[Legend] Karazhan Mid Hunter
- Last updated Aug 26, 2016 (Karazhan)
- Edit
- |
Wild
- 13 Minions
- 15 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Secrets Hunter
- Crafting Cost: 3660
- Dust Needed: Loading Collection
- Created: 8/12/2016 (Karazhan)
- BLo0DLesS
- Registered User
-
- 12
- 42
- 59
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
746
A new Midrange Hunter (featuring Cloaked Huntress). So yes, got legend with this deck in a day (from rank 5 to Legend), I was experementing for quite a while with it and ended up with this version.
Upd: -1 Houndmaster, +1 Snipe. Houndmaster seemed a little clunky so I tried adding another secret for consistency with Cloaked Huntress and it turned out to be pretty good.
Upd: -1 Unleash the Hounds, +1 Stampeding Kodo. Played a few games today and realized that there are a lot less Zoo players out there, so Kodo seems strong enough to give you some tempo by killing something like a Flamewaker, an Acolyte of Pain or just a totem / a 1/1 token.
**Upd: So I tried making Kindly Grandmother work in this deck, added a few more beasts and Houndmasters, but it just did not work at all... The problem is that I try to keep the Secret theme going, but unfortunatly it's just impossible to fit these cards with the secrets and Cloaked Huntress. It would have to be like an old midrange Hunter list, but with Kindly Grandmothers. That is not where this deck is directed. Even if you try to do what I did, the deck becomes way too inconsistent. I am very dissapointed but this is just the way it is. Don't want to give up on the Cloaked Huntress version. I'm sure someone will make a great Beast deck using the new card.
Upd: -1 Acidic Swamp Ooze, -1 Stampeding Kodo, -2 Flame Juggler, -2 King's Elekk; +1 Barnes, +1 Infested Wolf, +2 Huge Toad, +2 Kindly Grandmother. The new wing is out, so new replacements for the deck. Inspired by other hunter decks out there. The deck works out better than the version before mainly because of the new cards.
Upd: -1 Snake Trap, -2 Huge Toad; +1 Cat Trick, +2 Loot Hoarder. Trying out the new Cat Trick secret, not sure how to feel about it yet, it's simular to Snakes but it's more situational. And, as a lot of people pointed out, the deck lacks card draw, so I found it a good change to swap Huge Toads for Loot Hoarders and keep a good synergy with Barnes. And, of course:
**How to Mulligan**
Druid: If you go first, keep a Fiery Bat, any 2-drop, Cloaked Huntress (even if you don't see any secrets) and an Animal Companion. If you go second, keep a 1-drop, 2 drops, an Eaglehorn Bow is ok, considering you face Beast Druids from time to time. Maybe a Deadly Shot only if you already have a good opening hand. Always mulligan secrets away (unless you see a secret + a Cloaked Huntress in your hand already).
Hunter: Always try to keep a Fiery Bat (if possible). Try to find 2-drops, secrets are pretty good as well. Cloaked Huntress is really good in the mirror as you might have guessed! If you have it + a Snake Trap on turn 3 or turn 2 with a coin it is super good. The Eaglehorn Bow is extremely powerful, but make sure to not take much dmg in the early game, 'cause you might lose you face in the middle of getting the board. Try not to keep Animal Companion, but if you're afraid that nothing good comes out of your mulligan, keep it. Overall, keep you health high, pressure the opponent as much as possible, at some point you might have to just go face and ignore the board.
Mage: Try to mulligan for an Eaglehorn Bow, 'cause it's the best tool in clearing Mana Wyrms, Sorcerer's Apprentice and Cult Sorcerers. Snipe is good agains every minion, except for Water Elemental. Every other secret is mostly bad to keep. Go for any other 2-drop minion and an Animal Companion. Keep Cloaked Huntress as they might want to kill it. Never let the Mage have anything on board, kill all their minions, slam Savannah later on and win the game.
Paladin: You mostly see control paladins out there, so keep a 1-drop, any 2-drop and an Animal Companion or Cloaked Huntress. Freezing Trap might be good later on, but don't keep it. Just be agressive, try to play around AOE, try to find vallue out of Unleash the Hounds if possible, even 2-3 hounds is enough, otherwise it might be a dead card. Sometimes you have to go all-in and hope they don't have a boardclear AND a heal.
