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[S31 New Update] #7 Legend N'Hunter(Guide)

  • Last updated Oct 9, 2016 (Yogg Nerf)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Hunter
  • Crafting Cost: 9320
  • Dust Needed: Loading Collection
  • Created: 9/7/2016 (Karazhan)
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  • Battle Tag:

    sfajason#3105

  • Region:

    N/A

  • Total Deck Rating

    105

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Hi guys,

I'm Sfajason, a Hong Kong Player, and I've reached legend 7 times before (I started playing S22). Today (7/9), I got legend with this Deathrattle Hunter deck on the Asia server. Feel free to add me (Sfajason#3105) if you need any help or advice :)

I made this deck this season and took it to RANK 7 LEGEND (Proof) the first week this season (S30 September 2016). I also basically winstreaked to rank 5 with a >90% winrate. I think I managed to win around 65-70% after that before legend (Ranks 4-1). I played a total of 93 games from rank 16 to legend.

This deck is good against pretty much everything except aggro decks, but it can sometimes compete with aggro shaman or face hunter, and I did beat a few on the way up. As a midrange hunter deck, it should normally be weak against patron warrior, but I teched it a bit so my score against patron warrior was 8-2. 

I originally started with Feign Death instead of Flare, but the higher ranks in wild are filled with Secret Paladins, Freeze Mages and Secret Mages, so I decided to add more anti-secret cards.

General Mulligan is 2 and 3 drops (minions > spells and weapons), but it is okay even if you don't get any. You can still win games even if you don't get anything out before turn 4. Keep a weapon against hunters.

VS Warrior and Priest (Very Favoured): Control archetypes are an easy win. Try to get your early drops and get a good curve. Make sure they use all their main board clears (Brawl and Lightbomb) before you drop N'Zoth, the Corruptor unless the situation is desperate. Call of the Wild is good bait for removal, and Leokk doesn't die from Lightbomb (bonus!). As for pirate Warrior, Eaglehorn Bow can help you win this matchup. Grim Patron Warrior is generally considered as the best counter to midrange Hunter, but with all those deathrattle minions and mid-game board presence, you are more likely to win than lose. Dragon Warrior is an easy win, since they can't beat you in tempo.Resurrect Priest is a good matchup as well, even if they drop Deathlord on turn 2 with The Coin. Once you pull through it, your big minions such as Savannah Highmane and Sludge Belcher will come out, and you can come back easily in late game. Never concede even if they play Velen's Chosen on Deathlord and get Justicar Trueheart as well. Playing Sylvannas Windrunner will turn the game around for you. Lastly, play N'Zoth, the Corruptor when they don't have sufficient removal and win the game.

VS Mage and Paladin (Favoured if you get Flare or Eater of Secrets): Although Freeze Mage and Secret Paladin are entirely different decks with very different playstyles, you want to find Flare or Eater of Secrets as soon as possible. For paladin, try to use them if your opponent has 2-3 or more secrets and push for face damage. If you see lethal next turn, do not hesitate to play Kill Command  instead of using your hero power. For Freeze Mage, just push for damage and keep Flare or Eater of Secrets until you can destroy their Ice Block and win the game. An alternative is playing them when your opponent has 1-2 secrets out. It will cause your opponent to panic and try to draw their other Ice Block instead of making the right plays. Control Paladin is an easy win as well. Although they run a lot of healing and insanely OP cards like Tirion Fordring and Ragnaros, Lightlord, you can win the game easily once they don't have Equality anymore. Dragon and Anyfin Can Happen Murloc Paladin are control decks (easy win). Just kill Anyfin Paladin before the play Anyfin Can Happen, but they usually won't have time to play their Bluegill Warriors and Murloc Warleaders. Tempo Mage is no match for you too. Just kill their early minions (Sorcerer's ApprenticeMana Wyrm and Cult Sorcerer) and you will win. They run out of steam easily and you win as well if they play Arcane Intellect or Cabalist's Tome since they are a huge loss in tempo for them. There are no mech Mages in the current meta as they are an auto loss against secret Paladin and control decks.

