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)
- atery212
- Registered User
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- 1
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- 9
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Total Deck Rating
10
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
I like this deck, played it quite a bit at rank 10-25. A few small changes:
Will continue to see how high I can climb with it...legendary seems tough, though.
I don't think these hunter rush decks are good at all. Maybe I have the worst decision making ever but every single opponent overwhelms me because they're able to kill my charge minions with their hero power or another spell. You absolutely can't get past more than 2 taunts, and you will never win a game where you don't draw a bow (happens about 60% of the time). With such a simple concept of always hitting the face I can't see how a deck can fail this much. I've already lost rank from 10 to 15 and just now started recording stats which I will post later showing all of my games vs specific classes and what not. I don't see how people are doing so much different moves than I am calling the deck "legendary" when there's only a max amount of maybe 3 moves a turn - usually one or two. Anyways, I think it sucks and would gladly take any advice on when you actually kill minions, what priority you play them in, and when you ever hold onto minions. It boggles me how you're able to get to legendary when I'm LOSING more games than I win.
Hello,
New to game and wanted to thank you for sharing this deck and the explanations of how it works. Climbed rank 9 without much efforts as the deck is pretty straight forward go on the face style with a ratio about 3/2. Happened to chain 7 wins in unranked mode.It's a really good deck for farming ^^ quick speed (the game often ends at turn 7-8)
I too swapped a companion for the tinkmaster, it seems better this way, using it as a taunt/threat removal.
deck works well so far. good for grinding up the ladder. winning approximately 2/3 games so far. dropped down from 11 to 13 while learning the deck and have been able to move to rank 7 now. still grinding.
tried skipping the 2 knife jugglers and using 2 tracks. tracking works at times and fails miserably other times. 2 knife jugglers more consistent. 1 of each doesnt seem to be good enough. tried swapping out 1 kill command for another animal companion. hated the rng out of animal companion and switched back to 2 kill commands. tried 2 arcane shots instead of 2 knife jugglers. found it to be consistently sub-par compared to the knife jugglers. are you still using this deck? have you made any changes to it?
and yea... at least so far, i have found the warriors (the ones running armorsmiths/frothing berserkers are tougher) easier to handle than the druids (running ancient watchers and taunt givers) and handlocks.
I have actually just taken out animal companion and put in a tinkmaster (just managed to craft him). He absolutely could win games as the amount of times I have been stuck with a taunt and he could easily get me out of a bad situation, especially if its a 1/1 squirrel. The randomness isnt as much as a factor. The more taunts you face, the more difficult it will be.
never thought about using a tinkmaster! should try that now.
Edit: now thinking about just substituting the animal companion for an arcane shot.. cause the animal companion is mostly only useful 1/3 times when u get that huffer right? so now the decision i have to make is whether i need a additional taunt removal or 1 mana 2 dmg that goes past taunts.. have u tried arcane shot so far in this deck?
I just feel like I can get so much more out of that one card with anything else. If you are going to run arcane shot you want two to be consistent, but I would rather have a minion threat then a responsive card. That's why I dont run arcane shot atm.
hi.. thoughts on removing buzzards?
they have been useful in less than 10% of the games so far (stopped tracking stats a while ago but im sure i have ~60 games on this deck)..
so thinking about using 2 arcane shots and 1 tinkmaster in the original slots for 2 buzzards and one animal companion
I wouldn't cause it combos hard with Unleash the hounds. You might not have luck with it probably because your opponent doesn't stack on the field but a Snake Trap summons 3 1/1 beasts, epic card worth the buy. If buzzards are attacked this will spawn and make it worth to keep aswell
Is there a reason people use Timber Wolf instead of Dire Wolf Alpha in here? Timber Wolf dies to Mages, Druids and Rogues immediately, trades with Paladins shortly, trades with Shamans possibly and then there are countless spells like Earth Shock, Mortal Coil, Wrath (cycle), Swipe, Inner Rage and minions like Argent Squire, Novice Engineer, Knife Juggler, Wild Pyromancer and 1/1 Tokens that all kill Timber Wolf. Timer Wolf isn't a real one drop, because it doesn't provide significant amounts of damage with it's attack or buff a significant amount of minions in the deck or trade with a two drop other than Loot Hoarder, Novice Engineer or Bloodmage Thalnos, all of which are card disadvantage.
