I agree with your quantity of 'buff in hand minions' cards you are running. But, you should consider a little draw engine because with the possibly priest cancer, midrange decks are going to suffer a lot against tempo and the new control tools. Or perhaps change to a more aggro beast token style. Time will only say.
I tested this idea somehow and with the meta it gets really hard to play it unless you master hunter. I ended up playing a more late game dragon hunter.
Dart trap and misdirection are dead ends, not useless but you can fit better things. With this decks you need a consisten draw engine or you're doomed. I always liked the mark-pyro-acolyte engine. You can fit Geddon to control more the deck (Also no 7s).
The vast majority of hunter decks forget about the meta utility of Flare, which I consider to be strong even if you just play it for the draw (so needed by the hunter mid engine).
The mechanic could perfectly fit into a Monk class but this seems to reinforce (?) that Blizz keeps the idea of having the 9 vanilla classes. On the other hand, I love how this can change the way rogue plays.
The deck seems "horrible" in late game, three eight mana drop for a midrange oriented deck hurt a lot. If you got Medivh and Call in the hand at turn 8 you just go Call. I prefer Medivh in a Yogg deck where actually hunter has some decent control. Seems fun, but you need a lot of experience piloting these alt versions of basic strategies.
The story mode takes place after the High Elfs took control of the capital (before the ESO timeline). It's good and you can get really nice rewards. The game in general is a copy of HS BUT the rune system is awesome, as it gives you an opportunity with the summon card effect to get back into the game.
The two attribute system is good, it allows some balance but it can be quite confusing sometimes.
A bigger card pool. The art is good in general.
The most negative part for me is the store option. The great advantage of Blizz is they manage the games locally (i.e. local currency and the local language) and the rate between currencies is a PAIN when buying stuff.
The deck limit goes up to 60 (?) with at least 30.
No health cap (you can go beyond 30) and 12 max magicka (but can go beyond with some cards)
In conclusion, is good alternative to HS as it allows different strategies (the decks size does matter) with the local spirit HS gave with the magic curve. Play it, you will love it because it's too similar to HS.
Well, I'm an experienced hunter since closed beta, so I'm familiar with the long meta shifts for hunters. This deck pretty balances the mid power exploiting the mandatory holy trinity of hunters (bow+animal companion+unleash+kill command) with a mortal late game. This deck has a lot of potential.
The meta is a little slower, showing more mid and control decks. In my experience, I feel that handlock and control warrior can be really painful. I will suggest you all to try a variation to control hunter, is more useful with the aggresive meta and the hero power still helps you push your enemy's health.
I think midrange hunter is lacking more control or swarm options like shaman or pally, who can deal with both ideas (effective removals and board control); beast hunter is weaker if you get a bad initial hand and is easily countered.
No joking, if you extend the game they will likely going to concede. How? Well, consider a paranoid control warrior with 2 Brawl, or if you like the dragon archetype add Deathwing, with enough removal.
At any case, you need to maintain a clean board to avoid Bloodlust and play efficiently your removals. If that doesn't help, then try going to Priest, they have pretty good AOE, or control Paladin, that also has good combos that can clear the board and are quite effective in this meta.
The main struggle for any hunter control type is going to be the mid-oriented decks, that I think will be very popular this season. Although is nice to see a variation of hunter, just to keep in mind that hunter doesn't have a true AOE removal, just single target removal (even with powershot or explosive shot, that struggles with patron or buffed silver hand recruits).
I don't remember who said it, but I agree that a hunter in a control style (or mid-control) should play 2 traps and 1 Scientist or 3 traps and 2 scientist as it gives more agility yo the deck.
If you go for the mid play style, the main struggle is the card draw and the tedious 3 mana card at the starting point. Perhaps change 1 hound master for a Cult Master. The bow is actually a good card in any type of deck, but also the Glaivezooka helps early pressure, so try to weight those points.
I feel like hunter is getting a little behind the other classes. I'm guessing they are encouraging beast and some way of control, although I'm forecasting the survival of Face Hunter.
So, are we staying behind?? Or do we need to find another meta to survive the new cards?
