[MadJukes] No Counters FAST Legend Hunter (Supe...
- Last updated Nov 22, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 10 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2720
- Dust Needed: Loading Collection
- Created: 10/31/2014 (Naxx Launch)
- MadJukes00
- Registered User
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Total Deck Rating
173
Hey Guys,
NEW SEASON! Exciting. A lot of people have been crushing it up with this deck (and have reported seeing this exact deck being played against them!) I've found that in different parts of the ladder there are more of different classes (i.e. right now at around 6-10 I see almost no hunters- a lot of priest and rogue), but at around 16-12 I saw pretty much ONLY hunters. If you're playing against a ton of hunters, drop a hunters mark for a flare. Keep it in your starting hand if you get it, and hold onto it for those tempo swings! He's expecting to return one of your minions to your hand or get a snake trap procced- clear the trap, get an extra card, and do the damage anyways. Hope this helps your laddering! If you NEED 2, take out a dire wolf for the second one.
2nd update: If you're finding you play only zoo/hunter, drop a savannah and a hunters mark for 2 flares, and replace a houndmaster and a freezing for 2 explosives
Quick Update: Have been crushing it in Legend with this deck too! Made it from 1500's Legend to 400's in 1 day. Just beat a rank 15 Legend! :)
If you hit legend with this deck add me please! I'd love to hear from you guys! MadJukes #1655
Also just 1 request- if you like this deck please upvote it so it gains more visibility to other people! :) Good luck! I'll start putting more decks out soon!
Just hit Legendary from rank 6 in 2 days with this deck after trying different variations on Hearthpwn. Meta keeps shifting obviously but I've had around a 65% winrate crushing it up. This deck runs no flares, so it's a little weaker against other hunters than ones that do, but it doesn't have the standard weaknesses to priests and warriors that other hunters do. It crushes handlock and zoo, beats shaman pretty easily, and wins 80%+ against the rest. It's important to note that this hunter deck is NOT COUNTERED by current priest and warrior decks and THATS why it's so easy to make it to legend.
It's super aggro and forces opponents to make trades. The 2 dire wolves are there to make value trades (with unleash, snake trap, or haunted creepers). The undertakers + deathrattle minions are pretty standard in all hunter decks. It's running a little heavier (with 2 houndmasters and 2 highmanes) when most decks run 1 houndmaster and 1 highmane, but this allows you to have a solid mid-game against priests and warrior, making it difficult for them to stabilize the game. 2 Hunter's marks for easy removals with snake trap, haunted creeper, webspinner trades. The owl is for those pesky taunts or deathrattles. Everyone runs belcher, and most classes use taunts as a way to slow down hunters and zoo, so having 2 hunter's marks, an owl, and a black knight is crucial to removing taunts to apply pressure to face fast. Everything else is standard as well in hunter decks.
If there's enough interest I'll add specific matchup guides as well. Good luck!
Updates/Edits!
There's been some questions in the comments section about how to play this deck- most people have found a lot of success but some people feel there's not enough card draw. No deck (except possibly zoo) is just brainless play whatever you can, so there's obviously some thought into how to play every turn. I'm going to offer a couple thoughts on when NOT to play minions and what the overall goal of the deck is so you don't play it incorrectly. You shouldn't feel like you need card-draw for the most part because it curves out pretty well and if it gets to turn 10+ and you haven't gotten in a position to win, you've probably either played incorrectly, or gotten terrible draws at some point. Occasionally they'll have the perfect answer every turn as well (happens, although infrequently).
Turn 1-2, you're trying to play undertaker out and buff it fast against most classes. Drop all your traps in mulligan unless you know they're a slow class that will try to attack your minions to clear it early- in which case it is sometimes ok to keep snake trap. A turn 2 attack that drops 3 1/1's on your turn swings the game REALLY hard in your favor. Turn 3 you should either have a buffed undertaker and just snowball with animal companion, houndmasters, etc etc. Try not to play houndmasters without a target, especially early, so keep that in mind as you're playing your minions out. Don't play something that will get auto-killed, unless you think the opponent gets greedy (i.e. has a flame imp out and wants to attack your face instead of the haunted creeper or webspinner). It sets up really well for a houndmaster and swings it in your favor again.
