Big Hunter Shenanigans
- Last updated Nov 23, 2017 (Marin's Treasure)
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Wild
- 17 Minions
- 10 Spells
- 2 Weapons
- Deck Type: Theorycraft
- Deck Archetype: N'Zoth Hunter
- Crafting Cost: 12320
- Dust Needed: Loading Collection
- Created: 11/22/2017 (Marin's Treasure)
- ShadowAldrius
- Registered User
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- 5
- 23
- 92
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Total Deck Rating
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Just a loose theorycraft of a "Big Hunter" deck.
Bowman looks too greedy. Realistically it will only hit Corpse Widow or Devilsaur, neither of which have immediate board impact.
Likely won't last until t10 for N'zoth and none of the deathrattles have charge or taunt so you'll die on turn 10 if you get there.
Terrorscale can't be played on curve either unless it is Egg -> Terrorscale + Play Dead.
Call of the Wild looks really out of place. No spell synergy and you're trying to make it to 8 for Katherena - who cares if you make it to 9? Better to have more early game to make it to 8.
I'm really excited for the concept of Hunter finally get a new play style or archetype with the new legendary card, but agree that hunter's early game curve is still very important, especially considering how hunter's hero power has always defined the type of decks you're limited to play.
I like your current late-game shell, but I think the addition of a better early game package would benefit the deck strongly. Consider maybe a secret package (Secretkeeper, Cloaked Huntress, Eaglehorn Bow, secrets) or pirate package (Bloodsail Corsair, Patches the Pirate, Southsea Captain). Whichever you pick, I believe Fire Fly is one of the strongest turn 1s and can't get pulled from Kathrena Winterwisp.
Very anxious to play test variants of this deck!
The only issue is finding room for all these cards. I dunno about Cloaked Huntress with just the two secrets. They're mainly situational plays, and I don't want to play both at once because they overlap really badly. I think maybe the end-game is a little too greedy too. The double Devilsaur Egg N'zoth into Call of the Wild is really fun, but that's so many expensive cards.
The N'zoth Abominable plays are ridiculous too. Summoning at least 2 6/7s that spawn at least 4/6 or 5/5s is pretty much unbeatable.
The live version I'm testing (which isn't especially good because the end-game is so much weaker than this will be) runs Eaglehorn Bow and it feels kind of essential so I'm trying to find room for it. I think the Devilsaur Egg combo is nice, and works really well against mage and priest, but is really bad against Rogue and Druid.
I've been building a similar deck. The focus I put was eliminating a lot of the top-end stuff you have. I feel like this can't rely on N'Zoth and or pulling Krush or getting Winterwisp. It's just too slow.
These new tools should be used to supplement existing Play Dead Hunter, which focuses on generating value from Devilsaur Egg. That should be the focus. Corpse Widow is good as a fall-back but the endgame should be "every deathrattle has a 5/5"
The Devilsaur Dream is just too heavy for Hunter to control early on.
Also, Explosive Trap just doesn't do anything anymore. Everything has 3+ HP. I put in Wandering Monster instead.
Kill Command is useless because there is almost no beast in the deck.
I think between Tracking and Stitched Tracker Ooze and Abomination are never going to uselessly sit in your hand.
Yeah the eggs not being activatable consistently is an issue. They have good synergy with ooze, and they summon a big beast for abominable/ooze to respawn and play dead does let me activate them, but that's not a great combo really. I'm thinking about including Keleseth instead and maybe upping the number of 3 drop taunts instead.
Gonna make some changes.
Corpse Widow was a good addition but you still dont have any early game and not protecting your board is a really big problem for hunter. the deck might work with some more tweaks but dont force the oozeling, Highmaine is still so much better
Highmane is potentially a replacement for ooze, but there's issues with that. I don't think the oozeling is a problem.
I'm thinking of just cutting the devilsaurs and adding back in Dred because the deck's become more of a control deck again. Though that reduces my Kathrena plays significantly. In which case Highmane IS much better, but Abominable is SO much worse (it's a 40-50% chance of pulling a hyena). I think Kathrena's just going to wind up being more of a tutor card to pull out my Widows and potentially Dred.
The early game is going to completely depend on the hunter weapon, and if they add any more good early game cards. Reconsidering Keleseth and putting back in some two drops (Particularly traps).
Right now I'm running a version on the ladder with Bone Wyrms in place of the Oozes -- I don't have Valanar (who I actually think is really important to the deck) so I'm running a Stegadon instead I also did sub out Keleseth and some other cards for early game traps, which work okay, though I often draw the opposite of the one I wanted.
Cut Dred for a Charged Devilsaur. What's the point of the eggs? They'll be dead on their own it seems. Could swap them with Terrorscale Stalker, some card draw or Animal Companion for some early game
The eggs give Seeping Oozeling another target if you draw Kathrena Winterwisp before you get a chance to play it.
I assume there's no Animal Companion or On the Hunt for that matter to allow for Abominable Bowman's deathrattle to, at a minimum, pull a 5/5.
It looks interesting, I just wonder if you'll get the chance to survive to turn 6 consistently...
You still have the bowmen though
I've been playing a version of this every day since KFT came out, and let me answer that survival question for you real quick:
No.
First of a cool idea. But I would cut the eggs for farseer tracking for maybe Misstress of mixtures and would add the 8 Mana 7/7 charge dinosaurs. Maybe also one copy of crushing walls. I will build my own later ;) Just a few ideas
The eggs improve the consistency of the Abominations considerably and add some nice synergy to play dead. I think Mistress of Mixtures potentially mess up the oozes.
I really want to include Charged Devilsaurs if only because there're so few beasts in the deck and a crushing walls, but I have no idea what to cut. I dunno if Dred's gonna be any good (I feel like you wanna end the game with your dinosaurs charging your opponent's face to death) but it seems like a good thing to include.
I'm hoping beyond hoping there's more early game stuff in the set because I just don't think anything we have right now really fits.
Thanks for the feedback!