Added my older version of Mid Range Hunter in the first post, cause I found it still decent and pretty fun play, some of you may enjoy this one and it may help you tweaking your own deck ;)
Is it really worth it get rid of one Explosive Trap for the Deadly Shot ? I'm runny a deck witch is pretty much the same version of yours but with 2 Explosive Trap and i would really like to have your feedback on that small tweek you have! thanks in advance ^^
It is really hard to tell, every time I face Zoo I tell my self "if only I had two explosive trap" and everytime I face pretty much all other classes i tell myself "damn if only i had no explosive trap at all" xD Really depends on what you want to specialize against i'd say ;) Since I face many zoos but many druids and slow things like that I decided to mix both and thanks to tracking i can dig for those situational cards ^^
I think the UTH nerf won't affect too much this deck as you are generally using the combo later on in the game. However it will still be a slight nerf as you'll have less room to work with to pull out the combos (Sometimes you will put one less beast on the board therefore drawing one less card), but the Buzzard + UTH + Hunter's Mark will still be available starting from turn 5 and the possibilities with UTH a 2 mana were just too strong so the nerf is ok. Besides that, the deck is not that reliant on UTH to works well and you often win without even having to use that thanks to the solid beasts minions available. On a side note, I may switch out Leeroy from the deck as the combo with UTH and Timber Wolf will be less reliable. The only real concern is that now Zoo will beats you pretty hard since the combo is delayed and it was really key to win that match up and one turn can decide the issue of the game against Zoo =/ So either you'll have to include some explosive trap for that specific match up (the downside is that this card doesn't accomplish too much in others match ups), or you'll just ignore it and hope to not face too much of them (but I think many people will play Zoo unfortunately). Overall, the deck will still do well against almost every decks, but its main weakness (Zoo) will become even harder to handle.
About the flare in starting hand against match up where the effect won't be used, you have to think about the fact that your turn 1 will be either nothing or a card draw. So basically, you just prefer using the card draw turn 1 to utilize your mana efficiently, than having later on in the game and costing you one mana when you could throw in a Timber Wolf or a Stonetusk Boar instead of that (it will be even more important when UTH will cost 3 mana). Turn 1 Flare is also better than Turn 1 Tracking as you are looking to dig for a specific card in a given situation with the Tracking, so Flare is just your perfect turn 1 against match up that doesn't use secrets or stealthed minions. To sum it up, having immediatly the card thanks to mulliganing won't accomplish more than drawing it on turn 1 with flare because you won't play this card on turn 1 anyway. So Turn 1 Flare is just a way to utilize your first mana crystal and thin the deck ;)
Added my older version of Mid Range Hunter in the first post, cause I found it still decent and pretty fun play, some of you may enjoy this one and it may help you tweaking your own deck ;)
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Is it really worth it get rid of one Explosive Trap for the Deadly Shot ? I'm runny a deck witch is pretty much the same version of yours but with 2 Explosive Trap and i would really like to have your feedback on that small tweek you have! thanks in advance ^^
It is really hard to tell, every time I face Zoo I tell my self "if only I had two explosive trap" and everytime I face pretty much all other classes i tell myself "damn if only i had no explosive trap at all" xD
Really depends on what you want to specialize against i'd say ;) Since I face many zoos but many druids and slow things like that I decided to mix both and thanks to tracking i can dig for those situational cards ^^
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Updated both decklists and write ups accordingly.
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Hi Gi0w,
I think the UTH nerf won't affect too much this deck as you are generally using the combo later on in the game. However it will still be a slight nerf as you'll have less room to work with to pull out the combos (Sometimes you will put one less beast on the board therefore drawing one less card), but the Buzzard + UTH + Hunter's Mark will still be available starting from turn 5 and the possibilities with UTH a 2 mana were just too strong so the nerf is ok. Besides that, the deck is not that reliant on UTH to works well and you often win without even having to use that thanks to the solid beasts minions available. On a side note, I may switch out Leeroy from the deck as the combo with UTH and Timber Wolf will be less reliable.
The only real concern is that now Zoo will beats you pretty hard since the combo is delayed and it was really key to win that match up and one turn can decide the issue of the game against Zoo =/ So either you'll have to include some explosive trap for that specific match up (the downside is that this card doesn't accomplish too much in others match ups), or you'll just ignore it and hope to not face too much of them (but I think many people will play Zoo unfortunately).
Overall, the deck will still do well against almost every decks, but its main weakness (Zoo) will become even harder to handle.
About the flare in starting hand against match up where the effect won't be used, you have to think about the fact that your turn 1 will be either nothing or a card draw. So basically, you just prefer using the card draw turn 1 to utilize your mana efficiently, than having later on in the game and costing you one mana when you could throw in a Timber Wolf or a Stonetusk Boar instead of that (it will be even more important when UTH will cost 3 mana). Turn 1 Flare is also better than Turn 1 Tracking as you are looking to dig for a specific card in a given situation with the Tracking, so Flare is just your perfect turn 1 against match up that doesn't use secrets or stealthed minions.
To sum it up, having immediatly the card thanks to mulliganing won't accomplish more than drawing it on turn 1 with flare because you won't play this card on turn 1 anyway. So Turn 1 Flare is just a way to utilize your first mana crystal and thin the deck ;)
I Hope this little insight helped ;)
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Naxxramas Update : http://www.hearthpwn.com/decks/81065-spark-beasty-tactics-naxx
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