VS Shaman (Favored against control and midrange, unfavored against aggro): Shaman is usually aggro, so don't expect to win against them that much. Try keeping a weapon and find your early minions and removal. Kill Whirling Zap-o-matic no matter what. You want to stall out the game a bit and burn them down with your incredible mid-game burst. Since they don't really care about your minions, Call of the Wild is usually lethal on turn 7 or turn 8. Sludge Belcher is really good for this matchup since their minions usually have 3 health or less. As for midrange Shaman decks, you can go face a bit more than your opponent does, and put pressure on their health pool. They will focus on killing your minions and you can take them out with your burst power and whatever your deathrattle minions spawn. Your hero power increases the burn on them. Control Shaman is just the same as Warrior and Priest. What's more, they usually overload a lot after clearing your board, and you can get ahead of them easily. Remember you can do a lot more damage than they can heal with Healing Wave and sometimes Hallazeal the Ascended.

VS Druid (Slightly favored overall): There are many different Druid decks out there, so just stick to general mulligan and hope for the best. A good curve is necessary. Fortunately, there aren't many Druid decks out there in wild mode compared to standard, and you can assume it to be Yogg-Saron token Druid if you are not sure. Since token Druid is more or less of a combo deck, they need to wait a few turns until they can actually do anything threatening, but by then, you will have gotten them down to around 15 health, and you usually win the game. Just watch out for Yogg-Saron, Hope's End on turn 10 since they can be really insane sometimes. As for beast Druid, you just need to kill their important minons such as Savage Combatant and maybe get stealth off their Druid of the Fang with flare. Since beast Druid can't function properly when they are behind (their cards require minions to get any value), destroying their early tempo will win you games easily. Unleash the Hounds is a cheap and efficient counter to Wisps of the Old Gods.

VS Warlock (Extremely favored against renolock, average or slightly favored against zoolock depending on tech cards): Unlike standard mode, wild is full of Renolocks rather than zoolocks. These are an easy win, especially with all your deathrattle minions and the fact that they only have one of each board clear.You have way more threats than that. Also Twisting Nether is ineffective against you due to your deathrattles and it costs them a whole turn. Them playing Reno Jackson doesn't really make a difference, because it's almost like passing a turn. Easy win. In fact, I beat all Renolocks I met this season. If you run into a zoolock, just go face and push for lethal. Since they focus on small minions with low attack, they can't really kill you even if you have nothing on the board. Your spells and weapons are definitely faster than their minions, and they keep reducing their life total by using their hero power. They also run no healing at all.

VS Rogue (Average against Unearthed Raptor deathrattle, favored against alomst any other Rogue deck): Rogue decks in wild are usually deathrattle decks. Just take board control in the opening turns and go face starting from midgame. Since they don't run much healing other than Earthen Ring Farseer, you can easily take them out with your damaging spells and hero power. But even so, not many people use deathrattle Rogue so you don't need to worry about it too much. Yogg-Saron miracle Rogue is an easy win as they are too slow. Tempo Rogue is the same, and although getting your King's Elekk killed by a Backstab may hurt a lot, they don't really have any threatening minions. It is based more on removal and relies on Yogg-Saron, Hope's End a little too much. Rogue decks nowadays don't have much burst damage, and Edwin VanCleef doesn't always get too much value. Plus they will have to throw out their entire hand for it so I don't think it's even worth. Easy win if they run out of cards or if they don't get any board presence in the early turns. 

VS Hunter (Against midrange: depends greatly on the opening turns, very favored against secret and control): For midrange Hunter, the opening turns are KEY to this matchup. Just try to gain Board control in the early turns, and you will cruise to the win(there is absolutely no coming back against this deck once you have board control). Control Hunter doesn't exist in wild, and like other control decks, it is an incredibly easy win, because Hunter doesn't have any board clear spells and control Hunters don't run healing. They also rely greatly on Yogg-Saron, Hope's End to win, but it is literally impossible to stall this deck with the Hunter class. Secret Hunter is an auto win, as all they have are secrets unlike secret Paladin which has some big threats. Flare or Eater of Secrets=free win. Malygos Hunter Stands absolutely no chance against this deck since they will be dead by the time they play Emperor Thaurissan for a combo.

