[V3.0 - 68% win rate at LEGENDS] Justsaiyan's F...
- Last updated Jul 28, 2014 (Naxx Launch)
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Wild
- 13 Minions
- 15 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2380
- Dust Needed: Loading Collection
- Created: 7/11/2014 (Live Patch 5506)
- Justsa1yan
- Registered User
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- 5
- 27
- 17
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
248
Naxx Changes:
-1 wolf rider, +1 weblord
-1 misdirection, + 1 weblord
Naxx 2.0 Changes:
-2 weblord, +2 jungle panther
-1 arcane shot, +1 stonetusk boar
-1 misdirection, +1 timberwolf
As a lot of decks are adopting the nerubian eggs and battlecry minions like dark iron, abusive, etc. to trigger the eggs, weblords are necessary to slow their gameplay. It sets up a huge advantange vs. zoo and tempo decks, as the majority of their minions use battlecries. The changes are geared to keep advantage vs. aggro, and weblords can also do a bit of trading vs. midrange.
Intro:
I started climbing with Hunter this season because of the prevalence of aggro/tempo decks and miracle rogue that you tend to see in the beginning of the season.
The deck winstreaked from rank 15-8 and put me at rank 1 just 3 days into the season. With over 60 win rate (nearly 2 wins per loss), the deck logged 139 games to reach legends this season within the first week.
Games played: http://imgur.com/4EHpwwQ
The deck has had an impressive showing with:
70% vs rogue, 63% vs warlock, 70% vs. shaman, and 75% vs. freeze mage. It still went positive vs. druid, but hits the ground hard vs.warrior, paladin, and priest.
[Match ups]: Only posting the relevant match ups, if you’re vsing warrior/healadin, or priest, my advice is to go to the bottom left, configure your settings to full screen and full volume, and then concede in style.
Rogue:
- Backspace/Aggro Rogue: 40:60
Mulligan for: explosive trap, animal companion, tracking
Sadly, the Backspace rogue is just a tad more aggressive than you are and is favored in the match up 60:40. You’ll win this one by setting up good traps and keeping the board clear. You want to save a crucial freezing trap or misdirect when you think he’s ready to play an arcane golem or leeroy combo. The bow is crucial to clear minions and make sure nothing hits you more than once. If there’s only one charge of the bow left and you don’t have any relevant traps, use it to clear.
You usually won’t have a good indiciator of whether the opponent’s miracle or aggro, so the tracking is crucial for digging once that’s been revealed. Dig for hounds or explosive, even burning leeroy in favor of those two pieces.
- Miracle Rogue: 80:20
Mulligan[with coin] : Leper gnome, Faerie Dragon, Eaglehorn, Animal Companion
Mulligan[no coin]: Leper gnome, Eaglehorn, Animal Companion, tracking
It’s crucial to pressure miracle rogue early, forcing them to use spells before they can gadgetzan. You’ll be using the bow to clear their 3/3 minions, SI/Farseer, while setting up traps for extra damage. Often times, miracle rogue will have enough removal to grind the game out to turn 7-8, which means you do have consider your own health. You can always use excess damage, like a second kill command, to save yourself a bit of health if you see the game going longer than expected. Use a freezing trap at that point to prevent leeroy and clearing the board can help you stall until you’re set up for lethal.
Warlock:
- Handlock: 90:10
Mulligan: hunter’s mark, leper gnome, faerie dragon, animal companion
This is basically a free win, they do half the killing for you! The one mistake you can make is going too hard, dealing damage without lethal and letting them smack you with molten giants. Sometimes, you actually don’t want to hero power! If a hero power means a taunted molten giant next turn, you’re better off hero powering when you’re a little closer to lethal. For trackings, you prioritize kill command over all other cards, even Leeroy. When the handlock finally has taunts up, you’ll be using your 12 direct damage to finish the job.
- Zoolock: 50:50s
Mulligan: Explosive trap, tracking, leper gnome, animal companion
With the unleash nerf, we’re no longer favored versus zoo. Buzzard + unleash + timber wolf being played on 6 is usually too late and we’ll often need a bit of help from an explosive trap to clear. We’re required to plan ahead for an explosive trap into an unleash to clear board. After the clear though, we can begin to take control. After they’re top decking, you’ll quickly be dealing damage, with their hero power fueling your lethal.
