Haunted Argus Hunter! Full write up inc mulligan!
- Last updated Oct 11, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 11 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1720
- Dust Needed: Loading Collection
- Created: 10/11/2014 (Naxx Launch)
- Zebe1337
- Registered User
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Total Deck Rating
45
Greetings all, iam Zebe!
(PLEASE GIVE THIS DECK A TRY AND LET ME KNOW IF ITS AS GOOD FOR YOU AS IT IS FOR ME!)
I just hit legend for the second time using a hunter deck of my own design so i thought i would share it with the world of Hearthpwn.
Ok, this is an aggro deck, To start you are generally looking for undertaker, especially if you have coin, i generally drop knife juggle, anyhow i will go over this in more detail later on.
One of the main mechanics are the snake trap's and the shields of Argus, Argus is great for forcing an enemy to attack one of your minions and proc the trap or it can be used to give taunt to the snakes. Another thing to note is that when haunted creeper dies using Argus on the spectral's is very effective.
The next thing to worry about is the Cult master, you should be aiming for 3-5 cards minimum off him, with the remnants of haunted creeper, hounds, snake trap AND all of the 1/1 minions you have it shouldn't be a problem, the main thing to remember is to plan ahead and set up situations where you have disposable minions to kill.
There is only one weapon in this deck, the reason for this is that there is only 2 traps and you should be focusing draw off of them not weapon charges, the one weapon that i do have i use mainly for finishing or towards the end of a battle for 5 damage per turn burst, sometimes i will find myself clearing annoying minions like acolyte with it too.
Regarding traps, i only have 2 snake traps in the deck, i feel multiple traps and scientist is too unreliable. When you use these traps and the value you get out of them is all down to the planning, dont just "use" a trap for the hell of it, this is a large source of damage card draw and board control.
There are two silence and two hunters mark in the deck, so feel free to use them as you see fit (withing reason), bearing in mind there could be a belcher round the corner i often save owl.
And finally, the knife jugglers, i will only place a knife juggler if it will get instant value, a very good play (sometimes lucky) is to play haunted creeper turn 1 or 2 and next turn play juggler and run the creeper into a 3/2 minion, "put this apple on your head!" minion dead board control yours. ;-)
Dont be afraid to trade if you have to and if you can pop down cult master, he loves that sort of thing ;-).
If you find yourself against many hunters it is wise to swap 1 own for a second flare, and vice versa if you face many control.
MULLIGAN:
Its common sense to use the undertaker so i wont include it in the write up, just extras.
Druid: Against druid the key is to avoid the swipes, ensure the board wont be cleared by one on turn 4-6 etc as this will loose you the game, to start you want scientist, you have to play him and run him into an enemy minion so he doesn't get silenced on turn 4, with a board of 2-3 hp minions by turn 4 druid cant do shit.
Hunter: free for all odds are you will loose, i always seem to :(
Mage: keep companion and play it when viable, preferably on turn 3 as this forces a removal, and if not you get free damage, another key thing is that you must play a minion on turn 1, even if its just a webspinner, this wastes the mages first turn and puts you ahead.
Priest: Pretty much based on what you get, try to do as much damage as possible before he starts putting down taunts and shadow priesting you stuff, companion is good because of the 4 attack is offers also an early scientist>snake>argus can work a treat, keep ALL reach spells and hunters marks for the end game, including hounds. Hard match up.
Rogue: Easy match up, drop minions in pairs or singles (companion) and he will use his hand removing stuff very quickly, again trap helps alot here to bait out the aoe and or to help you draw, save flare and hounds for when he stealth's shit up.
Shaman: You need to get ahead early, watch out for wolves and lightning storm, keep hounds and haunted creeper, the shaman gains card advantage through cheap spells and totems so hold minions back and dont play out your whole hand, turn 3 companion is good because it can force a hex.
Lock: ZOO, scientist and hounds one of, dont be afraid of using silences and hunters marks alot against lock, you cant allow him to get board control since you have not explosive trap, use your argus smartly and up-trade. (OTHER PLAYERS HAVE ADVISED ME THAT THIS DECK IS AMAZING AGAINST ZOO)
HAND: dont rush him too fast, keep it steady and bide your time, make sure you have enough to finish him off, we all know how it sucks when we fall short by 1, keep weapon ready i normally hounds 2xKC and attack, this match up can be tricky if you kill him too quickly.
