NEW Competitive Current Meta Control 6/3
- Last updated Jun 3, 2014 (Live Patch 5506)
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Wild
- 16 Minions
- 12 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3080
- Dust Needed: Loading Collection
- Created: 5/20/2014 (Live Patch 5314)
- GordyK
- Registered User
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- 1
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- 12
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Battle Tag:
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Total Deck Rating
37
Fiery Whisper!
Updated: 6/3 (I've added some new threats making it more like my original idea of Warrior Control, the added cards add versatility to become very offensive or very defensive pending on situations.)
Concept of the Deck:
The deck is designed for the current meta given the popularity of both Miracle Rogue and Zoo.
The deck has a 95% win ratio vs. the two decks listed above. I designed this deck for the die hard Hunters out there. I've climbed to rank 5 on ladder without much set back at a 75% win ratio overall. The idea behind this deck was to make a Warrior control "Look-a-like". Utilizing Gladiator's Longbow in the deck for Gorehowl replacement (same mana efficiency yet if you're facing an open board that's 10 dmg to face vs only 7, if necessary also an efficient taunt remove without you suffering any dmg to face. I found mediocre results (best being vs druid). If you think about it the bow isn't as bad as people have made it out to be. Especially in a deck such as this with the amount of control it has. You have no problems getting to late game. I may play-test this more.
King Krush was my equivalent to Grommash Hellscream. Krush really only shinned vs. Druid matchups. I tested 1x Bestial Wrath to combo with him making him a 10/8 (immunity) and again mediocre results. Best results vs. Druids. This combo was in mind of the Grommash Hellscream/Whirlwind combo. Gromm/Whirlwind combo you get a 10/8 charge.. Krush/Bestial combo you get a 10/8 charge with immune all for the same amount of mana. Issue with this is Hunter has a heck of a lot easier ways of dealing 8 damage to face long before turn 9. So this wasn't cutting it.
The idea behind Explosive Shot and Azure Drake is not only for more card draw mechanics in the deck but this also combo's nicely with for 6 damage plus 3 additional damage to possibly two other targets. This is a great removal card for Fire Elemental and 2 totems versus Shaman, or Druid of the Claw, Chillwind Yeti, Ancient of Lore, etc. given the popularity of these cards in their corresponding decks.
Current Meta:
With the current meta Faerie Dragon has moved into the #1 best 2 drop spot and should be in all appropriate decks. Versus Miracle Rogue it's a hard removal card especially if you're on the coin. It's a guaranteed 6 damage. With 2x Snipe you're almost guaranteed to nail Gadget on turn 5 or 6. Also because the deck performs well without any creatures on the board this leaves Miracle Rogue with 0 targets to combo off from making it extremely difficult for them to get several card draws from their Gadget.
Weapon & Traps:
Considering about 90% of the current top decks run no weapon removal cards, your Eaglehorn Bow is almost infinite through the entire game given your draws are appropriate and plays keep up.
Combo's:
Wild Pyromancer combo's insanely well with Acolyte of Pain and Hunter's Mark especially for taunt removal. I've played about 50+ game's with this deck and only ever once been so low on cards I couldn't keep up anymore. The amount of draw possible from this deck is more than sufficient to replace the Starving Buzzard and Unleash the Hounds combo.
I've recently added Earthen Ring Farseer due to the frequency in creature removal early/mid game you will need to do at times with your weapon. Plus he is a great turn 3 with 3/3 stats + health.
Mulligan Specifics:
Versus any aggro decks is best to have Wild Pyromancer, Any trap BUT Snipe (should almost always mulligan except when facing Miracle or Priest), Weapon, Eartheren Farseer, Arcane Shot, Mind Control Tech, any of your draw creature cards excluding Azure Drake.
Versus Miracle is obviously best to have Snipe, Hero Power every turn possible, Faeirie Dragon, Deadly Shots and most importantly ACOLYTE OF PAIN (let me tell you, you WANT him to waste Backstab + weapon to kill it giving you 2 cards!) He's going to hate using any card on it excluding an Eviscerate and even then that's not value for him at all! Also weapon is extremely good.
Versus Druid is best to have Hunter's Marks early hand, Deadly shots, Wild Pyromancer, any 2-3 drop creatures for early game, weapon, Explosive Shot, Gladiator's Longbow. Definitely this decks hardest matchup. Will take some luck of card draws to win versus ramp druid (which isn't as common anymore as the token druids) in the lower ranks that is.
Versus Hunter opening hand flare is good, weapon, any of your draw creatures, explosive trap, misdirection, leeroy and Senjin. I find other hunter decks to be a fairly easy matchup. Most of the ones I have encountered are dated hunter decks running old-school buzzard/UTH combo's that cannot keep up with me. Because the deck doesn't need a lot of creatures on the board in order to be sufficient you shouldn't have to worry.
