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The Big Axe

  • Last updated Apr 12, 2019 (Rise of Shadows)
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Wild

  • 5 Minions
  • 24 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 6280
  • Dust Needed: Loading Collection
  • Created: 4/12/2019 (Rise of Shadows)
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  • Battle Tag:

    K1110n

  • Region:

    US

  • Total Deck Rating

    14

View 9 other Decks by K1_Lion
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Originally this deck was built around the idea of an OTK combo with Jepetto Joybuzz pulling Emeriss to use in one turn with two Dire Frenzied Stonetusk Boar in hand then copy all of the minions with Hunting Party for a 10 mana 32 damage combo. Over time though as I began to climb from rank 20 to rank 10, it slowly evolved into a "value" oriented hunter deck where every card in the deck is meant to provide immediate value. This in combination with Zul'jin turned the deck into a midrange hunter that tries to run an aggro player out of resources and overturn the heavy control variants with the constant high value minion pressure.

Key combos to keep in mind:

Vicious Scalehide + Dire Frenzy to survive bomb warrior

Dire Frenzy + any beast on board to increase the pressure against slower decks

Master's Call + Jepetto Joybuzz to guarantee play it on turn 8 to make key cards cheaper for longer games.

Tundra Rhino + Dire Frenzy + Emeriss + (optional) Hunting Party to have multiple turns of high damage threats.

Emeriss + 2-4 Dire Frenzied beasts in hand to set up for bigger plays on later turns (it being one cost will make it easier to play it alongside other spells)

Hunting Party for the same principle as above though it would be best used while low on resources similar to how Zul'jin provides resources.

General Match-Up Mulligans

There's really only two things I keep in mind when I mulligan, "Do I have any summon spells?" and "What type of deck am I against?", since in most match-ups there always needs to be something in hand that can either put on pressure or swing the board in your favor. Against some decks you can get away with keeping the higher cost summons, but overall you are looking to survive until midgame (about when you can play Zul'jin).

All - Animal Companion and Zul'jin are always keeps

Aggro - Look for counters for each deck, specifically look for any secrets to play in response to wide boards, but don't keep more than one secret in the opening hand as it's better to have other resources that help you create your own board. Baited Arrow is a good keep if there's no better option. Unleash the Beast can be too slow against something like Token Druid, so only keep as a follow up to other cards in hand. In a similar sense Marked Shot can be used to minimize losses but it needs other support in hand to make it really effective. This match-up is heavily determined by the opener, so be extra sure that you have the right tools from the get go.

Control and Combo - This is a pretty straight forward opener as all you are looking for is any summon spells and support to go along with that such as Dire Frenzy. Do keep in mind how heavy they might be in control versus how much of their deck is combo oriented as that will determine whether it's best to search for an OTK finish or to try to constantly have something on board (though that's more of a midgame consideration).

Weak/Removable Cards

A single Flare for Tracking. This deck lacks the card draw it wants and I originally had two Master's Call to help me dig for specific creatures, but with the card being limited to unique units it usually ended up overdrawing me when I played Zul'jin and only had Dire Frenzied beast in the deck. I cut one for an additional Flare, though with bomb warrior being the hardest match-up, it might be better to have a Tracking to be able to remove them.

Unleash the Hounds is only really weak against control match-ups and one could be cut for room for other cards though I can't bring myself to since it's really good versus wider boards.

Deadly Shot is a card that has the opposite problem to Unleash, it's terrible versus wide boards and tends to be a dead card for most of the game until it's really needed. It's saving grace is that it's cheap and will be cast with Zul'jin twice if both have been played, though it still could be cut for other better cards.