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Control Hunter? What?! (JHUS' Control Naga Hunter)

  • Last updated Jan 12, 2016 (Explorers)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7280
  • Dust Needed: Loading Collection
  • Created: 1/5/2016 (Explorers)
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  • JHUS
  • Registered User
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  • Battle Tag:

    JHUS#1777

  • Region:

    US

  • Total Deck Rating

    834

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I. Introduction

Good day to all! I am JHUS, a retired MTG player who has been playing Hearthstone since the Closed Beta. One time or another you will get tired of using Face/Midrange hunter so here I am today to present to you my new masterpiece, a control Naga Sea Witch Hunter deck. This is not your typical hunter deck and it takes some time to learn how to use the deck properly, remember that you are dealing with some cards that you may have not played much but I assure you that you will have loads of fun in the process and it will all be worth it. Without further ado here's some gameplay videos:

First up is DistressQQ's video which gives quick pointers on how to use the deck, make sure to subscribe to his channel so he will be encouraged to make more videos like this:

Next up is Khristophesaurus Dinosaurus' video which showcases some of the crazy plays that this deck has to offer. Those comebacks are insane, I really suggest watching the whole video. You would also notice that most of the turns have many possible plays to choose from and it would take quite a number of games to actually assess which plays are the best.

Reasons why I use the Naga Sea Witch:

1. The Naga Sea Witch acts as a ramp for this deck, think of it as a Darnassus Aspirant with a bigger body.

2. The possible plays it can enable are insane (i.e. turn 5 Alexstrasza lethal combo or the notorious 15 damage combo by using Lantern of Power immediately from Arch-Thief Rafaam). The 5/5 body of Naga Sea Witch also makes it more of a threat if left on the board.

3. You won't really be hurt by the drawback of this card much because most of the time you will just be playing a card each turn after turn 5.


II. Gameplan

"TRAPS and REMOVALS then BIG ASS MINIONS"

1. Mulligan for your traps and removals.
2. Minimize damage taken by controlling the board.
3. Make them pay for each damage they gave you a.k.a. revenge.

You will first have to mulligan hard for your traps and removals. Early game will be about surviving and clearing the board until you get Naga Sea Witch, this will be the best setup you have. If they use their removal on the Naga Sea Witch then your other big minions will be safer to play later on. If they choose not to kill the Naga Sea Witch, then they will be punished even harder. This is what I call revenge. At this point you will let them taste the pain you have endured on the early game.


Coralhelm Guide Art from Magic: The Gathering


III. Card Choices

Hunter Cards:

  • Hunter's Mark: Arguably the best single card removal in the game. This card also enables you to regain tempo back. One copy of this card is enough, a second copy will usually end up as a dead card in hand. This can be replaced by Big Game Hunter or Ironbeak Owl if preferred.
  • Eaglehorn Bow: 3 mana for a 3/2 weapon isn't that great, but if you will be able to get a charge from triggering a trap, it gets better so it is advisable to keep 1 charge until it is completely necessary.
  • Animal Companion: All summons from this are great. Leokk is great specially with unleash the hounds. Mischa usually trades up or goes 2-for-1 and stops aggression. Huffer on the other hand is great for its damage output. Another good thing about Animal Companion is that it doesn't get copied by Mirror Entity
  • Kill Command: If you can get to use it with a beast on the board, it can do large amounts of damage. However, if you don't have a beast on board it is not that appealing. Make sure you really need to remove something if you use it as a 3 damage removal.
  • Unleash the Hounds: This card can turn games around, specially if your opponent swarms the board. This card synergizes well with Hunter's Mark and Leokk. It can also help you clear smaller minions so Freezing trap hits value targets. You will also find yourself ending games with this card comboed with Kill Command.
  • Savannah Highmane: This card serves as a win condition in most hunter decks because it is so hard to deal with. 6 damage to the face is actually 1/5 of your opponent's life total. If ever he finds a way to kill the Savannah Highmane, the two Hyenas would still cause problems for your enemy. Savannah Highmane and the Hyenas are beasts thus are good Houndmaster target and Kill Command activator. Setting up lethal with Lantern of Power is also a task done by this card. Another great thing about Savannah Highmane is that it can't be killed by Big Game Hunter (unless you buffed it).

