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10.2 Cube Hunter (crazy combos)

  • Last updated Feb 9, 2018 (Patches Nerf)
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  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 2880
  • Dust Needed: Loading Collection
  • Created: 2/6/2018 (Kobolds Patch)
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Hello people of Hearthpwn. Welcome to this brief deck write up for my very own, Cube Hunter. Although I have listed this deck as a midrange hunter it falls under many categories. It has spellstones, Devilsaur Eggs and big beasts. Whatever you would consider it, the main idea with this deck is to force people it 1 of 2 bad situations. Either die to swarms of smaller minions or, clear your board and have to face down Devilsaurs and cubed Savanna Highmanes. If you want to check out the deck here is a video by KiwiNBacon that showcases the deck:

or this one by Tommy Wave. (Link wouldn't embed properly):


Deck Edits -                                                                                                                                                (2/7/18) -1 Spellbreaker +1 Freezing Trap - lack of control lock opens you up to strengthen your match-up against Inner Fire priest. could also drop one the secrets or a Eaglehorn. Stops them from killing you with one minion.                                           (2/9/18) -2Cat Trick +1 Spellbreaker +1 Freezing Trap - I have realized that 2 silences is pretty core. Both cubelock, zoolock, and divine priest and countered by freezing trap and silences. while the cat trick doesn't do a whole lot in a lot of games.

Play style - This deck has a lot of variance between match-ups. If you are against a rogue for example, you may want to play around your spellstone because they have difficulty clearing the board whereas, warlocks have an excess of board wipes that will leave them vulnerable to your powerful deathrattles. Some games you just want to ignore the match-up because you have the perfect hand to summon 2 devilsaurs on turn 4. So, I think that this is actually a very skill testing deck as far as hunter goes. 

Mulligan guide (Added) - The mulligan is one of the most important parts about playing this deck. Your opening hand determines how you will play your first turns and having a strong hand with this deck is especially powerful. Sense the nerfs, there has been a rising number of aggressive/tempo decks. Tempo mage and Zoolock are coming back into meta. Against mage you want to play around explosive runes, or into it. One of the easiest ways to win against them is for them to blow up your Devilsaur Egg giving you a 3 mana 5/5. they also do not have any board removal so getting a full Lesser Emerald Spellstone is also effective. It is generally a pretty easy match. Zoolock on the other hand is a different story. They have much stronger early minions are are able to get through some of your larger minions with a few of theirs. It is best to keep disruptive secrets like Wandering Monster and Explosive Trap to slow down their pressure. If you are able to stall for long enough, Nesting Roc and Flanking Strike will usually kill their momentum. 

Possible inclusions - While, I've been playing with this deck for a while and found that the list is very tight, their are a few cards you could run based on collection or personal preference. Here are a few.

Deathstalker Rexxar - A very strong care on a few special match-ups, I found that most of the time its just better to have face pressure. Rexxar allows your to run less giant beasts for your cube because you can build your own. 

Kill Command -  On the other hand sometime having just a bit more burst helps you break a few control deck stabalize turn. There is no shortage of beasts in this deck so you should always be using it to deal 5. 

Corpse Widow - Always a fun card in any deathrattle deck. It allows you to do some combos in one turn were you would normally need two. (Highmane + Cube + terrorscale/play dead). Most of the time it is a burden to draw when you don't want to do combos.

Swamp King Dred -  One of my favorite cards to test. Makes aggro matches very easy past turn 7 but just a big guy doesn't do enough against control to matter. Great to play, bad to draw.

Tundra Rhino - while running this would enable you to do large amounts of burst with this deck, it is very difficult to find the mana to play it

Because of the huge amount of views this deck has received, I plan do a full guide of the deck. Look for that Friday afternoon. Please send any good results you have and feel free to put suggestions in the comments. Ill make sure to consider them and probably put them in the guide if enough people suggest it. Happy Hearthstoning.