Priest: Just keep on-curve cards (1, 2, 3 drops), keep an Eaglehorn Bow to take control of the board. Keeping a Cloaked Huntress along with a secret (if it's not explosive trap) is a good opener. Try to play around boardclears if possible, try slaming Savannah Highmane on turn 6 already having some board, because the Priest will try to Entomb it, waste a turn, but you will still have something on board to pressure him. Don't go all in unless it's your last resort and you can't win in any other way. Keep Barnes if you have a 2 and a 3 drop.
Rogue: I find this to be one of the hardest match-ups. Sure, you might just have a Fiery Bat, a 2 drop, a Huffer from Animal Companion, but if they have a Backstab or two, an SI:7 Agent and a Sap for your Savanna, the only way you're gonna win is just attacking the face as much as possible. Rogues don't usually run any healing (an Earthen Ring Farseer at most), so just hit his face with early game minions in the early game, continue with the spells and you hero power. Kill the minions only not to give favorable trades to your opponent.
Shaman: Most likely an Aggro Shaman, so keep a Fiery Bat, if you don't see a two drop in your opening hand, but there is a Quick Shot - keep it, it will help you deal with a Trogg. Huge Toad is really good as well. A Bow to kill of his Trogg or a Flametongue Totem. Cloaked Huntress + a Freezing Trap (or Snakes) is also a keep if you can coin out your Huntress.
Warlock: Assuming this is a Zoo deck, try to find a Fiery Bat. You can't giveaway your board early on beacuse you will most likely not come back on it (or you'll be too low). Explosive Trap might even be the card to win you the early game. An Eaglehorn Bow is MVP in keeping the board clear. Just kill everything the Zoo can put on the board and you are winning! If it's Reno or Handlock, than just put as much pressure as possible to either kill him before Reno or have something on board, so that when Warlock uses Reno, he can't clear the board AND heal at the same time.
Warrior: If you think it's a Dragon Warrior, keep a Fiery Bat if you see one. Also keep a Quick Shot to kill an Alexstraza's Champion. An Eaglehorn Bow also does a simular job, so keep it. And this is the match-up where playing a Cloaked Huntress + a Snipe on turn 3 into his Frothing Berserker (or even a Ravaging Ghoul) might be game-winning. Also keep an Animal Companion if you already have a 2-drop (or a Quick Shot). If it's Control, try playing on-curve. Keep Barnes to most likely get a deathrattle minion, hard for a CW to deal with. Play a Savannah Highmane on turn 6 and break his face before he can get 20 armor in one turn...
**Why play this card?**
+ Obviously, this deck revolves around Cloaked Huntress, so this is a must have.
+ Explosive Trap is mostly good against aggro. It might just help you deal with their early aggression, like killing totems or a bunch of 1/1s. Good in mirror matches in earlier stages.
+ Kidndly Grandmother is a new card, it's a good 2-drop and it's a beast. The good part is that it has a good synergy with Barnes.
+ A lot of people ask if Snake Trap is important. I'm gonna say it's good, but not necessary. If you don't have it / don't want to use it, just replace it with a Bear Trap.
+ The only secret that surprised me was Snipe, it turned out to be better than I expected. If you play it just at the right time, it most likely kill of an Azure Drake , a Frothing Berserker, a Totem Golem, a Flamewaker or even a Raging Worgen! (Even killing a 3/2 and giving a bow charge is really good)
+ Deadly Shot might help you get through a taunt, or kill an annoying minion. The only downside of this card is that the target is random. Really juicy against Druids (if they put a big threat early on) and Dragon Warriors. Deadly Shot is a strong card, but only as a 1-of, two copies of it might be overkill.
+ I'm not so sure about Infested Wolf. The only thing that makes this card good is being sticky to the board AND it's a four drop. Now that Barnes is an option, that made me put a second copy of this card into the deck.
+ Barnes is a card from the second wing, I personaly didn't even think about putting him into the deck, but it turns out he takes a really good 4-mana spot in the deck with all of those Deathrattle minions to summon that would give you vallue when they die. The way this deck is build is that you won't see a bad 1/1 minion from Barnes. Worst case scenario you get a 1/1 Fiery Bat or a Huge Toad, which is not even that bad.
Here is an actual gameplay of this deck for everyone who wants to see how the deck presents intelf in-game. Check out and maybe mark something useful for yourself.