Shaman: 75:25
Mulligan: explosive, bow, companion, leper gnome, tracking
This match up used to be more of a free win than hand lock, but the meta’s seeing a new Breed of shamans. The earth elemental shamans pose a bit of a threat and can be a little harder to break through without a hunter’s mark and wombo shamans may be able to race you towards lethal. Overall, you should still focus on face, as shamans have no healing. If you think they might argus and you don’t have an answer if they do, spend some resources to clear. Spirits can be troublesome, usually an explosive into unleash the next turn can take care of pesky wolves.
Freeze Mage: 80:20
Mulligan: flare, animal companion, eaglehorn bow, tracking
Flare is a godsend, keep it if you have it, track for it if you don’t. Only pop a block if you have the lethal that turn. You should have lethal by turn 7-8. The regular freeze mage puts almost no pressure and giants mages get freezing/misdirected. I would consider face hunter a direct counter to freeze mage.
Hunter:
- Midrange hunter: 80:20
Mulligan: tracking, companion, eaglehorn bow, leper gnome.
You get the damage in, and you get it in faster. Hunter vs. hunter is a race, and midrange is pulling up in a minivan with big minions like kodo and savannah. Your hunter’s marks can clear taunts if need be and bow can clear some of their earlier drops to prevent an early houndmaster play.
- Face hunter: 50:50
Mulligan: tracking, companion, leper gnome, bow
Essentially the same mulligan as midrange. There’s not much you can do, as neither of you will have more than 1-2 minions on board at a time. You’ll want to search for as much damage as possible, relying heavily on kill commands or leeroy to clench the win.
Druid:
- Double combo druid: 60:40
Mulligan: leper gnome, companion, freezing trap, faerie dragon, tracking
It’s insane how much of a difference going first makes in this match up (I’m 70% without coin, less than 40% with coin). If you have leper gnome going first and force them to coin a hero power, you’ve already gained initiative. That’s why having faerie dragon to follow up becomes so important. You win this by dealing damage with every creature while forcing the druid to play reactive.
- Big taunts druid: 40:60
If handlock didn’t damage itself, how would we ever beat it? That’s basically what the new druid is to us, a slightly less aggressive, life-gaining handlock (those big taunts are effective HP for the druid). You’ll want to deal damage before the taunts come out and set up traps to slow them down while picking at their health with hero power. Save your direct damage, valuing kill command above even Leeroy. I find that I usually win by playing a smart line up of traps. A freezing into misdirection into explosive can eliminate a large portion of their board and allow you to charge out lethal damage.
GL climbing everyone!
btag: Justsaiyan#1493
Might be a silly question, but how o you use the jungle panthers? im always paranoid about placing em incase they just aoe, like mage or pala
There are a LOT of hunters in the meta. Do you think it might be worthwhile to add another flare to the deck? If so, which card would you remove? One tracking maybe?
Deck is working for me, but I am really tempted to try it without Loot Horders—maybe add Abusives back in. Bad idea? If Loot Horder doesn't come first round, he seems like a dead card sometimes.
Thanks!
Most of the time, hunters only run 4 secrets: 2x explosive, and 2x freezing. Testing freezing trap is easy to do with stonetusk boars, so you essentially have 3 flares already. Flare only becomes highly relevant if your opponent has his weapon up as well, but most mid-range hunters only run 1 copy of bow.
Hoarder's usually a stronger drop in most scenarios. I don't like abusive as there's not enough synergy and they're too weak to hold up against much.
If you're feeling a very hunter-heavy meta, maybe replace 1 hoarder with 1 flare. The trackings are the best draw cards in the game imo, 2 x is must-have.
Thanks for the reply. The matches I have found to be the most difficult (by far) are warrior, hand lock, and druid variants. It's tough to time the hunters traps and boars with all the giants and taunts and if you don't get the cards it is brutal to recover. I suppose this is always the case when face goes against these mentioned.
One more quick question if you don't mind. If I have leper gnome and bow and loot horder, when do you play him? Turn two instead of hero power? That seems to stall my tempo an tweak my mana. Turn four with hero power? Turn one instead of gnome? The loot horder throws me, especially if I get a trap or animal companion.
Leper gnome is always your turn 1 play if you have him.
For loot hoarder, I usually play him on 2, even with traps in hand, especially if your leper gnome wasn't cleared yet.
