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Wild Even Big Hunter

  • Last updated May 14, 2018 (Witchwood)
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Wild

  • 21 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Big Beast Hunter
  • Crafting Cost: 15540
  • Dust Needed: Loading Collection
  • Created: 5/11/2018 (Witchwood)
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  • Total Deck Rating

    123

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Ladies and gentlemen, do you find your Hearthstone ladder experience to be lacking in the fun department?

Take a walk on the wild side of Hearthstone with this even big hunter deck!

The main idea behind this deck is to control the board throughout the early game until you can start dropping huge threats in the late game.  The enhanced hero power from Genn Greymane gives Hunter some new and powerful tools for controlling the board and pressuring opponents.

The 1-mana hero power makes these cards, which were bad before the Witchwood, insanely powerful: Steamwheedle Sniper, Garrison Commander, and Frost Giant.

Steamwheedle Sniper is a pretty great control tool which allows you to clear a minion and summon a 2/3 body on turn 3.  It can also be played with Garrison Commander to clear larger minions in the mid-game.  Combine with Wing Blast for maximum tempo!

Garrison Commander turns the deck into face hunter when you play it, and is great for pressuring Warlocks, Rogues, and other Hunters.  Again, it also is quite useful for clearing out minions when played with Steamwheedle Sniper, and it allows you to slam your Frost Giants on the board very early.

Once you hit turn 6, it's time to start slamming threats down like crazy!  Savannah Highmanes and super cheap Frost Giants will prove difficult for opponents to deal with, and Kathrena Winterwisp will often win the game outright when played on turn 7 or 8.  Note that Charged Devilsaur CAN hit face when pulled by Kathrena Winterwisp, but CANNOT normally do so.  As a rule of thumb, you don't want Charged Devilsaur in your hand ever, though it's still useful as removal with a big body attached.  If all of that doesn't work, we have N'Zoth, the Corruptor as the final nail in the coffin.

Mulligan Guide:

Against Aggro/Midrange:  Mulligan hard for Steamwheedle Sniper, Explosive Trap, and Mad ScientistFlanking Strike and Wing Blast are really good keeps against tempo/midrange decks.

Against Control:  Steamwheedle Sniper, Garrison Commander, Flanking Strike, and Frost Giant are best for dealing with Control matchups.  Frost Golem + Garrison Commander in the opening hand is best here, as dropping Frost Giant early is very important here, as is the 4 face damage every turn.

Potential Tech:  If Cubelock is a problem, tech in Spellbreaker and/or Acidic Swamp Ooze.  Against a high volume of flood or aggro decks such as Odd/Even Paladin, Zoolock, or Token Druid, Grievous Bite may be necessary.  

Potential Inclusions:  I think Spellbreaker is just a good one-of in this deck, but as of yet, I haven't needed it.  Dire Frenzy may also be quite useful if you need more late game.  

Please feel free to leave feedback/suggestions/thoughts/opinions in the comments below.

I am 100% sure there is room for improvement in this deck, but I've been on a crazy win-streak in Wild with it, so it's not too shabby!  Can't guarantee its effectiveness at high ranks however, as I don't typically play Wild.

Anyway, I hope you enjoy the deck as much as I do!

Cheers!

Changelog:

5/13/2018: Swapped 1 Wing Blast for 1 Mossy Horror

-I was losing more than I'd like to a lot of Druid decks with Spreading Plague and Warlock decks with Voidlords.  Mossy Horror allows you to hit the face, even if it plays taunt.

5/14/2018: Removed 1 Loot Hoarder and 1 Explosive Trap for 1 Quick Shot and 1 Spellbreaker.

-3-health early game minions such as Northshire Cleric, Mana Wyrm, and Murloc Warleader were causing problems.  That's where Quick Shot comes in.  Spellbreaker was added as great taunt-breaker and debuffer card, a multi-tool if you will.