Bomberman Hunter [LEGEND]
- Last updated May 5, 2019 (Rise of Shadows)
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Wild
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Mech Hunter
- Crafting Cost: 8360
- Dust Needed: Loading Collection
- Created: 4/10/2019 (Rise of Shadows)
- FlerFlegma
- Registered User
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- 4
- 3
- 15
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
219
Hello guys! I'm FlerFlegma, Polish enthusiast of the Hearthstone hoping to score something in this game, and I present you this deck, which I was able to reach legend.
Shortly about the deck:
Deck is of my creation, but based on some deck that created by someone after the Boomsday expansion. The deck idea is simple: spawn bombs, magnetize them, trigger them and generally go face. It is an aggro deck so it should be your playstyle. Why this deck? It is fast, efficient, allows making tricks some might not be ready for and suprisingly well deals even with Bomb Warrior (and other decks as well).
Mulligan Tactic:
Cards to keep (almost) always: Mecharoo, Whirliglider, Galvanizer
Cards that might be kept: all cards below 4 mana (except Nine Lives- it's clearly dead card in early)
Tracking - keep only when you have no early cards in your hand. Tracking is most commonly used when you have a lot mana to play it mana efficiently. Then you usually know, what you are looking for.
Bomb Toss - extremely good card against aggro and tempo decks, when picked early, but quite ineffective against slower decks. Keep it when zoo's, rouges etc. or when no better cards are left to be picked.
Fireworks Tech - very good card at early (especially with Mecharoo), but only if you can trigger an deathrattle (otherwise it is crap). Keep it in mind doing mulligan.
Spider Bomb - Keep when you have cards to play in early, it is the cheapest card to keep or you know you play against some slower decks utilizing big minions.
Ursatron - Pretty decent keep. But it is very impressive in starting hand, when no cheaper cards are present.
Few remarks about strategy:
Fireworks Tech - use it wisely as it the only deathrattle trigger a hunter has right now. Two best targets for this are: early Mecharoo and Spider Bomb. Keep in mind, that you can play Spider Bomb on Goblin Bomb (or any other mech with deathrattle) first to trigger both deathrattles. It might be very important.
Galvanizer - it is the card I was looking for so long. It is extremaly good against any type of deck since it drasticly speeds up your game. If you have coin, you can make something like Coin + Galvanizer + twice Mecharoo! It is great improvement that allows you to get the board before aggro decks do so, and then control them. Also lowering the cost of combo Venomizer and Missile Launcher up to 2 mana with one Galvanizer is pretty sick.
Magnetizing - it is the core strategy of this deck. You try to always have some mechs on the board (if it is possible, even after some mass removals - see Mecharoo or Replicating Menace). This way you can magnetize it, which means some rush/charge damage. In most cases you do not magnetize a minion which you will not attack at the same turn. Simply because of the silence or any threat or loosing the minion before you will be able to attack. The best synergy is Venomizer and Missile Launcher. Yes, it totally wipes out the entire board leaving the mech itself every turn!Defender of Argus - At first glance this card might look like it is not doing much, but in reality it is very good because of two reasons: your bombs are 0/2, have no attack, so giving them 1 attack makes them some sort of thread and can sacrifice to deal 2 dmg to the opponent face; and by giving them taunt you force in most cases the opponent to trade them by themselves, so it trigger its deathrattle.
Nine Lives - in most cases you use it to trigger again the spiderbomb and add a copy of it to your hand. NOTE! You can trigger only those deathrattle minions, that died under your control, so if u magnetize Spider Bomb or Replicating Menace with somethig else, they will not show as option to choose when you cast that spell. That's why you sometimes put your spidey next to mechs instead of magnetizing it. The second most commonly triggered deathrattle is just the Goblin Bomb, just to deal 2 to the face.
Update 1!
Replaced Necromechanic with Zilliax - Zilliax is very flexible as it can be magnetized to almost anything in this deck and it is the only rush and the only heal possibility. It greatly improves the odds of making combacks etc.
Update 2!
As I promised, I tested a version where one copy of Nine Lives was replaced by Mossy Horror. And it works. Deck does not seem to be any less powerful but its chances of dealing with other aggro decks highly improved.
Here is my reasoning:
Why removing Nine Lives? It is pretty dead early card with no chance of usage (as Mossy).
Why not removing Tracking [/card]? Unlike [card]Nine Lives it is useful to draw almost anything from the deck, so can be effectively used almost at any time (highly valuabled when seeking for lethal or an early card or very specific to this moment card.
Why placing Mossy Horror? - As I heard, many people alread tried it, and it worked. It is very good against Token Druid, Murloc Shaman, Shaman Toads (i.e. in some control versions), it is 2/7, so maybe not very offensive, but hard to take it down at once, efficient to trade small minions. make some combos, defuses bombs, does not wipe out the rest of our board, does not hurt us, can deal with some 'paper' taunts and probably even more.
Why not placing Baron Geddon - It hurts us and our board, is more expensive, nearly impossible to make combo with. Yes, it is more aggressive and deal 2 dmg every turn, but it is easier to be taken down due to just 5 health and it is not efficient trader.
Why not placing Dire Wolf Alpha - It's main advantage was being cheap, but it cannot wipe out the board.
Update 3!