You of course want to get to lethal as soon as possible, so you're thinking in terms of DPT (damage per turn), or basically DPS. While loot hoarder foregoes your 2 damage on turn 2, it allows you more options in following turns and higher DPT in the coming turns.
You want to curve into as much damage as possible. Ideally, leper gnome turn 1, hoarder or coin into companion on 2, a second companion on 3 or equipping the bow if you have traps, (otherwise track + hero power), With full face decks, you've usually run out of complete mana usage by turn 4-5. Having that hoarder at the start allows you to achieve a higher dps, which is why the deck can perform well vs. control decks as well.
thanks again for the reply. I appreciate it greatly. Is there any room for an owl (or two) in this deck? There are a lot of Druids in my meta as well, and I can't believe how many palys loaded with Tirions I've run into. Makes me want to add in my black knight sometimes.
Just tried this deck out at rank 15. As luck would have it, my first opponent was a freeze mage. I went super aggro to the face, burning through a bow and dropping Leeroy to bring him down to 1 health on turn 7. Used my hero power to pop an Ice Block on turn 8, after which he played another secret. Boom, top-decked a Flare, hero power to the face for a very satisfying win!
Nice deck. i`m asian user
My minion of deck is as follows.
i adopted the Juggler and Haunted Creeper
in my opinion, it accelerate the kill potential of the deck little more
what do you think of my deck? i'll be looking forward to your reply
Leper Gnome x 2
Timber Wolf x 1
Buzzard x 2
Knife Juggler x 2
Haunted Creeper x 2
Wolfrider or Jungle Panther x 2
Arcane Golem x 1
Leeroy x 1
Creeper has fantastic synergy with juggler, but I'm not sure if it helps vs. the zoo match up. If you already have creeper out and get a juggler to proc a few times, it's possible to get a decent board clear, but they're both cards you don't want to top deck into when you're unleashing.
You really need to buzzard + unleash before zoo gets too much damage on you. When you do, there's usually a doomguard, or void terror + nerubian in response. That's why the charging boars + hunter's mark is so crucial.
Vs. control match ups, I don't see the juggler being too effective. You're not the deck that's flooding the board, maybe 3 minions tops. And chances are, if they can remove a loot hoarder, they can remove a juggler. The small damage from juggler doesn't compensate for drawing further into lethal.
I beat 2 clerics in a row (how timely I thought, just when I want to try this deck I go and get 2 clerics in a row), just wait for them to use auchenai before releasing the damage, so he can't heal back.
Pretty good deck, hate the first days of the cycle cause everyone plays fucking zoo, and I'm destroying them with this.
Yep, I find that the win rate vs. even control decks is not terrible. Especially with the jungle panthers, you should be able to burst 10 damage continuously, and often times, there isn't enough push back to stop your DPS.
Is this deck still good? Are the decklist and match ups updated? Just to be sure, looks really fine! :-)
I'll be climbing with it again this season. I believe hunter will have a strong presence in this meta. Aggro is perfect for climbing to legends, and some top legends players have been having success with both face and mid-range at the legends rank last season, myself included. When I was on tilt, I climbed out of low legends where zoo was prevalent with this version, and that was just last week.
As for match ups, I plan on either updating the match ups here after I hit legends this week or creating a new deck build if I feel the changes are that drastic.
First game, rematch against a tauntheavy Druid. Startet really bad, without any Leper Gnomes, Animal Companions or Loot Hoarders. He got out a Druid of the Claw in round 2, and my Freezing was triggered by a Thalnos. In round 5-6 I was about to give up, but against all odds I won - even without the Buzzard + UTH-combo. Really good deck, insane! Fits perfectly in the meta against a hard match up, thank you! :-)
this deck is very suck.
grats on your first post :)
Then you are playing it very badly. I've climbed from 17 to 9 winning about 4/5 games. And yes, I know that rank 9-17 is pretty high. But even though I started right into the new season, and then all the rank 1-5 were in the 10+-ranks too. Even against Paladin, Druid and Priest I got positive win rate. I got about 50%/50% against zoo. The only match up I don't have 50%/50% against is Warrior, but I've only met 1.
Could i get a clarification on the current deck, not very obvious from the description...
Mmm, I'll have to update the description soon, I've been changing a lot of cards around with these weekly naxx releases. The current deck will always be the one in the deck builder list.