot?

 

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