Warrior: dont play out your hand, try and keep his health going down and dont let him get comfortable, use silence + mark on acolytes and armor smith without a second thought, watch out for deaths bite with your snake trap, he can completely waste it.
In every match up always try to look for the best opportunity to draw off cult, even if you only manage 2 you still get 2 cards + a 4-2 (may aswell be taunt) on the field, you dont want to be loosing a game with 2 of these still in your hand, it means your doing something wrong.
Any questions and ill be happy to answer =]
p.s I just set up a stream yesterday so if you would like to see me playing the deck or just want a battle feel free to say hi. http://www.twitch.tv/zebe1233/
Thanks, Zebe!
wow :D nice one :D
-1 Cult Master +1 Loatheb? I think yes
Strong Build. Tks. I was alrdy playing a UTH - Knife Jugler - Cult master - snake trap variations but the additions of Defender of argus is pretty nice :) i dont mind not using Freezing trap :)
hmm, wat u think bout loatheb? its aggro deck, and he can bring big value.. and can i play dis deck without both snake traps? dont have them
You cant really play it the way it is supposed to be played without the snake traps iam afraid :( they are one of the main engines of the deck. Sorry, they arent too expensive to craft though =]
Just wanted to thank Zebe for an awesome deck list, and let people know how much fun the deck is. I'm always quick to shy away from cookie cutter 'mainstream' decks, and look for those that have a unique feel and fun mechanics. This deck is that, but it's also seriously good. I'm a bit of a noob, so I can't speak to legend ranks. However, yesterday using only this deck I went from rank 13 to rank 5. It didn't take very long... and it was a ton of fun. I'll be tuning into Zebe's stream as well.
Thanks again!
Thanks a bunch :D this is the first deck ive posted and am fairly new to streaming so dont expect tons, but over the weekend i look forward to seeing you =]
Thanks for sharing this deck! I tried many hunter decks recently and this one is soooo powerful :)
I just skipped one Defender of Argus for one Houndmaster, works pretty fine as I went on a 8 win streak directly (rank 10 -> 7 in 1 hour).
Good to hear :D i got some more great ideas to change hunters up a bit, since im busy during the week i dont get any play time :( but on the weekend ill do some play testing and see what i come out with =]
Do u keep Cultist in your starting hand or marks?
Also do u need to keep knife jugler or owl in any MA?
And the final most important question that everyone dont answer:
What is ideal hand vs every class?
I mean i wanna know what is best vs every MA to have in hand going first (pick 3cards) and second (pick 4 cards) just using card names =)
It will helps me better to undersand the deck.
going first : Undertaker, Mad scientist/Haunted Creeper, Animal companion/Leper Gnome/Webspinner
going second : Undertaker, Leper Gnome/Webspinner, Mad Scientist/Haunted Creeper, Knife Juggler/Animal Companion
Hey all thanks an awful lot for all of the great comments :D amazing to see that its a deck that is working for nearly everyone! In response to some people, i have found this deck lost/losses alot of its power after hitting legend as there is just a sea of priests and warriors, if you have any other questions feel free to ask!
what do u think about running double freezing and 1 snake or add just 1 freezing? im not sure what i would sub out but if you get stuck into a longer matchup you need someway to deal with threats and push for damage
Zoohunter here we go... New freackin cancer meta
Great deck! Decided to find out why I so many hunters were running Snake Trap and you seem to be their inspiration
They stomped my mid range hunter even with decent draws...
knife juggler + snake trap= lols followed up by cult master= super LOLS
Couldnt describe it better! :) Add an UTH and youre on the go! LOLS All over!
add in UTH and its beyond lols. Its you just died laughing.
Have any thoughts on playing Loatheb/Black Knight in here in place of the Flare/Owl slots to give the deck a bit more "umph" over face rushing? Those 2 cards really feel like they should be in every deck right now, and Flare is pretty situational whenever you aren't just cantripping it.