TGT Midrange/Tempo Hunter
- Last updated Sep 29, 2015 (TGT Launch)
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Wild
- 17 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2920
- Dust Needed: Loading Collection
- Created: 8/24/2015 (TGT Launch)
- bronzeager
- Registered User
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- 4
- 6
- 16
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Battle Tag:
bronzeager#1376
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Region:
US
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Total Deck Rating
116
Have always been a big fan of the tempo mage decks, and with the release of TGT, I think a strong Tempo Hunter is viable. The key cards that enable this are Ram Wrangler and Bear Trap (and also to a lesser extent King's Elekk). Edit: King's Elekk has been a hero of this deck. Sure you'll miss the joust occasionally, but the scouting info is invaluable. The tempo of Webspinner>Elekk>Animal Companion>Houndmaster/Shredder>Ram Wrangler is intense.
With these cards, you are able to get ahead on board and steadily apply damage until you can burst for lethal with direct damage and big minions. The biggest problem this deck has is against aggro decks or other tempo decks that get off to a bigger start. UTH and the new card Powershot help a lot with this.
Latest Edits: Haven't been playing this deck as much this last season, but it still feels pretty solid. I tried to tech it a little more against control, as I had been playing a lot of Handlocks/Druids/Priests and a little less secret paladins. So I added BGH, which is huge in so many matchups.
Mulligans/Approach
Vs Aggro:
Keep: Webspinner, Mad Scientist, Explosive/Bear Trap (if no Mad Sci), King's Elekk, UTH or Powershot (only 1 of these max). Play to mitigate early game rush and retain some semblance of board control for a midgame where you can drop the Wranglers and Houndmaster to swing the game in your favor.
Vs Control:
Keep: Webspinner, Mad Scientist, Animal Companion, maybe King's Elekk (less likely to get the draw, but still ok T2 play). Try not to overextend, and develop slow steady damage by playing on curve.
Tech Choices
Traps: Freezing is one of the best tempo cards in the game, so I can't imagine playing with less than 2. The third secret is optional, and if you cut it, I'd probably cut the mad scientist as well. Explosive is my choice right now, as there is a lot of board flood with secret paladin, midrange paladin, and totem shaman. Explosive or Bear Trap are good against aggro. Snake Trap is good against control or midrange.
Knife Juggler: Very good against aggro, but needs to be paired with UTH or Haunted Creeper, as this deck doesn't have a lot of minions. Personally, I think Explosive Trap/UTH/Powershot is enough to stabalize vs aggro, but if you are having too much trouble, you can sub these in, probably cutting webspinners and maybe a Ram Wrangler to do so.
Kel'Thuzad: This is the ultimate finisher to help your deck overcome heavy control. Originally part of the core deck, I cut him because he won't be useful in all metas. He is a solid pick right now thanks to the abundance of greedy decks, but you can't count on him being useful when aggro begins to rise again.
Others: Flare is incredible vs secret paladins and tempo/freeze mages. Mind Control Tech is good with the high amount of board floods currently. Ironbeak Owl is always a consideration to give your deck versatility.
More to come as I playtest this and refine...please leave feedback in the comments!
This is indeed a workable deck on the ladder and I have climbed to rank 5 from rank 20 with only this deck(counting out my for-fun Murlocadin deck that I use on ladder on occasion) on my first month of serious laddering. There's a chance I could get to rank 3 or something but I just don't feel like the reward is worth it nor do I think I have the time to make legend in time this month so I stopped there. Here are some stats and my own adjustment for reference:
v1.3 is the one I used to climb from rank 12 to rank 5.
Difference:
-1 Explosive Trap, -1 UTH, -1 Loatheb, -1 Tiger
+1 Bear Trap, +1 Mad Scientist, +1 Kezan Mystic(cuz I hate mage and paladin), +1 Gahz'rilla
Weakness of my adjustment: Less early game control due to lack of Explosive Trap and -1 UTH; no consistent turn 5 on-curve play if I don't have a beast on the field as the only 5 drop is Ram Wrangler.(I sometime keep Webspinner for a coin out Webspinner-Ram Wrangler on turn 5 or I usually keep Ram Wrangler to be used on turn 7 after I throw a Savannah out on turn 6 as it is very unlikely my opponent can clear out the lion and the two 2-2 in 1 turn)
Strength: Better closing in mid-late game with 4 bombastic minions(2 lions, Boom and Gahz'rilla), Bear trap provides possible target for Houndmaster or Ram Wrangler
The reason I cut Explosive and 1x UTH is because I don't think I need them. Against aggro paladin or secretdin I just go face faster than their 1 atk minions(secretkeeper is a problem though) and force them to clear my board. My experience is that even if you try to clear off his field with UTH, he is still going to hit you again and again and drop Dr.6 to win anyway. Explosive though is a good answer, but I don't like it in other matchup. And I think I am not a very good UTH user, so I am good with just 1 in my deck.
Gahz'rilla is my Dr.Boom sub before I finally decided to craft Dr.Boom. The reason I keep him in the deck and subbing Loatheb out is that I don't think Loatheb can help me in a lot of my game. It's not that good of a turn 5 play without a strong board that deserve a clear from my opponent and sometime when I need it, it isn't there. Gahz'rilla serves as an anti-board clear because any board clear(that deals less than 9 dmg) would just make it a raging 12-x and I have cheese in a few wins by Powershot/Quickshot it and hit face for 12(or even 24). It can be taunted with Houndmaster as the ultimate wall too and I have blocked a FoN combo with it(although Loatheb can do the same against FoN combo, I guess). Throwing it out also force your opponent to deal with it so your other minions have a turn to go face. Very versatile card IMO and have won me plenty of games.