 

Edit (10/9): If you're facing a lot of zoolocks or secret Paladins, try adding Feign Death back to your deck. It can generate huge board value, and it works really well with Sylvanas Windrunner!

 

Recommended tech choices:

Zoolock: I suggest changing Flare or Eater of Secrets for Feign Death and a second Unleash the HoundsKnife Juggler also works too :)

Secret Paladin: Flare and Eater of Secrets are important, you can use any two of them(one is not enough as they usually have 7+ secrets). Like zoolock, Feign Death and Knife Juggler can counter their 1/1s and divine shield minions. There's also the sick Knife Juggler Unleash the Hounds combo!

Freeze/Echo of Medivh Mage: Flare ,Eater of Secrets to destroy their Ice Block or Ice Barrier.

 

Season 31 Update :D (4/10)

 I finished at around #30 last season (s30) :)

As everyone knows, (Blizzard) introduced a new nerf to hearthstone yesterday. While I couldn't care less about Shaman and Warrior cards being nerfed, the nerf on Call of the Wild was deadly to me. So, I decided to keep the original curve of the deck, and throw in two 8-mana cards in the place of 2xCall of the Wild, which were Ragnaros the Firelord and surprisingly, Kel'Thuzad. I also replaced Kindly Grandmother with a second Haunted Creeper.

Why Ragnaros the Firelord and Kel'Thuzad?

Call of the Wild was nerfed to 9-mana, which sucks a lot, because we now have a broken curve. There's nothing to follow up a turn 7 Dr. Boom, and that is really, really bad for a deck like Midrange Hunter which requires a good curve. So, I decided to drop it and throw in Ragnaros the Firelord and Kel'Thuzad, since both of them are really good targets for Barnes. As you are usually ahead on the board or at least have a couple of minions on the board by turn 8, Kel'Thuzad will allow you to summon everything you've traded in that turn, somewhat like N'Zoth, the Corruptor, but he triggers every turn and has +1/+1 compared to the 5/7 N'Zoth, the CorruptorRagnaros the Firelord is just too good for board tempo, sometimes killing big minions or putting much-needed pressure on your opponent's life pool. Ragnaros the Firelord calls for immediate removal and bypasses taunt minions for lethal. With Kel'Thuzad on the board, Ragnaros the Firelord usually spells game over for your opponent.

All in all, I'm glad that only one Hunter card got nerfed, and now we won't get destroyed by aggro shamans who play 1-mana Rockbiter Weapons on windfury minions or with Doomhammer, plus Tuskarr Totemics which always summon Totem Golem or Flametongue Totem. AND YOGG(no explanation needed).

Update (6/10) Forget Kel'Thuzad!

Forget Kel'Thuzad! This dude's way too slow for the deck, so I brought Call of the Wild back! We need that mid-game burst after all :) Even at 9-mana, Call of the Wild is still a really good card that terrorizes your opponent and saves you games. I guess the nerf was fair enough, since 8-mana was too OP :(

Gameplay Videos (NEW!)

Huge shoutout to Furo, InkeyeZ and Rathial! :D

Gameplay by Furo (Rank 18)

Gameplay by InkeyeZ (Rank 1-LEGEND)

Gameplay by Rathial (RANK 4 LEGEND)

 

Once again, good luck laddering! I'd love to hear feedback or suggestions from all of you here at hearthpwn :) Ask me any questions(doesn't have to be about the deck), or even add me on Hearthstone!

 

Proof (just in case you missed it):

http://imgur.com/a/RSwO3

 

Please upvote this deck if you liked it, and feel free to ask me any questions :)

Comments, thoughts and suggestions are much welcomed :D

Good luck guys, and have fun!