Dire Wolf Alpha is immune to all of the removal mentioned above, as well as a 2 drop that can trade with other 2 drops and buff all of the Charge minions for additional damage. Is Timber Wolf being half the cost worth being less than half as effective when we have to hold Timber Wolf in hand as a buff spell for Unleash the Hounds as opposed to playing Dire Wolf Alpha on turn 2 as an attacker and buffer for all of our minions? We tend to hold on to our one drops as buff spells a lot in this deck, it's getting to the point where our "buff spells" like Abusive Sergeant just feel like they should be a Deady Shot or Hunter's Mark a lot. I tend to play the deck as combo a lot, just clearing the board with Arcane Shot, Explosive Trap, Misdirection and Animal Companion and then drop the Leeroy Jenkins, Starving Buzzard and Unleash the Hounds combo and short of Lepper Gnome there really isn't a one drop in this deck that you can really get behind with the hero power for a run down.
Has anyone else made the wolf sub?
i have tried using direwolf in my hunter decks instead of timber wolves. from personal experience i find the timber wolves to be more consistent and synergizes better with most of the UTH hunter decks and yes, worth it to hold on to it in most cases to combo with UTH. also, i think, dire wolf as a 2 drop is woefully week as it is going to get removed by cheap removal or the opponents turn 1 drop 2/3 times.
first, u get pretty much the same effect as dire wolf for 1 mana lesser which makes a lot of difference when trying to get that extra 1-2 dmg to finish off your opponent. 1 mana to draw a card with buzzard in desperate situations is a lot better than 2 mana to draw the card. 1 mana to setup a 5 dmg kill command lot better than 2 mana to set up same kill command.
like u point out it is never a good 1 mana drop. and the way most of the UTH/leeroy decks are played, you are never really concerned about the wolf getting removed the next turn. even if the direwolf alpha might survive the removal turn, the rest of your board is gonna be cleared. so what is the use of having a buff minion on the board anyway with just 1 hp left? (will still get cleared by most sweepers in the game also).
and for hunter decks that differ from the one in this post or close variations of it, you are better off not having either dire wolf or timber wolf in your deck and kill commands are normally included in such decks as well (the hunter deck razor used in KoTH against realz).
finally, this is just based on my experience and insights i have gained so far. i have been playing hunter for just over a week now and other more experienced people might be able to answer you better or correct me where i am wrong.
1 Mana timber wolfs generally are clutch. 4 mana to do a 5 damage Kill command, and it synergizes super well with UTH. Dire wolf only buffs two minions thus will always be subpar to me.
Hounds snake traps and it's a hunter deck. This is why I keep mine + Buzzards
im using this deck, unfortunately i don't have Leeroy or Misdirection, so im using snake trap and cultists both for extra draws. seems to be working decently
in fact i really recommend using cultists for what its worth. what do you think?
Cultists are actually a really strong play and synergize very well with uth, and competing against taunts. Misdirection is definitely replaceable as long as you replace it with a trap. You really want to be consistent with how much you play in terms of traps to make sure eaglehorn bow is used at its full potential. Also dont attack with a trap and one charge like my friend, kinnnnnnnnnda dumb unless you have to.
If you are searching to fill a spot on 4, then I'd definitely go with Spellbreakers. Having 4 Silences attached to bodies is really good. I don't think that you will need the additional card draw at 4, since this is covered by Starving Buzzard/UTH. Spellbreaker can at least get rid of Taunters and be a body that needs to be traded away (4/3 is solid if you have the upper hand).
+1, this is what I do in my deck.
Have you tried Freezing trap at all? I gave them some play-time and it's not bad. It's also good against the Warrior Chargers or any big taunter that you may lure into attacking you before you put your owl down (or buying time for your chargers).
Just like you, I am also considering Hunter's mark...it's never bad in the higher ranks where control seems to be more dominant.
Ya I haven't tried freezing trap at all, my only problem with it is that its easily counterable (even if unintentionally) and they generally will on accident baiting out an explosive because everyone sees a trap and immediately sees explosive. It is also a dead drop for damage, it wont contribute to damaging anything at all, merely saving you a turn from a minion. I would definitely consider it, but I just dont know if it would be ideal here. I played veev's super anti rush deck last night and he managed to play 11-12 taunts on me and even without hunter's mark I was able to get through all of em pretty hard but it ended up being too much. 11-12 taunts is the absolute worst case scenario and never happens really.
It's true, but it's also a fact that screwing up with the tempo of the opponent is easily translated to board control. Which means, that regardless of dealing damage, it's a good way to set up a board position that is dominant for that final turn. Of course, just like every situational card...it can prove rather bad.
The most important part of getting wins with Hunter, is to understand what hands to keep, and play according to the matchup. Most people think that Hunter is an easy faceroll, but in fact it's one of the most demanding decks as far as decision making is concerned. You have no way of recovering if the opponent stabilizes on high-ish two digit health.