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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)
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  • Battle Tag:

    bronzeager#1376

  • Region:

    US

  • Total Deck Rating

    116

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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!