Neutral Cards:

  • Naga Sea Witch:This is the MVP of this deck. It allows insane mid-late game and if left on the board by your opponent, you will most likely win. Note that you won't always get to get the combo done with Naga Sea Witch as it draws out removals from your opponent. Which is great, as you have other high value minions. So in short if the enemy kills it or not it will always benefit you. Another great about the Naga Sea Witch is that it is a 5/5. So you may also use it to trade up and cast a big minion of your own, so much value. People even panic and do misplays cause of Naga Sea Witch one example is that people sometimes overcommit in killing the Naga Sea Witch that they throw away their tempo just to deal with it.
  • Dr. Boom: This is a staple in most decks and this deck is not an exemption. This card is just so good not to include in the deck. It has so much value that most of the time, being able to cast Dr. Boom ahead of your opponent will result to a win.
  • Ragnaros the Firelord:This card can be replaced with Kel'Thuzad if you want more consistency or don't like RNG much. I however like the mechanic of Ragnaros the Firelord as it technically attacks enemies without being damaged in the process. Its ability to hit face directly even with taunts around will as win you games. YOLO rag can also win you games that have been very difficult. so it can also act as a comeback mechanism (if you get lucky). Just make sure you don't throw games with overprioritizing Ragnaros the Firelord, most of the times Savannah Highmane + Hero Power is a better play.
  • Alexstrasza:This card is absolutely devastating if you manage to summon it very early using Naga Sea Witch. For example: You summon Naga Sea Witch turn 5 and your opponent fails to remove the Naga Sea Witch, turn 6 Alexstrasza will be like dealing ~15 damage to your opponent +5 damage from Naga Sea Witch for a total of 20 damage. Even if the opponent manages to remove both the Naga Sea Witch and Alexstrasza, it will be hard for your opponent to make a comeback. On the occassion that Naga and Alexstrasza didn't die, then you automatically win turn 7. Alexstrasza can also be used defensily to heal yourself, and unlike Antique Healbot, the 8/8 dragon will be able to get you some tempo back and you might even be able to race your opponent. If you prefer to swap this card with Ysera, you may do so.
  • Arch-Thief RafaamThis card will most of the times seal your games. Comboed with Naga Sea Witch, this card also enables a 15 damage burst (10 mana, summon Arch-Thief Rafaam then buff the Naga Sea Witch with the Power Lantern). Your choice of artifact will most of the times decide your game. Choose wrong and you may have thrown win. Here's some tips I can share with you: Choose Lantern of Power if you are sure your opponent can't clear your board for example you know that opponent has used up his removals and you still have Savannah Highmane on board. On the other hand if you suspect your opponent can clear the board, then you should choose the Mirror of Doom, it is very unlikely that he will have enough removal to deal with seven 3/3s. I wouldn't choose the Timepiece of Horror unless for example I am already really ahead board-wise or if I just want to kill my enemy with style.

IV. Card Alternatives


V. Matchup and Mulligan Guide

Druid: Good/Fair/Bad Matchup

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Midrange:
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 Hunter: Good/Fair/Bad Matchup

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Face:
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Midrange:
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 Mage: Good/Fair/Bad Matchup

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Freeze:
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Mech:
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Tempo:
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 Paladin: Good/Fair/Bad Matchup

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Control:
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Midrange:
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Secret:
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 Priest: Good/Fair/Bad Matchup

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Control:
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Dragon:
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 Rogue: Good/Fair/Bad Matchup

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Deathrattle:
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Fatigue/Mill:
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Malygos:
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Miracle:
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Oil:
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 Shaman: Good/Fair/Bad Matchup

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Face:
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Totem:
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Overload:
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 Warlock: Good/Fair/Bad Matchup

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Demon Zoo:
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Handlock:
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Malygos:
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Reno:
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Zoo:
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 Warrior: Good/Fair/Bad Matchup

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Control:
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Patron:
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VI. Gameplay Videos/Screenshots

First up is DistressQQ's video which gives quick pointers on how to use the deck, make sure to subscribe to his channel so he will be encouraged to make more videos like this:

Khristophesaurus'' video which showcases some of the crazy plays that this deck has to offer. Those comebacks are insane, I really suggest watching the whole video. You would also notice that most of the turns have many possible plays to choose from and it would take quite a number of games to actually assess which plays are the best.


I would appreciate posts about your games. Probably say something about how it went and if there could be some things worth noting for each matchup.

Thank you so much! If you have some comments or suggestions please do leave them below. Have fun y'all! Peace.