anti-secret hunter (top 100 legend)
- Last updated Aug 19, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2200
- Dust Needed: Loading Collection
- Created: 8/18/2014 (Naxx Launch)
- sigmasin4
- Registered User
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Total Deck Rating
24
This is my take on hunter in a time when mad scientists and secret decks are rampant. I attempted to climb to legend using a few versions of the hunter secrets deck, but ended up stuck bouncing between rank 2 and 3. It seemed to me that despite the fact that the Mad Scientists were busy churning out free secrets, it was too easy for people to play around them and minimize their impact.
Thus, I combined aggressive cards (Undertaker, Leper Gnome) with the midgame-oriented Houndmaster and Savannah Highmane, making room by removing all secret-related cards: Eaglehorn Bow, Explosive Trap, Freezing Trap, and Mad Scientist. The only other addition is the Timber Wolf to combo with Unleash the Hounds, Starving Buzzard and Leeroy Jenkins.
Edit: replaced one Haunted Creeper with an Ironbeak Owl to try to help with control warrior. Oasis Snapjaw is another consideration as a good target for Houndmaster, but it is counterproductive in the face of Cabal Shadow Priest, and I ran into enough priests to warrant its removal.
Regarding mulligans and general gameplay, the cards you want to look for in most matchups are:
If you have no turn 1 play available before you mulligan, keeping Tracking or Flare is not a bad idea to ensure you have something to do with your mana.
Against hunter or mage, Flare is a keep -- you won't play it until you can remove a secret with it, but the value of doing so is incredible, and thus it's worth holding for a while.
Hunter's Mark may be worth keeping in your opening hand if you suspect you may run into a Deathlord, but securing your turn 1 play is far more important, and I would rarely do this.
Timber Wolf and Starving Buzzard are never turn 1/2 plays, and it's better to let the mana go unused than waste them. Always assume that these will be cleared the turn after you play them, and use them only to make trades more efficient, increase the damage of an unleash combo, or draw several cards off unleash or playing a few of your other 1-2 mana beasts.
In general, you want to use your hero power fairly frequently and go for face damage with your minions often, only taking trades when they are favorable. Your goal is to keep a few minions on the board to chip away at their health while leaving yourself options for future turns in the event of some aoe clear. Clearing the enemy board is not of great importance -- it is better to damage their health such that they are forced to trade with you, and you always have the potential to retake board control with unleash. Finishing combos typically involve some combination of Leeroy Jenkins, Kill Command, Unleash the Hounds, Timber Wolf, and your trusty hero power.
As far as matchups go, I don't have any hard stats, but my impression is that priest decks and control warriors are difficult to deal with, while this deck does well against druids, miracle rogues, hunter secret decks, and freeze/secret mages. None of the matchups are much better or worse than 60-40.
Edit: new top rank playing this deck is 55: http://puu.sh/aYEWH/37153ade5c.jpg
Been playing this deck, but with a couple differences. I have swapped out a Highmane for Rag, and instead of Leeroy I'm using Krush. Part of it is because I had a Krush and am trying to make the best of it.. but I also wanted some late game/burst/finishers, especially for matchups that tend to go longer like Priest or mirrors. But I'm starting to think that I'm being foolhardy because I'm having really rough luck lately.
I am finding most Druid decks, whether token or ramp, to be incredibly difficult. I am around Rank 8 and barely running into any Warriors so that's not on my radar yet. Finding Rogue and Zoo matchups to be difficult as well. Was considering the idea of one Explosive Trap for Zoo.
I know you built the deck as shown, so do you figure just forgetting about Rag and Krush would turn around my fortunes? Do you think either of these is viable? I think it's clear I don't need both.
Hi ! (spoiler ! : My english is not very good, I'm a french guy, so be magnanimous please ! ;)
Good idea Singmasin, I just met two hunts who played obviously a nearly same list. I won 1/2 but quite close. I don't completly agree with your comment about Secrets, "it was too easy for people to play around them and minimize their impact.". Secrets save your life many times, and give you most of the time good tempo. I noticed too that many opponents frequently try to manage them with silence. That could spare your spinners or lions. But, i make some reservations too about them : first, when the scientist give you the secret you don't need, 2nd, when you don't have bow, of course, it's a charge lost, third, vs all hunters, you make a hudge point : always removed with their own flares.
So your list is very good against Mad scientists hunts. It seems too beeing more aggressive for whole matchups.
I climbed from rank 7 to rank 3 with MS hunt, and with an amazing 14 wins strike !!!But my real problem now is I'm facing as much more control warrior as MS Hunts. Do you think your winrate is better (or equal) with this list than the MS ? (60/40%) -not saw many priests indeed-
My question :) I'd like to add a Ooze and/or a Owl, but I m not very sure about what cards I can safely put out, I thought about removing undertakers but they seems good with 8 death rattles, Leper gnomes maybe ? I figure just one slot can possibly be removed, so I'll try to swap just one leper gnome with a owl (f**g Blutchers ruin my night lol)
So, thank you for reading all my frenglish write ^^
Trading a leper gnome or haunted creeper for an owl is probably good. I would favor removing a haunted creeper if you're facing a lot of warriors, as the 1 damage can be quite bad against armorsmiths and acolytes.
I think this list does better against control warrior than MS hunter, but it is definitely still the hardest matchup. The path to victory lies in getting as much early damage in as possible, then finding a way to do a face hit or two with a highmane before you can find lethal. Often, an armorsmith will just do too much work behind sludge belchers, but that's just the nature of it.