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Falcon's Aggro season4 Hunter- Detailed guide

  • Last updated Aug 20, 2014 (Naxx Launch)
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Wild

  • 13 Minions
  • 15 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2480
  • Dust Needed: Loading Collection
  • Created: 7/29/2014 (Naxx Launch)
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  • Submitted By:

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Okay, so this is the first deck that I've managed to take to legend, and so the first deck I'm posting here. Yesterday I rose all the way from rank 4. I enjoy playing Hunter because the games are fast, and it's a lot of pressure for the person you're against, as they're life jumps down (often in intervals of 2) to zero. 

S5 update: This deck isn't great right now. Obviously there are other variants of the Hunter deck which are really powerful right now, but this is not one of them. For now I would not recommend using this deck as is. 

Guide (I will make this bigger and answer questions on request)

Obviously mulligan will be slightly different depending what you're against. Keeping hunters mark or freezing trap could be good against Druid, Warrior or if you think you might be against Handlock (Although I've never understood how people are supposed to know when climbing the ladder)

What you really want to start with is a 1 drop and a 3 drop. Argent squires and leper gnomes are perfect ways to start the game, and animal companion and Eaglehorn bow are great to have in your starting hand. 
Turn 2 will almost always be a hero power turn. In fact I encourage that you use it as a hero power turn. I used to think this was silly too- why use hero power when I could use a secret or a dire wolf?- but it makes a lot of sense. Really you wanna try and avoid using secrets (unless necessary) until you have the Eaglehorn bow, and you should definitely avoid playing a card like dire wolf alpha or stone tusk boar until you have stuff that they synergise with. 

More often than not, you will finish the game with Leeroy. Leeroy with Bow on the field is 11 damage including hero power. Add unleash the hounds to that- and remember, if you play leeroy first then you get 2 extra hounds- and the result can be quite devastating for your opponent. 

But how can you ever expect to have the exact cards you need when you need them?
You can't. But you can give yourself some choice. And that's where tracking comes in. 
Tracking is another card which I thought was really bad until I used it in this deck. While sometimes it can be a pain when it makes you ditch cards that you don't want; drawing it when you're 4 damage away from lethal can often win you the game. While it is possible to use it turn one if you don't have anything else to play, I heavily advise against it as the element of choice is much more important later, when you actually need something specific. 

I will be live streaming with this deck at some point today. Here is a link to my twitch. http://www.twitch.tv/falconepunch55 
Feel free to follow me so that you know when I come online, and you can watch me stream and explain the deck. 

Choices choices! 

Hunter's Mark I don't know how much it's necessary to say about this card, apart from the fact it's the closest thing that this deck has to removal. Yes, we could just use deadly shot instead, but that doesn't synergise well with Unleash the hounds, as it only works effectively when there's one minion on the field. Hunter's mark works so well with unleash the hounds and the stone tusk boar, it feels like two of them is a must- especially for Handlocks and Druids.

Arcane Shot Arcane Shot is a card that I think is good but not great. 2 Damage really doesn't seem that significant when you consider that the Hunter Hero power does 2 damage every turn. What it is good at though, is finishing off a damaged minion, comboing with Hunter's Mark for an instant kill, or just doing that final two damage, on top of your hero power, to create lethal. I wouldn't run more than 1. 

2Tracking I used to hate this card. I thought it was so silly that it just burned up cards for the sake of it. But now I wouldn't want to run less than 2 in Hunter deck. It has to be used correctly! There is absolutely no point in using it on your first turn, unless you got a terrible hand and have no plays, and no 3 drops. Tracking should be saved for when you have a spare mana AND need a card. If drawing a kill command would give you lethal, then that's when you need tracking. Either that or you can think back to the first turn, when you used tracking and burned kill command because you didn't need it at the time. Patience is the key with his one. 

Argent Squire Not much explanation needed, it's a first turn play that sticks to the board. Some people have suggested that Elven Archer take this slot. I haven't tried it though, as I wouldn't want to take away from how good this card is on turn one. So many times have I seen a druid coin and attack this minion with its hero power, only to have to attack it again. That's 4 whole mana, two turns and a coin all used up to kill this single minion! Amazing!

Leper Gnome This needs much less of an explanation than the Squire. It's a guaranteed 2 damage plus the minion on the board. Another perfect first turn play. Perfect in Aggro.

