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The Fury of the Stars!

  • Last updated Apr 28, 2019 (Rise of Shadows)
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Wild

  • 10 Minions
  • 17 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Spell Hunter
  • Crafting Cost: 7520
  • Dust Needed: Loading Collection
  • Created: 4/16/2019 (Rise of Shadows)
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  • Battle Tag:

    GamerPanda#11334

  • Region:

    US

  • Total Deck Rating

    761

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Vereesa     

 VEREESA SPELL HUNTER GUIDE

(For Rhonin!)

Vereesa is my favorite new legendary and I wanted to build a deck that made her the centerpiece but could win without if necessary.  I didn't expect this deck to get a lot of upvotes but I'm happy it has! I promised a guide at 15 + so here it is. 

There are several variants of spell hunter that exist right now. I've seen Kripp's Jepetto OTK, Midrange-Spell, Secret-Spell, but this is more of a Control-SpelI Hunter version I've been having more fun playing - and winning -  with.  It's not as simple a deck as you may think, so please review the guide and replays to help you succeed!


Win Conditions: 

A) Vereesa Windrunner and Thori'dal, the Stars' Fury for +2 Spell Damage on Arcane Shot, Rapid Fire, Kill Command or even Baited Arrow.

Max Damage = 2 (Weapon) + 8 (2X Arcane Shot) + 6 (2X Rapid Fire) + 14 (2X Kill Command) = 30 Damage OTK if you control a beast.  

Max Damage with Bloodmage Thalnos (assuming you play him before casting)=  2 (Weapon) + 16 (4X Rapid Fire) + 10 (2X Arcane Shot) + 2 (Steady Shot) = 30 Damage OTK without Kill Command

B) Zul'jin refilling boards with Wyverns, Animal Companions, Devilsaurs (potentially), and at the same time damaging the enemy board from Deadly Shot and hopefully some well placed random damage.  Marked Shot, Rapid Fire, and Unleash the Beast twinspells refill spells to hand.


Newest Update:  Made a few description updates & cosmetic changes w/ card pics, inspired by the control hunter deck writeup. Added more replays 4/28 mostly to include vs. control warrior.

-1 Baited Arrow +1 Bloodmage Thalnos:  I decided that Thalnos was something the deck really needs as another source of spell damage and cycling.  The extra Baited Arrow can sometimes be clunky and is rarely used for the killing face damage.  As far as I know this will be the last change to the deck barring more critical feedback.  :) 

I've gotten perfect draws against some of the top tier Rogue and Warrior decks and sometimes it's still not enough. I don't pretend this is a T1 deck but I think it has a good chance against a lot and it's fun to use Vereesa for the final barrage when you get it off.  


CARD CHOICES

Vereesa's Pals

Ideally, you get to throw these at the opponent's face post-Vereesa and end the game.  You may need to use them for removal, but you should try to hold on to them when you can or combo Rapid Fire twinspell with Archmage Vargoth to keep the extra copy.  If you do end up using them to survive, you'll need to switch to the Zul'jin plan unless you can discover more damage spells.  There are enough sources of damage that even if you use your Arcane Shots you have Kill Commands and vice versa for the face.  Baited Arrow can also be used as face damage if necessary.  Better used for removal/tempo, of course.  

Keeping Your Hand Full

                 

   

Hunter struggles with draw.  Instead of adding a draw engine, the idea is to keep your hand full of spells that you discover.  Vargoth (high health, soft taunt) combos very well with your Twinspells and Animal Companion (To My Side!, anyone?)  Bloodmage Thalnos also provides draw if you need it, but better to combo with Vereesa if possible.  Zul'jin will fill your hand after any twinspells and Marked Shots.  The only terrible spells (0 or near 0 deck synergy) you might get from Shimmerfly are Flark's Boom-Zooka and freaking Hunting Party.


Control & Whittle Down The Opponent

   

In order for this deck to win without Vereesa, you need to get some damage in so you can use the spells without her.  This is usually not a problem but should be kept in mind- get a Steady Shot in once in a while and you will find that in a turn or 2 you have lethal from hand.  Having Bloodmage Thalnos as a Mini-Vereesa backup is really nice.  The other cards shown as your control tools, with Zilliax helping vs. aggro and Deadly Shot against control.  Explosive Trap and multiple Hatchet whacks can really add up as you use your hero power.  


Ideal Early Game

   

    

Turn 1: Shimmerfly or Springpaw to control a beast. Don't play it if on Coin and the opponent's hero power would just remove it.  Note: Lynx is a great Kill Command activator for later.  Hold it until it can be of greatest value unless you need it for extra early damage.

Turn 2: Headhunter's Hatchet or Steady Shot.  The hatchet is the best play for 2 if you have a beast on board.  It activates a turn 3 Bloodscalp Strategist and essentially gives you a free hero power to face if you go in.  The weapon can be held but I prefer to get the damage in/start getting that HP down.  

Turn 3: Bloodscalp Strategist (if you have the weapon) or Animal Companion  are the best.  Defensively, you have Deadly Shot/Weapon/Springpaw/Explosive.  You may need to use a cheap spell for removal and hero power this turn if you didn't draw into anything.

Turn 4: Archmage Vargoth should really be held until you can combo with Companion or Unleash the Beast.  Marked Shot is another good option for removal.  Keep in mind that sometimes biding time and hero powering is the best way to go considering our bursty end game.


Late-End Game

   

You really want to be able to cast Unleash the Beast pretty early on so you can continue to remove and charge up Zul'jin.  This at the least stalls the game into turns where you can play Vereesa.  With all the weapon removal around, you should be a bit careful to not play her until you think you have a decent volley from hand and play what you can right after she lands just in case.  They may use their removal on the Hatchet, which is good news for you for later.  

Getting this combo off gives +3 Spell Damage turning Arcane Shot into 1-mana Mind Blast, Rapid Fire into 1-mana repeatable Eviscerate, and Kill Command into a 3-mana Fireball without a beast, an 8 damage Ragnaros the Firelord shot with.  That is crazy good burn!  


MULLIGAN

Vs. All:  Headhunter's Hatchet, 1 Shimmerfly or Springpaw, Animal Companion.  Keep Bloodscalp Strategist if you have Hatchet.  

Vs. Aggro:  Explosive Trap, Rapid Fire, Arcane Shot, Marked Shot, Zilliax, Springpaw

Vs. Control: Unleash the Beast, Deadly Shot, Marked Shot is also not bad.  I would never hold Vereesa or Zul'jin.  You're really trying to "tempo" them down if you can and launch the face spells before they rebound.  Animal Companion can be very important here.  Vargoth as well. 


REPLAYS 

Vs. Mech Control Warrior

Vs. Mech Control Warrior #2

Vs. Mech Control Warrior #3

Vs. Bomb Warrior

Vs. Mech Hunter

Vs. Thief Rogue

Vs. Secret Mech Paladin

Vs. Tempo Rogue

Vs. Overload Shaman

Vs. Big/Control Shaman

Vs. Resurrect Priest

Vs. Carpet Zoolock

Decks like Token Druid, Control Warrior, Aggro Tempo Rogue (on either extreme end) can be a problem for the deck (ex. poor draw/mulligan can let aggro beat us too early,  not getting enough damage in before super control decks unleash their heavy plays and block you with taunts or heavy heals, preventing minion damage and moving out of Vereesa's reach in some cases).  Be sure to have removal for Conjurer's Mage's Giants or you lose without enough burst ready.


Give the deck a SHOT  (see what I did there?) and let me know what you think! I would appreciate a like if you enjoy the deck. Good luck!