Versus Shaman is best to have Wild Pyromancer, Explosive Trap, and even 1 Snipe early on is good as this will pick off his turn 3 Elemental, also Explosive Shot by turn 6 for this Fire Elemental play is always good or Hunter's Mark (don't play Acolyte of pain turn 5 and Hero power ;) remember he can't use weapon on it without giving you at least 2 cards. So lure out Silence with Azure Drake or Loot Hoarders. Second hardest matchup with this deck aside from Ramp Druid. Going to take some patience and make sure you don't blow all your resources early on.
Versus Priest is always an odd one. Bow, Deadly Shots, Snipe (explosive trap is almost useless versus Priests, your just helping his card draw mechanics) Azure Drakes are amazing versus Priests, as well as Faerie Dragons. Make sure you play your weapon WHEN you're going to use it. Most Priests run 1x Slime, so equip it to kill Northshire Cleric right away or an unhealed Injured Blademaster.
Warrior Control is an easy matchup for me. I just make sure I have Deadly Shot opening hand, weapon, all traps are solid here as you can combo with Hunter's Marks if needed or a creature you've played (understanding this deck and you will know when to play certain traps that will make for the best plays and value). Just make sure your ticking him every turn with hero power as they rarely play more than 1-2 creatures at a time. Easy targets for Deadly (remove smaller creatures with weapons/creatures) wait for that Faceless/Leeroy combo.
Goal Focus:
Primary focus of this deck is to hero power as frequently as possible, maintain strong board control, clear whatever is necessary until you either Faceless Manipulator / Leeroy Jenkins combo or kill them outright before hand.
If I have missed anything, please ask in the comment boxes below. I'll happily offer more advice. PLEASE UNDERSTAND I am STILL "Play-testing" different things with this deck to find the right mechanic where I have higher success. If I'm able to land it all I'll definitely share and hope to get something in stone before ladder reset here in just a few more days to make this a viable climbing tool. If you have other suggestions also please add to this, I'll test it out or let you know my thoughts. I am considering 1x Baron Geddon to increase Shaman success rate matchups but I'm not 100% sold on this just yet. Either way I'll keep you all posted! :) I hope you enjoyed my deck idea.
Seems like a decent deck. Last time I enjoy playing Hunter.
After playing some games, i found that this deck have a little trouble with damage, so i swapped Baron Geddon with Ragnaros the Firelord.
And this Mind Control Tech is just AWESOME, I wish see opponent's face every time I put it on the board :D and every time I play him I say: "Bless me RNGeesus". :D
I've tried out several variations of Hunter control decks including yours and Sparks pyromaniac secrets deck and they both just don't seem to work.
I asked a couple people on my friends' list to play Zoo against me and got destroyed by them each time when playing this deck. If I don't get Wild pyro by turn 3/4 to combo with an explosive trap or arcane shot, I just get overrun. The 2 drops and sen'jins are overcome too easily. I tried using bow to clear minions and just go all out with the deadly shots but nothing I tried seem to be effective. MCTech is inconsistent, explosive shot is usually too late.
The only deck it's consistent against is Miracle rogue. It's a coin flip versus druid, handlock, and other control decks.
I really would love to play hunter but the inconsistent match up to aggro(unless I draw pyromancer/arcane shot/coin) makes this type of deck unusable for me.
If someone could make a video showing off a couple of games so I can see how I can change my playstyle to make this deck work, that would be absolutely amazing.
Help D:
Dude, if this archetype of decks doesn't fit your playstyle just don't play this. Plus, Spark made a video showcasing of this deck. Just watch it and learn the deck and how it works more.
I took out Ironbeak Owl and put in Dire Wolf Alpha and Geddon with Faceless Manipulator Silence is over rated and I feel we will see much more silence when the new cards are released as I feel there will need to be a ton of bugs worked out in all this death rattle mess they are bringing us in the coming patches.
I still feel we need to increase mana to 15 and give us a ton of new cards.
3-05-2 and loving the deck so far! I made 0 changes from the build up as of me posting this, though there are times when I feel extremely vulnerable ><I considered replacing Misdirection with a Freezing Trap, but I'm so glad I didn't as a Warrior swung his axe at my head and hit his Warsong Commander instead, which ended up being his last play and let me win. So yeah, great deck so far, hoping it gets me places :)
Edit: Omg, beating a PERFECT DRAW MurLock deck was such a great feeling <3 5-0 HP
Thank you for the compliments. It's taken a ton of play-testing to get it right as well as with a little help from the posters suggestions. I've found this to be extremely powerful yet versatile. Cool thing about this deck is there are cards that obviously work better for specific matchups and swapping those cards in/out from time to time greatly increased my success rate and overall win ratio pending on whatever the meta is in my bracket.