Through midgame, your traps and mad scientists will carry you. Use your weapon and weaker minions to clear their weak minions for the most part, trying to keep as many alive as possible. If you have a taunt up, just go for face instead if it's early and there's no chance of it getting black knight'ed. If they have multiple minions, kill the less annoying one and let the other one trigger your freezing traps, which allows free face damage for 2 turns as well as making their minion cost double +2 mana (which is HUGE).
Going into late game, you have your savannah highmanes, which are 2 ridiculous beasts. Keep the pressure on, and use kill commands to finish. If you're stuck at some point and the opponent is at low health, (say, 7), don't drop everything on every turn. It's worth it sometimes to try to draw into a beast if you have kill command to finish, or keeping a cheap beast to play beast + or beast + houndmaster on the same turn. Hunter decks all have synergy so you have to try to combo into plays instead of dropping 1 card at a time.
Hope this helps! If you have specific questions I'm more than happy to answer, just ask away in comments below!
Against Priest, there are 2 ways of playing it.
1) Try to draw undertaker and buff it. Best if you buff it as much as you can before they hit 4 mana, when they can start stealing your minions. You can apply a TON of pressure before turn 4 and establish board control though.
2) If they drop cleric first, it's not such a good idea to start throwing down cheap minions then. It's almost better to save them in your hand to give an undertaker a fast buff later and just hero power turn 2. Animal companion is your friend, and houndmaster turn 4 creates a really strong taunt they have to deal with. If you can set up a trap turn 2 for that combo, then a lot of the time it leaves your minion safe (i.e. they can't attack it or they get returned to hand) or you generate 1/1's as well and you steamroll from there. I try my best to not use Kill Command to kill minions but more as a finisher unless I need it to keep important minions safe.
Against Warrior: It's important to trade fast and well early against armor smiths, acolytes, taskmasters. If you can put up a taunt that they can't burn through, it usually allows you 2-3 turns of hitting face to set up for lethal. If you're not able to do that, use weapon to clear his acolytes (even if you have a savannah and he has an acolote and you have only 1 charge on your weapon, since he could be running execute). It's really important to try to bait his heavier minions into freezing trap, since then he's SOO and loses control of the game fast.
Against Hunter:
Since they have flares and you don't, you shouldnt count on your traps as win-conditions, since you have to assume they probably have flares. Instead, you want to try to flood and control by using your super cheap minions and 2 houndmasters that set up taunts. Snake traps, hunter's mark, and unleash are amazing cards against other hunters, because you trigger freezing traps super cheaply. If you can get around their freezing traps with cheap minions, have your heavier minions taunted, it's VERY difficult for them to actually play around you since your deck is innately stronger in minions. That being said, the matchup is still difficult but (imo) favored very slightly in your favor. I'm slightly above 50% winrate against other hunters. If you're facing mostly hunters in constructed, I'd drop a hunters mark for a flare and keep it in your hand when you mulligan.
Against zoo:
You don't really want to keep webspinner unless you already have an undertaker + webspinner in your hand. You really like those 2 attack minions like leper gnome and mad scientists, bc they trade really well against flame imps and knife jugglers. As the game progresses, they have trouble against animal companion + houndmasters, or even webspinner + houndmasters, because they're forced to attack your minions while you attack their face. Snake traps are awesome, and you want to try to bait them into triggering it by putting something semi-valuable up early. (Or easy to "kill" that would be a value trade). I know a lot of people are saying you run out of steam, but in reality, you're probably not playing optimally. While most hunter decks run out of steam because they just don't have the cards to play anymore, this deck is designed to have a powerhouse mid-late game and shouldnt just lose your early game momentum that all huntertakers have. Zoo is especially easy because you can force them to lose momentum with traps and when they flood the board, you have your unleash
Obligatory picture when I made it to legend:
Update pic:
i removed 1 hunters mark for 1 Leeroy works prety well for me
You really should consider changing the title/description of this deck. Shamans, zoo, priests and mages among other decks have no problem destroying this on the ladder. I played 3 games with this deck and they were so painful. I found myself at a huge card disadvantage, where my opponent hands was always full and I had 1-3 cards at the most in my hand at all times.
In fact, I played a few hunters running similar decks while I was playing my mage and without the risk of flare, you can just line up 4-5 secrets at a time and just laugh aloud as the hunter plays kill command into a counterspell. Flare is pretty broken, I don't know why it's not included, it's a free card draw and removes a minion from stealth for 1 mana. You really should consider adding it or loot hoarders.
