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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)
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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 (UndertakerLeper 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 ScientistThe 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