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:
Funny thing is that some times you dont even have to atack with the Arcane Watcher the opponent trades it himself. Actually the Mana Reservoir work even better than I thaught. It is very hard to remove, to weak to silence, so it just sticks on the board from when you play it till the end: Not just that you get the spell damage effect, it is also quite nice when you role Leok from the Animal Companion, and therefor have a 2mana 1/6 with spell damage!
When you mulligan Mana Reservoir with Arcane Watcher with a one drop, its almost free win, as at turn four/five your opponent is already at half health, and you have a sticky board with healthy minions (6health both...+bombs)!
Yea I know xD, but its my only chance of people actually looking on this, what might be quite interesting, deck...
(Thanks for the comment though, my first reply :D )
So I have everything except for these:Tracking , Bomb Toss, Fireworks Tech, Venomizer, Nine Lives, Spider Bomb, Ursatron, Boommaster Flark, Mecharoo, Whirliglider, Defender of Argus, Explodinator, Replicating Menace, Leeroy Jenkins, Wargear, Zilliax, Missile Launcher, or Mossy Horror.
Thoughts for replacements? I was thinking of things like... Warlock? Mage?
Hello,
it looks like you are missing too many cards to use this deck, I don't have few cards and can't hit above 17 for now.
It was a joke dude.... That is literally EVERY card in the deck I listed.
Yeah, you are right. Tracking is so expensive nowadays only pro-players can afford it. Should have predicted it while creating the deck ;)
The one I was basing on had similiraty to your deck at 75-85% I think. And it was shown after Boomsday release. I experimented back then with it and left it (coming back time to time). After RoS release I got rid off my decks except this one, modified it, and went on ladder.
PS - the one I was basing on had no Leeroy Jenkins and few other cards.
PSS - Well, Void Ripper is not the only card that rotated out from the list provided by you, so it is hard to tell if Raid Leader would be good or not. Maybe. I encourage you to test it. The more people play with it, the more stable in the meta the deck become and the better options are discovered.
Hello all,
for all those that would like to try deck, be sure to play it for a while. There are several really good tricks that you should learn to be able to play it well. Usually, when you pull off a combo, the opponent will simply give up. Don't be afraid to use Tracking to get the right card at the right time.
Combos:
Venomizer + Missile Launcher - mass clear
Mechanical Whelp + Fireworks Tech - add 7/7 body to board quickly
Zilliax + Spider Bomb - it can stop early rush or remove buffed minion and provide body to slow down aggro deck
Card that I test now:
Bronze Gatekeeper
Rusty Recycler
Clockwork Automaton
Demolisher
Any thoughts about Weaponized Pinata ?
Hello :)
First of all be sure you didn't comment the wrong deck because this doesn't include Mechanical Whelp ^^'
Tested Rusty Recycler for a while since it's the only other mech minion with lifesteal except our Overpowered Lord and Savior Zilliax, it's really slow but in an overagressive meta it could be a key to success. Not a good option in our current meta imo.
Same thing for Bronze Gatekeeper, could help you against these decks but since the matchup is really bad if you only play against Token Druid and Eboladin I suggest simply switching to another deck :)
About Clockwork Automaton / Demolisher / Weaponized Pinata , these cards are weak because of randomness/cost/slowness and could only weaken the deck.
(Obviously I'm talking about pure strength but if you wanna play a low-cost version these are options.)
Another test suggestion : Dire Wolf Alpha
Thanks for replay,
I don't have all cards and decided to throw in what I have, for now, eg. Mechanical Whelp.
In the next few days will spend some dust and create missing cards.
Cheers!
Weaponized Pinata is too inconsistent. Never actually helped me in a game, unless you use the fireworks tech combo, but in that case it's only okay. Try a single copy of galvanizer. Amazing things can be done when you have it in your opening hand. Good one cost body as well, since there arent enough one drops in the deck.
Really cool deck ^^. I won about 14 games in a row and went strait from rank 10 to rank 5. I actually won basically against all rouges and druids (but I am sure that they missplayed but still...). I changed 2 cards first Nine Lives out for 1 Explosive Trap and I switched 1 Missile Launcher for Animal Companion.
Well, when I saw this deck I thought it can be really strong and enjoyable. I've already played 7 games with this deck and I won only one single game, so I'm quite disappointed. It struggles a lot against Druid, it struggles against Warrior, I've also lost twice against mage. The only difference in my deck is Explosive Trap instead of Nine Lives.
I wonder, am I just that bad, because most of the comments are positive, or there really is a big problem with this deck.
sry man, u just bad. the deck is insane ..
Maybe it is just the case of the practice. There was a guy who totally blamed the deck because he couldn't win by playing it, but after getting used to it, he changed his mind.
Generally you should fight warriors with ease, mages should not be big deal unless you got bad hand or smth, and the token/aggro decks are very painful to play against.
It is hard to give any tips, as they are in most cases match-depended. The gameplan against warrior is to play your resources in such a way to always have something on board (i.e. thanks to Replicating Menace) or to easily refill the board (Boommaster Flark, Explodinator). Warriors have such removals, that they nearly always trigger your agonies, so in most cases they get beaten by the bombs. If you manage to beat their armor down, they have low chances of using single target removals.
Yeah, I think I made my opinion too quickly.
What I realized is that one actually needs to learn the mechanics of this deck. So as you said pratice is important. I'm now 7-7 with your deck, won last 6 games. So it'e getting much better and I hope the best is yet to come. Thanks for sharing this deck with us!
bad deck
As I already said, I highly appreciate any constructive comments (also blaming ones). This one is not constructive. Add explanation why this deck is bad in your opinion and we can discuss your point :)
I'm really enjoying this deck so far. I made a couple of changes that have helped me quite a bit. I found I had trouble getting my bombs to go off so I put in one Dire Wolf Alpha and 2 Skater Bots. The Dire Wolf Alpha can get dropped to allow bombs to take out tokens or just get face damage and the skater Bots actually become very strong removal when magnetized on the poisonous mechs. Between that and fireworks tech with spider bombs I find I have plenty of removal power that hurt me earlier on. Thanks for sharing this, most fun I've had with Hunter in a while!
PS excuse lack of card links, I'm on mobile and don't know formatting
thank your ez rank4-legend in 1 day
i had insane winstrike
also very fun to play deck
cant do anything vs druid, this is ridicolous