First off I'd like to start by saying I'm nowhere near a legendary player, and that my 80% win rate with this deck is only with 50 matches played on it. But I can say it is extremely strong and has immense control over rush decks and has the late game removal of the pesky Druid/Paladin slow roll decks. The main idea of this deck is using your traps and Eaglehorn Bow to create early game pressure along with your hero power, and finishing your opponent with Leeroy Jenkins and Argent Commander. The deck features some decent card draw in the likes of Novice Engineer,Loot Hoarder,Flare, and Bloodmage Thalnos.
This deck actually doesn't play slow at all. On paper it seems like a slow roll deck, but its very quick if you have eaglehorn bow up and just chip away with weapon and hero power each turn, while keeping the board cleared with traps, wild pyromancer, and abomination. I typically win against rush decks by turn 7-9. I also dont run Rag or King Krush because I didn't like using up all my mana on 1 card later in the game to just be removed with any removal spell. This deck doesn't have many lasting minions on the board, so using Rag or Krush they'd get taken off the board in 1 turn.
Also Leeroy Jenkins compared to king krush they are both finisher in this deck, and with leeroy he's a turn 6 version of King Krush if you use your hero power with him making him in my book have more value in this deck.
When they are played as finishers, I only need them for 1 turn. And as previously stated Leeroy is a turn 6 King Krush with hero power. I dont expect him to survive if I were to play him without fatal damage.
I could add one of those 2 for more late game shenanigans if I feel I need them, But currently I haven't needed anymore late game damage then what I already have.
Leeroy has won me more games than I can recall were Ragnaros probably wouldn't have. Since leeroy is guaranteed 6 dmg to their face as long as there is no taunt minions on the board. Whereas Rag unless the board is cleared is a gamble.
This is more of a Meta related deck that seems to answer a lot of what is being played....I would not put a rag in this deck simply put....people expect and prepare for it....faceless bgh combo really makes Rag a liability....Right now the current power house in the meta is Druid...This deck does a lot to counter that....While allowing for a lot of flexibility...Not so sure on the bloodmage I mean its good for boosting up a spell and all and the card draw is nice but not sure it fits the whole deck...Then again what works for some may not work for others....All in all this is a really nice deck.
Thanks Thechiv, Means a lot coming from you. Also yes Bloodmage is a card I'm not so sure he's worth keeping I've been thinking of perhaps a Nat Pagle for the card draw over Thalnos. Thalnos right now is used for card draw/combining with explosive shot/explosive trap.
When they are played as finishers, I only need them for 1 turn. And as previously stated Leeroy is a turn 6 King Krush with hero power. I dont expect him to survive if I were to play him without fatal damage.
You are right, did not consider the hero power into the equation.
Lets talk Abomination, I have found in similar decks for it to be never enough to really stop an opponent. For example, vs a Rogue they usually shoot it and let their mostly 3+ health minions survive and swing and vs a Warlock wouldnt Wild Pyromancer explosive trap + weapons be enough to keep them at bay?
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
When they are played as finishers, I only need them for 1 turn. And as previously stated Leeroy is a turn 6 King Krush with hero power. I dont expect him to survive if I were to play him without fatal damage.
You are right, did not consider the hero power into the equation.
Lets talk Abomination, I have found in similar decks for it to be never enough to really stop an opponent. For example, vs a Rogue they usually shoot it and let their mostly 3+ health minions survive and swing and vs a Warlock wouldnt Wild Pyromancer explosive trap + weapons be enough to keep them at bay?
Abomb answers the what to play turn 5 going into your opponents turn 6 it kills argent commander. Thus in most cases prevents its play. less there are lots of low drops on your side then it becomes a bane to you as you lose advantage.
First off, against warlocks you're right Wild Pyromancer + explosive trap+ weapons are typically enough to keep them at bay. Second Abomination, Yes he is sometimes removed quickly by rogues with backstab eviserate, But he did his job at that point. He traded 2 cards for 1 and sometimes he still gets a minion clear or more. I typically use Abomination with an explosive trap present so that's actually 4 dmg from AoE that they cannot avoid. So those 3 health minions even if he uses his removal on him they all still die. So he essentially did his job.
Abomination has great value in my deck. Being a turn 5 drop and the only turn 5 drop I have outside explosive shot he's a body that has great board clear and forces the enemies removal spells.
This is more of a Meta related deck that seems to answer a lot of what is being played....I would not put a rag in this deck simply put....people expect and prepare for it....faceless bgh combo really makes Rag a liability....Right now the current power house in the meta is Druid...This deck does a lot to counter that....While allowing for a lot of flexibility...Not so sure on the bloodmage I mean its good for boosting up a spell and all and the card draw is nice but not sure it fits the whole deck...Then again what works for some may not work for others....All in all this is a really nice deck.
What are your thoughts on Nat Pagle in replacement of Thalnos?
He is good now that he is working but gives you no real board advantage...Which normally is an issue however as this deck does not require that I think you should be fine. Though to be honest with you I run a similar set up in my Bind torture kill deck and I find the 2 flares 2 loot and 2 novice do a fine enough job in burning my deck down which allows me to have more damage for finishing my opponent off.
I havent played much Hunter yet but this Deck looks pretty solid and might be a good answer for what is beeing played atm. Sadly, i don't have Leeroy yet :/
He is good now that he is working but gives you no real board advantage...Which normally is an issue however as this deck does not require that I think you should be fine. Though to be honest with you I run a similar set up in my Bind torture kill deck and I find the 2 flares 2 loot and 2 novice do a fine enough job in burning my deck down which allows me to have more damage for finishing my opponent off.
