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S60 Legend [68% WR LONE CHAMPION RECRUIT HUNTER...

  • Last updated Jun 29, 2019 (Rise of the Mech)
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Wild

  • 21 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Recruit Hunter
  • Crafting Cost: 13200
  • Dust Needed: Loading Collection
  • Created: 3/6/2019 (Level Up Nerf)
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  • Battle Tag:

    Luca#22893

  • Region:

    EU

  • Total Deck Rating

    96

View 38 other Decks by CaptainJaeger
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Hi, I am your average 25th-of-the-month dumpster legend player (see my other decks lol).
Today I just reached legend on the 6th day of the month at #363 with no particular effort, piloting this Recruit Hunter deck featuring Lone Champion, whom you usually only see in Arena.

Most of this deck is rotating out next month anyway, so I'm writing a short guide if anybody wants to try it out for the season. According to HSReplay data, Recruit Hunter as an archetype has a diffusion of 0.006% of the player base, and LC is played in 0.4% of Ranked Decks, so you'll certainly look hipster and make some friends on the ladder too.

Game plan 

WIP

Notable cards

Seeping Oozeling: the bread and butter of the deck. A mulligan keep in all but the fastest match-ups. Remember you have only 2 deathrattles in the deck, so you want to draw this before Kathrena Winterwisp and Silver Vanguard.

Houndmaster Shaw: super dirty when you get to combo him with your deathrattle minions, however, it's 100% fine to play him on turn 4 for tempo. He's always extremely annoying to your opponent, cause they need to remove him asap. 

Tar Creeper / Lone Champion: these will save you against aggro. Remember to happily trade in your Fire Flies if it lets you activate the Lone Champion.

Silver Vanguard: always toss it in the mulligan. In general, never want to draw this until the late game (if at all); it needs to stay in the deck to activate your Seeping Oozelings.

Stitched Tracker: this deck doesn't run any card draw, so we try to make up for it with Stitcher Tracker's discover. While it's usually too slow to save you against aggro i.e. by discovering a taunt, it's very useful against slower decks to find you that extra Seeping Oozeling or, later on in the game, The Lich King.

Deadly Shot: in this meta there are some really obvious targets such as a Scavenging Hyena that went out of control, Ragnaros the Firelord, Mosh'Ogg Enforcer, an early Mountain Giant, anything that got buffed with a Blessing of Kings; however, don't be scared to play this more liberally if it means clearing the board and staying out of lethal range.

Witchwood Grizzly: if you draw it, it's often correct to play it from the hand; against aggro, a 3/smthg taunt can still be decent; against control, you may choose to play it so that you can later pull Charged Devilsaur or King Krush from Oondasta instead. 

Mulligan

General: we are looking for Fire Fly, Tar Creeper, Prince Keleseth, Lone Champion, Candleshot, Seeping Oozeling.

Rogue: assume it's Odd or Tempo; Flanking Strike can be kept to contest their Fal'dorei Strider and Hench-clan Thug. Stay alive until you get to do your turn 7 and 8 shenanigans.

Hunter: if you have a decent hand you may keep Deathstalker Rexxar, just in case they also have theirs. Stay alive until you get to do your turn 7 and 8 shenanigans.
 
Paladin: assume it's Odd; we are looking for Candleshot, Fire Fly, Tar Creeper. If you are on the coin and have all those cards, you can keep a Seeping Oozeling or Deathstalker Rexxar, otherwise toss them as well. This is a by far the most difficult match-up; Prince Keleseth is too slow and hardly relevant in this match-up, but it's a tough decision to toss him since they could be Even or OTK.

Warrior: hard mulligan for Deathstalker Rexxar. They can clear your power turns pretty easily with AoE and Supercollider, so keep making those zombeasts and try to have one large minion on the board most of the time. Use Fire Fly and other small minions to play around supercollider if necessary. Keep track of the removal and stay our of Leeroy range since they tend to run it these days. Take it slow and you should win this match-up most of the times really.

Priest: look for Seeping Oozeling and Stitched Tracker. Many priests don't keep Psychic Scream against Hunter cause it's too slow vs midrange. Your plan is to be able to make two or three power turns in a row starting from turn 6 or 7, they usually can clear one or two. I would't really bother with small minions in this match up. It's better to keep Flanking Strike or Deadly Shot even, to contest a Radiant Elemental or any high health minion. Don't play an active Lone Champion after turn 3 if you suspect they run Cabal Shadow Priest.

Warlock: general mulligan applies. Even Warlock is a tough one because of Mountain Giant; Deadly Shot can win you the game here, but on the other hand it's useless against zoo.

Enjoy!


Stats are not complete because I play on the iPad a lot, but I believe I maintained a similar winrate throughout. I started the climb at Rank 6.