Kezan Mystic over Flare is because I think Kezan provide a higher tempo swing than Flare and tempo is the theme of this deck. A 4/3 body on the field and a secret for myself for 4 mana is so much better than clearing secrets and drawing a card for 2 mana IMO. Obviously, Flare is indeed better as a Dr.6 counter but I like the aggressive tempo gain from Kezan. In many Hunter mirror, I drop a Kezan and then they play Flare the next turn...and proceed to lose because they are so much behind on tempo. Against classes with no secret, a 4-3 body is better than drawing a card I guess, especially when you are trying to control the board or stay aggressive in the early/mid game.
The deck is very good I hate Aggro decks playing and playing against. I had issues dealing with Zoo's though, one more problem is that we don't have enough beast to activate Ram wrangler.
this one , is really better than classic midrange hunteR?
(i dont like some changes like One mad, no flare, no snake trap )
Posting again to say King Crush is way better than KT, and adds a surprise face-rush finisher. I've won many ranked matches with this deck precisely because I surprised the enemy with an 8 ATK charge to the face.
Really fun deck to play, i was searching a good hunt deck and it's done thank you very much ;)
This deck is pretty strong right now. Personally, I dropped a Ram Wrangler and the power shot in favour of another mad scientist and a flare. This weakens my aoe and midrange potential but it increases my chances against secret decks while also providing an additional card draw mechanic. I feel playing hunter the more card draws you can get the better as there is no worse feeling then having an empty hand.
The second scientist is there to strengthen the early game while also thinning out my deck of secrets to better increase the chances of finding a useful minion, preferably a beast.
3 traps and only 1 mad scientist? i feel like you have to play 2 because it just offers up insane value. sure, there are times where you're SOL and draw into your traps first before scientist, but not running 2 i feel is a mistake.
fter I just took out the Powershot fpr Flare a HoundmSter for another Mad Scientist and DR Boom fpr Owl im still losing vs everything. The game may worked rigjt after the start of tgt but now its losing vs everything. Its slow you font get the board cpntrol..... Sad that i spent my dust tp getbthis
I didnt played HS for about one week after TGT was realesed because there was to much chaod on the ladder and I wamted to wait and look wich decks will be played too know if its a good idea to finish my token druid. After i came back i heared that there are a loots of secret paladin on the ladder and thats why in here. I crafted myself this deck and added one Flare and I like ut. Currently at Rank 18 only because I played only 6 games so far this season. 5-1 so far. Lost vs Handlock but i was 1 dm of lethal. Havent faced secret paladin yet but i think i will.when i climb higher.
Edit:
I was lucky that i.won so much. Im on a losing streack now and i stuck in rank 18. I made some changes. Added Knife Juggler Owl Flare.... Still lost vs decks like Mech Mage and Token Druid. Also lost vs Face Hunter. I dont get the board contrpl. Even witj a lot of low cost minions. Dont know what to do
one of the worst decks I've seen
Didnt get my first creature on the board till turn 6 ;)
For sure...nonetheless, consider it a tech card atm the moment instead of core, because it's hard to tell how long secret pally will last.
Yeah... I feel like it's one of those decks that'll die once people know how to play against it, kind of like mech mage right when GvG came out
That's the point its a slow deck. If you want fast add a glaivezooka and 2 abusives. anti aggro add sludge or 2 instead of the tiger.
Aside from 1 Flare, I am also trying a Kezan Mystic instead of the second Houndmaster, and so far it has helped a lot, I'll give it a try with the two houndmasters and one flare
Thanks for sharing this great deck :D ! Love the whole idea of this deck and will continue to enjoy playing mid-range hunter!!! Made some gameplay it was a good time on ladder for me haha! ENJOY!!!
I've switched 1xRam Wrangler for a second Mad Scientist and it's working fine for me.
I think a second Scientist is almost a must when running more then 2 secrets; also the tempo you gain by trading a Scientist into an upcoming Freezing Trap is huge. I choose the Wrangler as substitution because I consider it a very "heavy" card to have in hand sometimes: you cannot find the right moment to use it or you don't have beasts. Of course you can have the same problem with Houndmaster, but in the worst case you can simply play it without activating his battlecry and still have a 4/3 4-drop, while the Wrangler is too weak in stats.
Flare is really important ATM, So many secret pallys
The Stranglethorn Tiger is an interesting include. May I ask why? I've always liked that card but I'm tempted to cut him just because he sees so little play! Commentary about this card choice might be very helpful. Thanks!
If it is really just for the beasts, Snake Trap over Explosive Trap?
oh and Joust...
The Tiger is there because I wanted another somewhat high end card to enable Elekk Joust, and also another beast for synergies. The stealth is pretty important, because it's so easy to have no beasts on board for Houndmaster/Ram Wrangler/Kill Command, especially if your opponent is clearing your board. He also helps set up lethal a lot. Honestly, not one of the essential cards in the deck, but one that fulfills a lot of roles, so I don't often think about cutting it.