I've been trying to find a replacement for the bloodmage and I was thinking Nat Pagle could be the answer. But the deck does have nice card draw already, and possibly a Doomsayer in bloodmages place isn't a bad option with so many rush decks thats a good board clear yet again.
I find one offs are good here and there but pref consistency more then anything else
I do agree but considering Bloodmage is a Legendary and only having 1 card slot available to keep consistency my only option would be to add another Argent Commander in his place.
First off I'd like to start by saying I'm nowhere near a legendary player, and that my 80% win rate with this deck is only with 50 matches played on it. But I can say it is extremely strong and has immense control over rush decks and has the late game removal of the pesky Druid/Paladin slow roll decks. The main idea of this deck is using your traps and Eaglehorn Bow to create early game pressure along with your hero power, and finishing your opponent with Leeroy Jenkins and Argent Commander. The deck features some decent card draw in the likes of Novice Engineer,Loot Hoarder,Flare, and Bloodmage Thalnos.
If you're going against a lot of early game decks you can swap out Explosive Shot, with Doomsayer
I'm up to about 50 games played now I've only lost 8 matches with this deck.
So this is a slow roll hunter deck? Why run Leeroy in this deck and not go for something that would play late game like Ragnaros or Krush?
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
This deck actually doesn't play slow at all. On paper it seems like a slow roll deck, but its very quick if you have eaglehorn bow up and just chip away with weapon and hero power each turn, while keeping the board cleared with traps, wild pyromancer, and abomination. I typically win against rush decks by turn 7-9. I also dont run Rag or King Krush because I didn't like using up all my mana on 1 card later in the game to just be removed with any removal spell. This deck doesn't have many lasting minions on the board, so using Rag or Krush they'd get taken off the board in 1 turn.
Also Leeroy Jenkins compared to king krush they are both finisher in this deck, and with leeroy he's a turn 6 version of King Krush if you use your hero power with him making him in my book have more value in this deck.
Yeah and so can Leeroy? The point was why drop a weak end game minion, when you can drop a bomb.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
When they are played as finishers, I only need them for 1 turn. And as previously stated Leeroy is a turn 6 King Krush with hero power. I dont expect him to survive if I were to play him without fatal damage.
I could add one of those 2 for more late game shenanigans if I feel I need them, But currently I haven't needed anymore late game damage then what I already have.
Leeroy has won me more games than I can recall were Ragnaros probably wouldn't have. Since leeroy is guaranteed 6 dmg to their face as long as there is no taunt minions on the board. Whereas Rag unless the board is cleared is a gamble.
This is more of a Meta related deck that seems to answer a lot of what is being played....I would not put a rag in this deck simply put....people expect and prepare for it....faceless bgh combo really makes Rag a liability....Right now the current power house in the meta is Druid...This deck does a lot to counter that....While allowing for a lot of flexibility...Not so sure on the bloodmage I mean its good for boosting up a spell and all and the card draw is nice but not sure it fits the whole deck...Then again what works for some may not work for others....All in all this is a really nice deck.
Thanks Thechiv, Means a lot coming from you. Also yes Bloodmage is a card I'm not so sure he's worth keeping I've been thinking of perhaps a Nat Pagle for the card draw over Thalnos. Thalnos right now is used for card draw/combining with explosive shot/explosive trap.
Any thoughts on Nat Pagle?
You are right, did not consider the hero power into the equation.
Lets talk Abomination, I have found in similar decks for it to be never enough to really stop an opponent.
For example, vs a Rogue they usually shoot it and let their mostly 3+ health minions survive and swing and vs a Warlock wouldnt Wild Pyromancer explosive trap + weapons be enough to keep them at bay?
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Abomb answers the what to play turn 5 going into your opponents turn 6 it kills argent commander. Thus in most cases prevents its play. less there are lots of low drops on your side then it becomes a bane to you as you lose advantage.
First off, against warlocks you're right Wild Pyromancer + explosive trap+ weapons are typically enough to keep them at bay. Second Abomination, Yes he is sometimes removed quickly by rogues with backstab eviserate, But he did his job at that point. He traded 2 cards for 1 and sometimes he still gets a minion clear or more. I typically use Abomination with an explosive trap present so that's actually 4 dmg from AoE that they cannot avoid. So those 3 health minions even if he uses his removal on him they all still die. So he essentially did his job.
Abomination has great value in my deck. Being a turn 5 drop and the only turn 5 drop I have outside explosive shot he's a body that has great board clear and forces the enemies removal spells.
What are your thoughts on Nat Pagle in replacement of Thalnos?
He is good now that he is working but gives you no real board advantage...Which normally is an issue however as this deck does not require that I think you should be fine. Though to be honest with you I run a similar set up in my Bind torture kill deck and I find the 2 flares 2 loot and 2 novice do a fine enough job in burning my deck down which allows me to have more damage for finishing my opponent off.
I havent played much Hunter yet but this Deck looks pretty solid and might be a good answer for what is beeing played atm. Sadly, i don't have Leeroy yet :/
I will give this one a try. Ty for posting.
You can sub leeroy for a second Argent Commander or and Arcane Golem. Obviously not the same damage but still has alot of the same results.
I've been trying to find a replacement for the bloodmage and I was thinking Nat Pagle could be the answer. But the deck does have nice card draw already, and possibly a Doomsayer in bloodmages place isn't a bad option with so many rush decks thats a good board clear yet again.
I find one offs are good here and there but pref consistency more then anything else
I do agree but considering Bloodmage is a Legendary and only having 1 card slot available to keep consistency my only option would be to add another Argent Commander in his place.
Really it all depends on what you find you have the most issues with