0
I agree with your quantity of 'buff in hand minions' cards you are running. But, you should consider a little draw engine because with the possibly priest cancer, midrange decks are going to suffer a lot against tempo and the new control tools. Or perhaps change to a more aggro beast token style. Time will only say.
0
I tested this idea somehow and with the meta it gets really hard to play it unless you master hunter. I ended up playing a more late game dragon hunter.
Dart trap and misdirection are dead ends, not useless but you can fit better things. With this decks you need a consisten draw engine or you're doomed. I always liked the mark-pyro-acolyte engine. You can fit Geddon to control more the deck (Also no 7s).
4
The vast majority of hunter decks forget about the meta utility of Flare, which I consider to be strong even if you just play it for the draw (so needed by the hunter mid engine).
3
The mechanic could perfectly fit into a Monk class but this seems to reinforce (?) that Blizz keeps the idea of having the 9 vanilla classes. On the other hand, I love how this can change the way rogue plays.
6
The deck seems "horrible" in late game, three eight mana drop for a midrange oriented deck hurt a lot. If you got Medivh and Call in the hand at turn 8 you just go Call. I prefer Medivh in a Yogg deck where actually hunter has some decent control. Seems fun, but you need a lot of experience piloting these alt versions of basic strategies.
2
The story mode takes place after the High Elfs took control of the capital (before the ESO timeline). It's good and you can get really nice rewards. The game in general is a copy of HS BUT the rune system is awesome, as it gives you an opportunity with the summon card effect to get back into the game.
In conclusion, is good alternative to HS as it allows different strategies (the decks size does matter) with the local spirit HS gave with the magic curve. Play it, you will love it because it's too similar to HS.
0
Amazing choices! I like how you put everything together. This could be a pretty addition to the HS- WoW fantasy. Nice work!
0
Well, it can shine in mill rogue with gang + cold light oracle at the very end. Otherwise, very unstable.
1
Well, Baron Geddon is mostly (or exclusive) played in control warrior. Bloodmage Thalnos is a jewel for rogue and sometimes mage...
I recommend you to craft everything but Geddon. The other two are very useful in any control deck.
1
Well, I'm an experienced hunter since closed beta, so I'm familiar with the long meta shifts for hunters. This deck pretty balances the mid power exploiting the mandatory holy trinity of hunters (bow+animal companion+unleash+kill command) with a mortal late game. This deck has a lot of potential.
0
The meta is a little slower, showing more mid and control decks. In my experience, I feel that handlock and control warrior can be really painful. I will suggest you all to try a variation to control hunter, is more useful with the aggresive meta and the hero power still helps you push your enemy's health.
I think midrange hunter is lacking more control or swarm options like shaman or pally, who can deal with both ideas (effective removals and board control); beast hunter is weaker if you get a bad initial hand and is easily countered.
0
The way I beat them is by fatigue damage (._.)
No joking, if you extend the game they will likely going to concede. How? Well, consider a paranoid control warrior with 2 Brawl, or if you like the dragon archetype add Deathwing, with enough removal.
At any case, you need to maintain a clean board to avoid Bloodlust and play efficiently your removals. If that doesn't help, then try going to Priest, they have pretty good AOE, or control Paladin, that also has good combos that can clear the board and are quite effective in this meta.
0
The main struggle for any hunter control type is going to be the mid-oriented decks, that I think will be very popular this season. Although is nice to see a variation of hunter, just to keep in mind that hunter doesn't have a true AOE removal, just single target removal (even with powershot or explosive shot, that struggles with patron or buffed silver hand recruits).
Nice deck ¡¡
0
I don't remember who said it, but I agree that a hunter in a control style (or mid-control) should play 2 traps and 1 Scientist or 3 traps and 2 scientist as it gives more agility yo the deck.
If you go for the mid play style, the main struggle is the card draw and the tedious 3 mana card at the starting point. Perhaps change 1 hound master for a Cult Master. The bow is actually a good card in any type of deck, but also the Glaivezooka helps early pressure, so try to weight those points.
0
I feel like hunter is getting a little behind the other classes. I'm guessing they are encouraging beast and some way of control, although I'm forecasting the survival of Face Hunter.
So, are we staying behind?? Or do we need to find another meta to survive the new cards?