Dude, just replace Grandmothers with Huge Toads, Barnes for Ragnaros and Cat Trick for Snakes!
grandmother seems to die right off the bat and cat's trick is a maybe
Well, really not sure on that one. Only a few good synergies, like Explosive Trap Quickshot or maybe Snipe
Playing this deck at Legend Rank. One observation is that kindly grandmother is not performing well due to:
1) too slow and doesn't give enough tempo. the 1/1 is very weak, opponent can ignore it or trade their 1/3 or practically any minion to it and survive.
2) will be better for decks that run abusive sergeant, houndmaster or dire wolf so you can trade with your grandmother.
Only positive is barnes activation but that's a slim chance and the impact is good but not the best. Barnes is much better with highmane.
I might have to switch back to toad for early tempo and presence.
N'Zoth could work wonders in this deck...but what to change...
If you want to put in N'Zoth, just change one of the 2-drops or maybe a Cat Trick for more late-game potential.
Very good point Taish0
I see that "Mid-range" has become a synonym for "Aggro". Great deck though, I'm sure all the scrubs are loving it.
Actually it IS midrange thanks to the secrets
thank you very much man for that deck I reached rank 5 first time from playing 3 months glad you share that deck :)
I added 2 darts traps and started winning!!!
Nice deck managed to get that golden epic in 3 hours from R14 to R5. Just throwing my 2 cents here.
My changes:
- 2x Fiery Bat + 2x Secretkeeper
- 2x Kindly Grandmother + 1x Cat Trick + 1x Explosive Trap
- 2x Kill Command + 2x Tracking (Used to run Ragnaros the Firelord over one Tracking but he seemed to really mess up my curve and I lost some games because of that like 4 in a row at times. And then I replaced him.)
- 1x Quick Shot + 1x Snipe
- 1x Deadly Shot + 1x Snake Trap
- 1x Unleash the Hounds + 1x Avian Watcher
Don't know how to post images for proof of winrate but mine was 71%. Although it's a refined netdeck to my taste I know it's not the most refined of changes but then again I'm not a legend player so... :D
Good luck mates!
I really was trying with the OP's list but I couldn't climb much maybe secrets filled deck fits my playstyle better :P anyway all that you have said makes sense I might try and ladder for Legend tommoeow with your advice :) GL mate
As someone else suggested I took out UTH for a power shot, works a little better esp shaman and trying to get behind the 5/5 taunts. Might try the secretkeepers as well. Deadly shot seems like a must have for any control, stealth minion, whatever... I would be curious to see how avian watcher goes
Thanks for the constructive criticism, boys. Managed to get rank 3 and climbing with your help. <3
Explosive Trap sucks so much nowadays.
You get little to no value out of it, since your enemy will easily predict and play around it.
If you play it early, your enemy will buff a minion or just let it die and summon the minions AFTER the trap proc'ed. So you trade a 2 drop to another 2 drop most of the times. But it's still on the enemy's terms.
And mid to lategame most of the minions have more than 2 health, so the trap is will just soften the board. Not only that but the same aggro decks will be able to flood the board after you clear it since their minions are really cheap and they have more mana now. Same goes for UTH, which is usually horrible without Leokk or Dire Wolf.
Board clear only works if you can do it multiple times to make your enemy run out of cards/steam or have other ways to control the board after. Which is why Mages have Blizzard into Flamestrike, sometimes two of them. Hunter has nothing to play after a board clear either. Shamans can play the 5/5 taunts, priest and druid some big taunt minion to contest the board. What can hunter do? Put a highmane that will either take forever to kill a flood of minions or fail to race the enemy down.
You have no initiative. And sure, it might slow down some aggro decks. But really, the chance to get value of it is none. And if you happen to be on the case you do, you already took a huge chunk of damage, your opponent is winning and they will probably just refill the board anyway.
It's why so many people are preferring Powershot and Snipe for removals. You're the one taking initiative and doing the predictions. Even Bear Trap is weak nowadays. You get a taunt that gets wiped instantly and sometimes doesn't even block a minion attack as the enemy has a damage buff (shaman) or weapon.
Really, as far as removal goes, Hunter is in the same place as Rogue. You need to remove one at a time, trade smartly and avoid getting overwhelmed early. There is no reliable AoE for hunter.
I guess another cancer aggro has risen again, thx blizzard. This deck is so annoying to play against. Just as skilfull as secretpali and face-schaman.
this deck is amazing, never reach rank 5 before my highest rank only in rank 10 to 8 and now i going to rank 5 with 1 lose against perfect hand zoo warlock