Well you're better than me and a far superior player. No card draw whatsoever and destroying shamans and zoo... I guess I'll just have to take your word for it.
It's a shame this deck wasn't submitted before the blizzcon finals or else we'd be seeing you guys winning the tournament, while pointing at the other contestants and laughing at them for their inclusions of loot hoarder, tracking, and flare. A damn shame, really!
Cant Pass Rank 19 With this deck. Did till 13 without any losses with zoo. its me that bad or deck really sucks
That definitely shouldn't be happening lol. How are you playing?
Have no idea, enemy is always like 4-5 hp. undertaker in all matches is removed very fast. maybe is's good on legend rank but on lower tier i suck :D
Yeah I'm stuck at 17, every once in a while I'll get up to 15, then drop back to 17. Deathrattle Priest, Deathrattle Pally, Zoo, Ramp Druid and Handlock raped my face if I didn't have 1 or 2 drops on the first hand.
That and after turn 6, the undertakers will start to appear and basically game because they have board control and the only thing I can do is use spells and hero power while I watch my companions and sit back, get roflstomped on.
Also, just ANY aggro deck that has that undertaker before you, might as well just say goodbye to that win.
Just played the past 2 hours, 8 wins 8 losses. 2 rank ups and 2 rank drops.
Hmmmm so you don't necessarily try to spam minions every turn, and try to get damage down as fast as possible. Try to combo houndmaster always
Hey man, last season I peaked at rank 5 with an aggro hunter without the mid game cards and mixing it up with zoo. I couldnt get past 5 so i decided to try your deck. Im averaging 50-55% with it though and wondering what im doing wrong. Everybody gets rid of the undertaker nowadays and unless they get a bad draw, you are kinda screwed getting them low enough on health to kill command.
So how exactly do you play it without the undertaker? I feel like most others are having the same problem.
Well I think what generally happens is that our undertakes become neautered quickly within the first couple of turns or even turn 2 silence, smite, backstabbing, etc. Granted I only throw them down when I can also throw out a deathrattle minion shortly after or on the same turn. If our early game gets countered, it's hard to come back and everyone centers their full divided attention on getting rid of undertaker.
I only put minions on the board if I know for a fact they won't die within that 1 turn for I can get SOME value but what ends up happening is that the opponent gains control so easy it seems
I have this deck as is and I get eaten alive by Zoo, Priest and other hunters.
I know the META shifts throughout the ranks, but I'm not having any success with this deck.
This deck should be re-labeled: If you get Undertaker turn 1, play it. If you don't have undertaker after mulligan concede.
I am getting eaten by pretty much everything at rank 19 =/
Haha, well said... In addition, if your board gets cleared and your opponent silences/plays around your death rattles, you best concede.
The main point of Bk was to deal with pesky shield masters and sludges which kodo wont do. i dont have Bk either so i swapped him with spellbreaker and he seems to be working very well. also having another silence is nice
Sorry, but to say: no counter-hunter-deck is far from true. I've seen this kind of hunter every day and with my priest-deck i win far more than i'm losing against them; especially when i'm chowing them. If you don't draw undertaker in turn 1, it's getting countered pretty easily.
If I win >50% of the time against a certain class or deck build I consider that not countered. I've tried and run a lot of different hunter variations and a lot of those lose to priests pretty hard (and they all are some sort of undertaker build).
Is a spell breaker a great sub for black knight if we don't have it? It doesn't flat out kill a taunt which sucks but has a good cost, and places a well rounded body on the field vs another owl.
Id prefer owl instead of spellbreakers bc of the synergy with houndmasters, kill commands, etc
im trying to choose between it and another owl. i think spellbreaker would be better as your early game will be for other minions and its not till the mid game you need to get rid of taunts etc and having the bigger body is nice. Then again owl is only 2 mana and works with beast synergy. hard to say which is better
With tampering with both, I found the owl is more useful. So many times I've used the spellbreaker against a handbook and had a kill command in my hand and was unable to finish him at 7 hp. Owl is better plus the spell breakers eats shit real quick. Owl isn't as punishable because of the low mana cost. Situational stuff lol