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Low(er) Budget Hunter taken to legendary

  • Last updated Apr 17, 2014 (Live Patch 5170)
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Wild

  • 11 Minions
  • 17 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 3840
  • Dust Needed: Loading Collection
  • Created: 2/12/2014 (Beta Patch 4482)
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  • Total Deck Rating

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Update: Season 5 - This is the deck after some slight variations that I made. I know kolento is running a version that does not run traps or bow, but I personally prefer them. I do understand the logic of not running them, but personally I think they help give more effective damage.

Feel free to ask any questions that you have about this deck, how it is run and the matchups involved. I will do my best to answer them as quickly as possible.

I am currently Legend Rank 15 NA with this deck.

Cards that made it in:

Hunter's mark: This card is actually incredible. The fact that I didn't run it earlier blows my mind. Many of the threats can be easily taken care of with an arcane shot or a boar. It blows massive threats away and constantly give you the opportunity to be a threat.

Arcane shot: Still questionable, I like the flexibility that it gives, 2 damage that I can use basically anywhere I want. Very strong vs Zoo and also works well with hunter's mark.

Tracking: Seriously... what was I thinking lol. This card is incredible and should be in every hunter deck. I can essentially go through my next 3 cards and pick what I need for this or the next turn.

Stonetusk boar: 1 mana cantrip charge beast that works with everything in the deck.

Houndmaster: I am trying out 2 with this version, as of now it is pretty strong, essentially 6/5 stats for 4 mana and that is just incredible value.

 

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(I am leaving this here so that others can see the change from season 3 to season 5.)

Took this deck to legend season 3 (just got it yesterday). Mostly I ran this because I did not have any of the necessary legendaries for any of the control decks, and aggro suits my playstyle more anyway.

There are a lot of keys to this deck that truly separate a rank 20/15/10/5/legend player. Decision making is extremely important and as some would like to imagine that it is all just "about hitting the face" when you start playing control/savage roar druid, control warrior, control priest and really anything that loads up heavily on taunts, you really have to make decisions that are a few turns in advance, possibly clearing the board yourself in order to preserve your life total a bit so that you can eventually go for the kill. That being said, I do have a few tips that should help everyone.

First and foremost, this deck set's the tempo of the game, so you need to make sure that you can do that. I always aggressively mull for a one mana minion (preferably leper gnome). By setting the tempo you are constantly forcing the opponent to respond and try to make efficient trades for themselves, generally that can set up a board wipe with explosive trap (if needed) and allows you to focus more on dealing damage that you need to do.

If you start with an ironbeak owl against a druid, keep it, you will need it. Druids heavily run taunt and its very important that you can get past it. It's much better to spend two mana to effectively deal with a taunt (say druid of the claw) than to spend 3 or 4 charging it down or hitting it with kill command.

Save kill commands, always! They are not something you want to aggressively use, they are good to clear away taunts, or get a finisher. There have been many times where a druid had though he had stabilized the field at 7 health, only to get kill commanded and hero powered. It's the finisher that you might need.

Explosive trap beats rush lock every time. I played against 16 warlocks (that i recorded from ~rank 7-legend) and I had a 13-3 record. In fact they were one of my best matchups. Locks effectively help you kill them, you just have to keep their field in check. If you are playing against murloc, then warleaders MUST be removed. Also, this deck is very effective against "Handlock". They aggresively life tap in order to get giants out, it is just very important to save damage and work for a kill before turn 9, because jaraxxus will make your day so much harder. Anyway, keep explosive traps against warlock and aggressively mulligan everything else.

Warrior is by far this decks worst matchup. With a decent draw you should be able to fight it. The biggest problem against this deck is the armor gain and the easy 1 damage counters to your minions. Since most of this decks minions have one life, whirlwind, taskmasters and other cards like that can really slow us down. Misdirections can be really key here, and owls for berserkers and other minions that start to get bigger can really save you time.

 

Those are really most of the decks that I encountered, there were more and I can always respond on how to deal with those if you'd like.

A few card choice explanations:

Knife Juggler - He is a 2 drop that to me also has the effect "taunt, spell taunt". If he survives at all, he will make the game much easier. Although he does not contribute to the direct damage capability, if he does last the turn, he can help maintain board control while also dealing significant damage to the opponent. He also makes hunter mirror and warlock rush a fun matchup.

Hunters mark - I'm really torn about having this card in and not having it in. I didnt run it for most of my run to legendary, but if you do encounter a lot of control decks with taunts, then subbing this in for knife juggler is a perfect solution.

Leeroy Jenkins - He is really a must have, but some people really might not have the capability of playing him. Dont worry, there are substitutes, and you dont "need" him. You can easily substitute in another animal companion or argent commander or any other tech card you would like.

Anyway, if you have any questions, I will be glad to answer them.

Also, anyone who wants to watch whenever I stream: www.twitch.tv/strelzik