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Quest Hunter w/ Elementals

  • Last updated Jul 2, 2017 (Un'Goro Launch)
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Wild

  • 23 Minions
  • 6 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Marsh Queen Hunter
  • Crafting Cost: 2940
  • Dust Needed: Loading Collection
  • Created: 6/24/2017 (Un'Goro Launch)
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Hey guys,

I am a pretty casual player with limited budget. Upon packing the Hunter Quest i was pretty happy to try to make it work, so i can occasionally play something different from mid range hunter or priest. I have moderate success with it, but i don't keep track of my win rate as I am not trying to reach legend with this deck, not in this expansion anyway. (Currently at rank 12)

I tried variations of 1 cost minions. Too many you won't survive long, and too few you will never complete the quest, which is the major win condition. I tried cards like Argent Squire and Fiery Bat, but really they feel a little weak compared with others. With my current build there are already enough 1 drops anyway, and I am not huge fans of them so i decided to keep them out.

General Strategy:

Basically try to control the board with your minions and trade whenever possible, turn 2 Explosive Trap, turn 3 Tar Creeper + turn 4 Tol'vir Stonesharper is really good at controlling the board, especially against some aggro decks. This deck does lose to quest rogue almost every time because you just can't finish the quest before them. Against control just play your board and complete the quest asap.

Card choices (A little outdated will update soon)

1-2 Explosive Trap- amazing AOE that has saved me so many times against aggro, even with midrange hunter. Put in maybe 1 Snipe if you face mainly control decks.

1 Hunter's Mark for removal

2 Mistress of Mixtures for heal. Voodoo doctor is also fine, but you really won't be healing your opponent with this deck most of the time.

2 Abusive Sergeant +1 Houndmaster for favorable tades. At times i have bounced the Sergeant to trade as well. Houndmaster can also be used after Carnessa, if you think your opponent doesn't have hard removal. 10/10 taunt will help stabilize the board. 

1 Grievous Bite and 1 Kill Command for a little early to midgame removal. I am considering switching a kill command for Eaglehorn Bow though with 1-2 secrets in deck and not many beasts. Deadly Shot is also a good option which might be worth considering.

1 Igneous Elemental. Not sure about this one. Recently added it and it is ok, let me know if there are better options.

1 Unleash the Hound in case you don't get Explosive Trap, and also triggers kill command if you decide to bring a copy.

Cult Master absolutely essential with this deck. You will mostly be making trades and this card brings insane card draws. Way better than the poor Buzzard.

Tol'vir Warden for two 1 mana draws. Maybe add in another one, but his stats are a bit low and does not threaten the board enough for your opponent to trade or use resource to remove it.

Tundra Rhino must have for board control after you play Carnessa, and go smorc. 

Other potential change:

Hungry Crab to destroy murlocs. 

Maybe -1 or -2 Raptor Hatchling. You won't survive long enough to get it to finish the quest, and it often breaks the sequence of card draws from Carnessa's Blood which sucks. For now I am fine with it.

Maybe add Glacial Shard for 1 more elemental and potentially bring more options for trading and stuff.

I tried Starving Buzzard but it is near unplayable still.

Hope you guys like it and please help me improve this deck.