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DEATHSTALKER C'THUN

  • Last updated Aug 13, 2017 (Frozen Throne)
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Wild

  • 18 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 8400
  • Dust Needed: Loading Collection
  • Created: 8/13/2017 (Frozen Throne)
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  • Total Deck Rating

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I just want to begin by saying "don't knock it 'til you try it." Not only is the one of the most fun decks I've ever played in Hearthstone (right up there with Yogg 'n Load), but it's also surprisingly powerful. I'm sitting at Rank 5 right now, happily climbing, and I've made it entirely from this deck.

STRENGTHS: This deck actually has 4 win conditions which I will list below.

1. Standard Minion Grind: This deck is full of minions and ways to shift board control (Disciple of C'Thun, The Black Knight, Hunter's Mark, Deadly Shot). C'Thun minions are generally statted quite well, and Hunter minions tend to be pretty sticky. Combine your ability to grind out other minions with your resistance to board control and you can win without any gimmicks whatsoever.

2. Call of the Wild: Call of the Wild is an insane card that really broke Midrange Hunter right open when it was printed. Unfortunately, Midrange has fallen out of favor as of recent compared to quicker Hunter decks, but that doesn't make the card any less strong. Now, with KotFT out, Hunter has been given a few more of the necessary ingredients to make Midrange more viable, and decks have become quite a bit slower across the board (hopefully the Death Knight craze is not just a temporary fad). As a late game finisher, this card single-handedly wins the game if your opponent has no good way of responded. If you manage to have both of them in your hand for turns 9 and 10, you just win.

3. C'Thun: This is the obvious one. C'Thun is everything from a finisher to a board clear. This deck can quite easily get him to around a 20/20 statline, and that is both a HUGE burst and an absolutely monstrous minion. Not to mention that you always have the capability of getting two C'Thun's given the effect of Stitched Tracker.

4. Deathstalker Rexxar: This is undoubtedly my favorite card to ever come out in Hearthstone. It just feels good to play it. Given both the immediate effect and the armor gain, the card alone is another tool against aggro. But the real winner in this card is, of course, the hero power, which can grind just about any control deck out without a care. You can build a beast which is perfect for just about any situation, and it makes the deck beyond powerful. Facing off against a Mage with a ton of targeted removal or a Rogue who wants to get straight to your face? Bearshark combined with any big taunt completely nullifies them. Opponent just laid down a Lich King you can't remove? Dispatch Kodo combined with any minion with poison instantly kills it. I cannot stress how powerful this card is in the long game, and you will feel amazing every time you use it.

WEAKNESSES: The main two weaknesses of this deck, surprise-surprise, are decks that can out-value you in one big swing or decks that are too aggressive to deal with if they get the dream hand (the hallmarks of any Midrange Deck). Between Rexxar and the two Explosive Traps combined with the generally good stats of your minions, you should be able to stave off any hyper-aggro deck. That being said, sometimes a Murloc Paladin just draws everything they want before turn 5, and there just isn't much you can do about that. Additionally, what I mean by decks that "out-value you in one big swing," I mean like a N'Zoth play or the new Warlock Death Knight. Of course you can beat these decks, and I generally can hold my own against them quite well. But this deck is tuned to grind out one, two, or even three strong minions at a time. A board full of them is difficult to handle without a Zombeast Bloated Bat combined with a poisonous beast. That being said, I haven't lost too many games where I just plain got out-valued. I even ground out a N'Zoth Elemental Death Knight Mage that somehow got a hold of the Druid legendary, Hadronox, due to random effect. However, in general the two decks I'd say that this deck will struggle the most against in this department are the Death Knight Evolve Shaman and the Death Knight Control Warlock.

TIPS & TRICKS: 

-Stitched Tracker is a great card. However, because of its low stat value it is only a one-of in my deck. I keep it because it often pulls a card which you very much need in the moment/the long run, be it a Black Knight, C'Thun, or Twin Emps. Additionally, it works just as well for filling in your curve. I may experiment with more than one in my deck, although I'm not sure what I'd cut (if I had to guess, probably a bow).

-I'm still working on my traps. In general, early on in this deck's creation I noticed a weakness to low-cost aggro. I originally had a Freezing Trap along with one Explosive Trap, but swapped it out to combat this. This may be a part of the deck which could be tweaked a little to the user's liking, and I will get back to you with my final decision if this deck blows up.

-Hunter's Mark + Disciple of C'Thun is a 5 Cost "Kill Anything" combo. It's nuts.

-Mulligan to the match-up, but I generally prefer to curve out. Look hard for your 1 drops and 2 drops, and don't be afraid to mill a 3 drop - you have a ton of them, and will likely re-pick one back up if you're lower cost cards don't show up. Always keep your bow against a priest because Northshire Cleric is a ridiculous card.

-One problem with this deck is that it may begin to run out of steam around turn 8 if Rexxar doesn't show up. This doesn't always happen, as the strong curve and the constant use of the hero power keeps you from starving too hard. In hopes of combating this, I added in Loot Hoarders as a means of low-cost cycle that can also be used as an early game minion. There may be better alternatives to cycling, and if I find any I will give an update. If you can think of any, please post them because I'm looking for a more consistent means myself right now ;)

-I need to experiment with Defender of Argus. It could find itself into this deck given a sudden uptick in face decks.

FINAL NOTES:

This deck, as stated previously, is some of the most fun I've had in the game in a very long time, although I don't doubt this to be the case for any Death Knight deck. The deck works well and does what it's designed to do consistently because there are so many different ways to win. That being said, this is not the best deck on ladder, and I will not pretend for it to be (although it may be the best hunter deck on ladder given how weird the class is right now LOL). If you want to climb as fast as possible, be my guest and net-deck the Zoolock everyone else will be playing by the end of the week. That said, you can most certainly climb with this deck, and I am proof of that. Additionally, it has only gotten better with time as I experiment with my playstyle, and after about a dozen games I noticed myself getting far more consistent. I have no doubts that given enough time and tuning I can get it to Legend, and I've done it entirely with a deck that not a single other person is playing.

HAVE FUN OUT THERE, AND LET ME KNOW IF YOU ENJOYED THE DECK OR WOULD LIKE TO CHANGE ANYTHING!!!