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:
Any replacement for Harrison Jones and Flark?
Hey man, I think your deck is broken. I won 14 games in a row.... bugged.....
At what rank you did 14-0?
Ziliax is busted. I can't believe he hasn't received a Nerf yet. My win rate went from like 50% to 66% after I crafted him. Fastest I've ever gotten from 10 to 5.
They edited so few powerful lifesteal minions that I feel like telling a beginner to craft it as its first legendary and auto-include it in 100% of his deck couldn't be considered a bad tip. When it comes to mechs decks he is even more ridiculously powerful :)
But if a single card can slow down the meta a bit and give to more exotic lists some time to shine I won't complain about that.
It is kinda the same thing they did by giving taunt to The Lich King.
Hello again FlerFlegma, still playing Bomberman hunter here :D
Your updated version is pretty close to my personal previous version (which was - Upgradeable Framebot - Dire Wolf Alpha + Tracking Unleash the Hounds).
I've been playing it and only it for 35 games since I saw the notification, from rank 8 to 5.
Tips for my fellow ladderclimbers :
-This version is really different from the last because of Galvanizer.
You can be REALLY more agressive with mechs and magnetizing them early game because of cheap costs.
The toxic missiles is no more THAT strong so you better use your magnetics to deal damages.
-Dire Wolf Alpha was a cool combo with Whirliglider but it is way more powerful with Upgradeable Framebot. Because of them and the more agressive play style Replicating Menace is soooo powerful right now.
You better save your Fireworks Tech to generate more tokens. Since Nine Lives doesn't fit anymore Spider Bomb is not that great anymore too (I'm considering removing 1 for another wolf since its more useful atm).
Here are my stats :
-You are here to beat rogues and hunters (and there are loads of them right now). Be agressive so you can kill them before they kill you.
-You're OK against most of priest/shaman/warlock decks, these matchups depends of the draws.
-You will struggle against Warrior (both bomb and control version), Druid (only saw tokens) and Mage (Giaaaaants).
Against warrior you can win if you deal a lot of damages quickly but most of the time he will win the game with 6 HP + 24 Armor :/
You can beat druid if you can control the board then kill him in 2/3 turns. Same thing against mage if you can beat his giants.
Remember unlike warrior, they won't heal themselves (except druid's 1/2 lifesteals, respect them) out of Zilliax.
Actually this version is pretty much ok against mage's due to Spider Bomb and Venomizer. Yet, discount from Galvanizer makes you fast enough to kill them before 7th turn (unless something bad happen).
Out of now 60 games mage is my only negative matchup :/ I remember a turn 4 when he played Mountain Giant Coin Conjurer's Calling that wrecked me. The calling is also really strong against magnetized minions as it pretty much works as a silence if used on a Goblin Bomb. The deck is really strong with The Coin and I saw they had it 80% of my games, maybe I'm just unlucky (:
Anyway I'm targeting Rogues and Hunters which are nearly half of my opponents with a solid 70% winrate against each so I feel confident in climbing with the list.
Maybe I'll hit my first legend this season, who knows ;)
Czesc FlerFlegma,
Just to let you know that on the "Few remarks" section, paragraph 2, you say:
I think you meant Goblin Bomb instead.
Have a good day.
Thank you. I had noticed it already before, but I have forgotten about it. Also I'll update the description soon, however the decklist is already updated and mistake corrected.
Cheers!
I’ve been having a lot of success with this deck against almost everything in the meta....except Token Druid. I’ll win a bunch in a row and then lose to 5 druids In a row. Has anyone found a good way to deal with them?
I dont suppose anyone has any advice with the rogues for this deck? I've climbed higher and faster than ever before thanks to this deck, but I hit a standstill at rank 10 to 7 thanks to the damn rogues. I modified the deck a bit to get this far, took out the tracking for explosive traps to get by the druids.
Any tricks or changes I should make? They are the only class I feel like I can't beat at all.
Trying this deck I just realized you can't play without aoe and hard removal.
Two new cards and mech hunter suddenly becomes interesting. That's Hearthstone for you.
Never mind, I decided to go ahead and craft. Glad I did! I'm still noob and not very great, but this put me from rank 19 to 15 (first time above 17 for me) very quickly! Ran out of time to play shortly thereafter, though my streak ended. I'm going to see if I can take it further today. Great deck, thanks!
Trying to decide whether or not to craft this deck... I'm short cards that total to 1200 dust, and I only have about 1600 dust total, so it would nearly wipe me out. From the comments it seems tough against aggro decks... is that still true?
I have the three legendaries and am glad it doesn't contain Zul'jin, as I don't have that one, and so many non-budget Hunter decks count on it. I'm missing Nine Lives, Mossy Horror, Defender of Argus, Replicating Menace (x1), and Missile Launcher (x2). I assume there are no good replacements for any of these?
Made a few changes and went 91-29 (76% winrate) from rank 15 to legend in 15 hours spread over 3 days.
If you haven't succeeded with the deck, you're just bad..
Can you specify "Made a few changes"?
Bro!!!! I have to congratulate you a lot for this deck. I play this game for 3 years and finally today I got legend with this deck. Much thank you bro.
Boommaster is important right? I have oblivitron :(