It took me while of laddering and playing tournaments with different version to provide you this one, which is a little bit worse than previous in terms of fighting control decks, but manages to fight aggro much better.
I'll write more desc soon, just checkpoint changes I've made already.
Also, because some of you asked me to do so, I'm about to write some kind of guide how to face different archetypes.
Deck is under process of improvement, if you have any ideas are questions, share them in the comments.
Here's proof of me playing this in legend:
Link to imgur
And here is cool guy named "Kiwiinbacon" which agreed to present a gameplay of it:
Is there a room for Goblin Prank in this deck? Maybe replace Tracking?
I'm one of those who don't like Tracking :D
First just tell me, why do you want to put there Goblin Prank? This deck already has 8 2-drops, and only 4 1-drops. You might dislike Tracking, but this is aggro and you do not really care if you lose some cards from the deck as long as it can guarantee you winning (or surviving). Tracking is generally one of three random cards from your deck since it is just a 1-drop. It is extremaly flexible. Some people removed one copy of it to play something else, and the deck still have worked, so feel free to do it. However my recommendation is not to remove it.
On second thought, yeah, Tracking is very useful in this deck. It's just I see potential in Goblin Prank, but I don't know which card to replace it to. I'll probably use Goblin Prank as a buff to an existing bomb on board. Use the buffed bomb to hit face for additional 3 damage, then at the end of the turn the bomb explode for another 2 damage. Kind of a finisher.
You have a point, it can be used in such a way. The problem of replacement is now following: find a teoretically similar or worse card to be replaced. Yet remember, the Goblin Prank is conditional (needs a minion) and destroys your minion. So in my opinion, magnetic cards are better than it. I feel sorry, but I do not see a card in this deck, that could be safely replaced with Goblin Prank. But if you really want, you may try without one copy of Bomb Toss or Defender of Argus (which is not recommended by me). Also, I would like to hear your suggestion of replacement.
I've tried subbing 1 Bomb Toss into Goblin Prank. Tbh there isn't much difference in winrate before and after.
I also use Mossy Horror in my deck, just like your updated list. It works very well indeed.
The only weakness of this deck is Treant/Token Druids. In my experience the only chance this deck has in order to win is a well-timed Venomizer/Missile Launcher combo or Mossy Horror, so I always hard mulligan those cards in those match-ups. Sap is another potential counter vs magnetize, but few Rogue is using it at the moment.
I'm on rank 3-2 right now. About 30% vs Warriors (favorable), 30% vs Rogues (favorable), 30% vs Druids (unfavorable). Another 10% vs any other deck which I found slightly favorable on average. Great deck overall, thanks for making this.
Hey dude, I just want to thank you for the deck. It's been really fun, and a really viable deck to play so far. I had to cut Boommaster Flark
because I didn't have him and replaced him with Defender of Argus.
But even then I went 11-2 in the brawlliseum and had so much fun with it that I had to make an account just to comment. It has a lot of trouble with the new Token Druid, and the only way I won was because the opponent had bad draws while I had a godlike one. But overall, a really strong deck!
I have to admit, it is quite good replacement. I think I'm gonna update this list pretty soon, since Mossy Horror seems to be really working.
Want to try this deck but I'm missing Boommaster Flark and I'm not crafting it. Is Oblivitron a good replacement? I got it from a pack and have no idea where to use it
Boommaster Flark is very, very nice here, since it almost grant you at least 10 dmg face and bombs to mechanize. It is extremely efficient against control decks, however, since you generally rekt controls, you may try to play without it, you can win without him ofc, but he does his job. If you are looking for replacement for him, put something, what will improve your chances of survivng against other aggro (Bloodsail Corsair, Abomination etc.)
Oblivitron is definetely not a good card here. It has weak body, high mana cost, has no rush or magnetic keywords, its effect is a deathrattle, so it can be nullified by an opponent and does nothing when enters. I mean this card is not bad, has some usage in mid-range mech Hunters, but not in aggro bomberman Hunter.
this is the worst deck ive been playing so far
I really highly appreciate any thoughts that are any way constructive (also blaming ones, suggestions of changes). It is sad to hear you are doing so bad with this deck. But please keep in mind, that some decks are natural counters to other decks. It does not mean however it cannot be won, but you will have bad time doing so.
What I do not appreciate, is being offensive and spamming in the comment section. You have written 4 comments composed of one phrase each all just saying this deck is bad. You could do it in one comment.
"Yay, this deck is getting so popular it is getting its first haters" :D
Keep up the positive attitude FlerFlegma! The community needs more people like you. I love experimenting with hunter decks, and will give yours a try for sure!
Geeze dude this deck is next level.
Thank you so much!
Went from 15 - 5 with this, working super well
Legit deck. just 12-1 the brawl. Mossy Horror is a must over second Nine Lives
This deck fun and surprisingly consistent. I went from rank 8 to rank 5 in 40min. 8wins 1 loss. Won all games against warrior. A tip would be to go face as much as you can. The combo with venomizerand missile launcher is amazing, even though its been here since boomsday saved me 2 games
Edit: also went 10 wins in brawlisium
Wow, nice
I1m only missing Boommaster Flark
Is safe craft?
It really only works in this type of deck. It's not like a Deathstalker Rexxar that can fit in almost all hunter decks.
Don't craft that card unless you're only playing Hunter or have a lot of dust. It's a horrible card in every other deck.