I've since made the changes you have suggested and came up with a version based off your recommendations that work.
The cool thing about leeroy jenkins and his added summons is it also combo's well with Mind Control Tech if needed. although this isn't always typical it has worked in a single game where I was able to steal a Rag. lol was fun.
An actually decentish hunter deck, just too high budget for me, so making variations...
To all those complaining that this deck does not work- it's meant to counter zoo and miracle. I myself have seen that it does that on both ends (playing as miracle and zoo and going against this deck and then using this deck to beat both of those decks). I have played a few games of this deck and have had a hard time versus burst mages but this is not a beast hunter deck so that makes sense. Essentially Antonidas/burst mage decks can burn this deck down very quickly. Any advice for that matchup ?
Thank you for pointing this out! I thought I made this clear enough in the very first statement of the deck description "The deck is designed for the current meta given the popularity of both Miracle Rogue and Zoo." Apparently I did not.
This deck does exceedingly well what it was designed for. NO it's not a win'em all deck *cough* "miracle rogue". However it does offer a solution. Last night I played 10 games in a row. Four in a row were Miracle Rogue, 3 in a row were Zoo, and the last 3 games was another Miracle Rogue, Control Warrior and lastly a Shaman. I won 8 out of those 10 games with this deck, only two losses were to one of the Zoo's and to one of the Miracle Rogues (my draw that game was terrible). Yes I beat the Shaman, and Yes I beat the Control Warrior. The deck certainly has potential outside of just facing Miracle/Zoo and I'm trying to focus on those by continuing to play test this deck. I wouldn't invest the time if I wasn't certain enough I could make something work better. Thank you again for the support!
Hi I have not tried this deck yet, but before I do I was curious about how it does damage. I get the leroy/faceless does 12 but what about the rest? It seems like its very good for controlling the enemy but how does it kill the hero? If it is mainly relying on the hero power then i feel it can be countered by priest/warrior (b/c +2 heal and +2 armor). Again I just do not feel it has enough mid/late game minions to kill the enemy since the drakes will probably have bullseye on them… I do enjoy playing hunter but I do not understand how this deck really works in the dmg aspect.
I don't doubt what you say is true but I think it's a bit extreme.. Sounds like you played a single game and had some serious bad draws and are basing your opinions on the thread from a mere single game.
I'm higher rank than you are and have played over 50+ games with this deck and can speak highly of it's early rush defense potential. Now I agree with the Paladin aggro deck as it is an extreme nusance when they drop 90% of their hand by turn 3 and Divine Favor back to 4-5 cards. That's the way it is when you're playing a control style deck versus Paladin and Divine Favor. I'm sure Control Warrior and Shaman has the same complaints.
Your comments of Zoo running Defender of Argus again sounds quite strange.. Sounds like to me you're running everything you got into his face and clearing his board. 60% of Zoo is 2hp creatures, 30% is 1hp creatures. 10% of the deck has 3hp or more. So this means MOST of what he Argus's is going up to 2hp at most 3hp. How is it with the increase of creatures I have added to combo off Explosive Traps/Pyro/Arcane that you got him to 5hp and found yourself at a standstill? The single target removal and AOE removal is I would think more than sufficient. Maybe I'm playing the deck to it's max potential because I've tested it so much and am being a bit bias with it, I dunno..
I'm still working on some additional ideas I have for the deck. I'll definitely keep up on it and hopefully reach a perfect pitch.
Can you do a write up for facing other hunters, and handlock.
Everything Gaming is going to rate this deck, test it and post a video of the gameplay and how he intends for you to play it. So far only done 2 games but getting used to it is very easy. That is our focus at our youtube channel to rate decks and post videos. I personally try to test most the decks I can, normally 5 a day outside of my own personal time ranking. I am liking this deck and would make no changes. Period.
Tim-
Please update the list. I'm playing around with something similar but still not quite sure about some choices.
Cheers
senti
JUST recently updated my current decklist and notes for this deck! Hope you enjoy it thus far, let me know your thoughts!!
I find it crazy to believe this isn't working for you versus Zoo.. It's one of this decks biggest power points versus. Maybe it's due to your mulligans? I easily have 95% win ratio versus Zoo and Miracle. Also are the plays the correct ones? Not practicing with the deck prior can obviously dictate your success rate. I won't lie it takes some time and understanding to really enjoy the deck.
Not many people understand complex decks, It is not his fault he wants to not have to think when playing.
I am also having issues with zoo. I think that it is more that I am still learning to play it however.
can you just explain to me the Snipe decision? Was it just a filler? I find it very hard to use at good times, and I often wish i had something else. Obviously Snake Trap wont work here but is there no other option?