Stonetusk Boar you might think that having two is silly. I used to think that it was a terrible card, but it is great with desperate plays. Putting down the boar and then kill command is 6 damage for 4 mana. Add that to leeroy and hero power then that's 14 damage. Often I had a kill command in hand and not quite enough damage to finish my enemy, and I'd hope for a cheap beast to allow this kill command to do extra damage for the win, and you'll thank that boar when it comes up. Also, it works great with starving buzzards, and dire world alpha. Its just a good card all round in this deck. As an experiment I am currently using 2 Webspinner instead of the boar, as I believe they serve the same purpose. 

Explosive Trap An absolute staple in Aggro Hunter. This is your board clear. Your consecration but for 2 mana. Okay, it's weak against a lot of the new death rattles (especially that damned egg) but is still important to run two. The fact that these give the Eaglehorn Bow an extra durability, is an added, yet important bonus. You're going to want to save this for when you have a Bow whenever necessary. 

2 Freezing Trap  Like Explosive trap, It's pretty important to run more in the current meta. It's great for removing big taunts (although you do have to control the board in order to make sure that the correct thing gets removed.) In the past I've faced druids who have innervated out two yeti's, only for me to return both with Freezing traps, causing them to concede. Also, if you play a secret, your opponent will often not attack because they don't want their minion returned. This card can often buy several turns- And don't forget that charge it gives the bow. 

Dire Wolf Alpha It gives a boost to the minions already on the board. It gives a boost to Leeroy. It gives a boost to unleash the hounds. Also of course it's a minion in it's own right. It also works well with Starving Buzzards and Kill Command. This could be replace with the Timber Wolf, that's down to personal preference. 

Ironbeak Owl Here's your silence. A strong argument could be made for running a second one, but I feel like one is enough, though that could change with the new Naxx cards. It shuts up those eggs and taunts. It gives you an extra draw when used with Buzzards and again, it activates your super kill command. 

Starving Buzzard This needs no explanation. Buzzard + Hounds. Buzzard+ Boars. Buzzerd + Wolf/ Owl/ Animal companion. Here, have a bunch of free cards. Run two. This is your only draw power, and one of the best draw engines in the game. 

2 Eaglehorn Bow Again, no explanation needed. You're an aggro deck, you want to get to the point where you're using your hero power and hitting face with this bow every single turn. That's 5 damage every turn. Easily doable too thanks to the 4 traps and quick ways of getting through the deck. This will often also be a vital part of your finisher. Don't let these run out of durability- you might as well just throw the game.  

Animal Companion This is a powerful minion for three mana. You're always getting more than its mana's worth. Huffer is great, you'll probably go for face. Misha is second best usually, although taunt really doesn't usually go with the theme of the deck. Leokk is probably the worst one, though it's a pro when the hounds hit the field. Don't forget, companion procs your buzzard and also helps kill command. 

Kill Command This is super simple. You've got 5 damage. So many beasts in the deck, this is pretty much guaranteed. If you're getting close to lethal, and you've got a beast on the field, you often might as well use it rather than waiting for the end of the game. Your top priority is doing the full amount of damage. This or use it to kill a taunt. 

2 Unleash the Hounds I'm not going to explain this one. Even with the nerf it's incredible. Combo it with Leeroy for extra win. 

1 Leeroy Jenkins The only legendary in the deck, and actually probably the most useful one these days with the meta being how it is. This is your main win condition. Don't use it until you're ready to win unless you absolutely have to. This card is amazing. 

Savannah Highmane A lot of people seem confused by my decision to run two of these, but a lot of people also seem to like it. I'm a massive fan of the highmane, as it just creates problems for the person you're against. As well as the onslaught of damage you're inflicting. They have to deal 5 damage to that, and then deal with the minions from the deathrattle. It's a problem. Don't forget, the Savannah and the hyena's all cause draws with the buzzard, and so there is still synergy here, and if the minion survives a turn, then this is an extra 6 damage, on top of anything else you've got to throw at them. 

FAQ: 

If I go second, do I coin an animal companion or bow on turn 2?
It's personal preference really. A big factor is planning ahead. If you do coin out an animal companion, you need to have a good way of making the use of your three mana the next turn. Whether that's using a squire and your hero power, or a second animal companion. Usually you'll still probably want to play the hero power turn two though, as the coin can still be used later.