+20
Favorite this Deck

No Shame - Plus Guide

  • Last updated Apr 23, 2014 (Live Patch 5170)
  • Edit
  • |

Wild

  • 10 Minions
  • 18 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3960
  • Dust Needed: Loading Collection
  • Created: 4/13/2014 (Live Patch 5170)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    49

View 7 other Decks by infamousdecks
BBCode:
Export to

This is the deck that I used to make it up the most of the ladder this season. It builds around the standard, but offers a few twist to mix things up and keep your Villains guessing.  This guide is here to help you along with why the cards are here and how they work together to bring you to victory. I'm going to start with giving you a break down on why each card is in this deck and in what situations you want to use them.

If you want to see this deck in action visit my Stream at www.twitch.tv/infamousdecks

The Cards:

Hunter's Mark - This card is great for removal and getting through those nasty taunts that most control decks are going to through at you. It pairs great with Arcane Shot and Unleash the Hounds. I generally don't keep these in my opening hand unless im facing warloc, shaman, or druid and I never keep more than one.

Arcane Shot - This card works great paired with Hunter's Mark and also offers a cheap way to deal most one and two drops. These are great to keep as an opener against zoo to deal with flame imps and knife jugglers. They also have an upside of getting you that most closer to lethal when you have your Villain on the ropes and you cant get through taunts.

Flare - This card is at its best when playing against paladin, mage, or mirror matches, but over all has value as it gets you that much closer to the cards in your deck that you want to have to finish off your Villain. I used to run two, but have made an adjustment to using just one as most hunters in this current meta only run two or less traps.

Timber Wolf - A staple in any Hunter deck because is works so well with Unleash the Hounds and various beasts that you may have on the board. This is a card that you will always keep in your opener. I would not recommend having two as it will make it harder to have the cards that make this card get its best value. You general never want to play this without being able to combo it with Starving Buzzard, Leeroy Jenkins, or Timber Wolf.

Tracking - This card is good because it allows you to search your deck for the cards you need to build the combos that finish your Villains. I generally don't keep these in my opener as its a card that you wont to play around turn 4,5,6, but almost never in the early game unless your in an emergency situation where you have a minion that you have to deal with now.

Explosive Trap - This is one of my favorite traps because it can be a complete nightmare for your Villain especially if they are playing aggro decks. This card is an absolute must in your opener when facing warloc because it is so strong against Zoo and Murloc rush decks. When facing a warrior or druid you will want to pass as it is less effective and can have negative value when placed against armor smiths and frothing berserkers and other creatures with enrage.

Freezing Trap - This a card that if you are going play less traps you need to keep two of these in your hand. Its the card that will help you win against the druids because it just keeps putting their yetis and druid of the claws back into their had at an unfavorable cost.

Misdirection - If you must sub one card its ok to only run one. Its great when playing a class that runs weapons because it has the potential to kill their creature and do damage to your Villain at the same time. Ideally you will not what this in your opener unless playing against a Druid.

Starving Buzzard  - Another staple in any hunter deck. The ability to drawl 2 plus cards with with unleash can put you that much closer to the combos you will need to finish your Villain. I generally only keep this in my opener if I already have unleash. If you don't have timber wolf to go along with unleash when you drop the buzzard its ok to play as long as you can get at least two drawls. There is a good change you can drawl into Timber to buff unleash. You never want to play this with out at least getting two drawls or in an emergency when one unleash paired with a hunters mark will kill and really strong minion.

Unleash the Hounds - The card that has frustrated so many players for so many seasons now. You will always keep one of these in your opener. Ideally if you get Leeroy early on you will want to save this to be able to finish your Villain on turn 7 (turn 6 with coin) paired with timber wolf as you are guaranteed ten damage on the board even if they have no minions, but it is very likely that they will have at least one and usually two to give you four hounds with 2 damage. If you do have buzzard in your hand don't be afraid to play your first unleash early as if with give you a huge momentum boost.

Animal Companion - Always keep one of these in your opener. Drawling Huffer or Misha gives you huge damage potential extremely cheap and Leeok can serve the same purpose as timber wolf but tends to stick around a lot longer. If you have an eagle horn bow in your hand I generally like to play the companion first so that if it survives you have a better chance to protect it against minions that they drop to deal with it.

Eaglehorn Bow This is another card that is good to keep in your opener against most match ups. Its great for board control and has the huge upside on gaining durability when paired with traps. Don't be afraid to use your bow when you need to deal with a minion. You don't what to lose momentum and give them a good defender of Argus play.

Kill Command - A great card  to finish off Villains when paired with a beast, especially since it can get past taunts. I generally don't keep these in my opener as you will want these later in the match. If you need to use one early to deal with a big minion it can swing the momentum back in your favor.

Leper Gnome -  This card is great against the mirror match and will often win you the match if left unanswered and serves as a great way to guarantee two damage to your Villain late game. Don't be afraid to go face rather then trade when your Villain drops out another two drop as they will always want to get this minion off the board, but only do this when they only have one minion on board.

Acidic Swamp Ooze -  This card crushes control decks as it destroys any weapon. If you find that you are playing against a lot of decks that don't have weapons that you can trade this card with another trap.

Ironbeak Owl - This card serves many purposes as it allows your minions to get through taunts and pairs cheaply with kill command. You only need one, but you can swap the ooze for one more if you find your self running against decks that play a lot of taunts or creatures that give their minions taunts.

King Mukla - I added this card recently to give this deck a better chance at the mirror matches. You don't have to run King Mukla, but if you can its a good card that can build momentum quickly especially if you can coin him on turn two to an empty board. You generally don't want to play this card unless your Villain has an empty board or no easy way of dealing with it.

Leeroy Jenkins -  The card that will have your Villain hating life. Leeroy is suppose to be a finisher in this deck. Try to avoid spots where you have to play him to finish a minion. Paired with timber wolf and unleash the hounds you have a very solid finisher on turn seven. I generally don't keep him in my opening hand unless I am going second and have at least two favorable cards. What makes this card so good in this deck is that the two whelps it gives your Villain gives two more hounds which will often win you the game.

I will be posting my thoughts on good match ups and bad match ups with in the next few days. If you found this deck useful leave a comment of your success and be sure to give this deck a rating.