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)
- GamerPanda
- Registered User
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- 9
- 44
- 39
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Battle Tag:
GamerPanda#11334
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Region:
US
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Total Deck Rating
761
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
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!
Hey man, where I can find your posted games?
Hey there- if you scroll up just a bit you can find some links to replays. To be totally honest with you I haven't been playing the deck very much lately but it's still fun to play when I do.
I think that Dire Frenzy is good for this deck. It works well with ziiliax
Hey JadeMan... unfortunately Dire Frenzy can only be cast on beasts, which Zilliax is not. I had an old version with dire frenzy but it is better suited for a midrange style deck imo.
True, stupid me
I wanted to give your deck a try. went for 0-5 on the 1st couple hours at legend between ranks 1000-2000. didn't mind it much cause I actually had fun playing.
then.... decided to play it a bit more and now in total im on 16-7 with it. :)
however I never actually pulled off the vareesa combo you mention in your guide. still nevertheless I win.
my mvp for this deck is defently unleash the beast.
I also have not had any real decent combo with vargoth so replaced him for a rat trap. with all those combo decks rat has actually won me some games.
WOW 16-7 in Legend? NICE!!! I can't believe you never got the Vereesa combo off... but at least it goes to show that you can do well without her, as I wanted the design to be. If you want to see the combo I think I get it off against the Rogues and Paladin in the replay. Vargoth action in the replays too. I totally get the Rat Trap though a 6/6 can push them into lethal much faster. Cool idea, thanks!
This deck gets absolutely DEMOLISHED by Mech Warriors. The game lasts like 20 minutes too and you never have a chance at winning. You just play your entire deck and the warrior calmly plays cards that counter everything you do.
Even playing Zul'Jin accomplishes nothing. You just eventually run out of cards to play and then you lose to fatigue cause the warrior has like 30 armor.
Yeah, as I mentioned in the guide, extreme control variants can be very difficult is not impossible in some cases, especially with the warrior armor gain unless you gain the upper hand for a turn or 2 and can remove it. I probably have done the worst against these types of decks compared to aggro.
Edit: Posted 2 Games vs. Mech Control where the deck wins just to show it isn't a lost matchup.
Wow just posted a similar deck and also love the way you build it. The backbone is the same but something differs! I will try this version aswell!
Thanks for sharing!
Oh really? That is cool! I will have a look at yours and give it a try later today. :)
After failing for two days with this deck, I managed to win 15 games in a row. Nice deck but takes it takes quite some time to understand it. Once you do, it´s quite fun and powerfull.
Advice: Use Zuljin when you are sure that it will not kill you or when it´s the last chance for winning. Another strategy is to not use the spells before having vanessa and mainly focus on the beasts. This way, when you us Zuljin, it casts Animal Companion or Unleash the Beasts.
Thank you for sticking with it! I was just having a conversation with another member about the learning curve of the deck. It's not as easy to pilot as it might seem. One of the biggest decisions sometimes is when to give up control (if you have to) and go for the pings down into burst range. It's not meant for the long game after Zul'jin drops. If you've survived that far you should be able to take it relatively soon after, depending on the matchup.
Thanks to you for the great work!
I tried the deck in about 10 games, rarely managed to finish em winning, got owned by my own Zuljin 2 times (about 10 spells played, destroyed 2 of my minions and my face). Can't say i like that deck.
Sorry it isn't working for you... if the problem is Zuljin it sounds like RNG. Without more specific feedback its hard to make a good suggestion.
Besides the fact that you stole the Title from me haha im diggin' the list.
Oh, I hadn't seen any deck called this, sorry if it looks like I did I really didn't. Just seemed appropriate for the Vereesa-centricity of the deck. Glad you like it, though :) The Unleash is flexible- Thalnos or Zilliax would be my suggested replacements.
I have been trying out the new version of the deck for exactly 20 games now and there are a few things I'd like to share:
Archmage feels amazing in most of the situations I had during those 20 games, thus I think he should be in the deck. While he doesn't help so much against Aggro, he is insanely effective against Bomb Warrior and Khadgar Mage (which are the most common matchups for me). That is, if u get to play him with spells like Unleash the Beast, Deadly Shot and Animal Companion. In addition I want to mention that Archmage rng can make some things harder for you, especially when used with the other spells than those 3. It has happened to me, but it has never lost me an already won game.
Same thing can't be said about Unleash the Hounds. The card has bought me some additional turns (in 3/20 games to be precise), but it hasn't been gamechanging at any point. I know 20 games is not much to tell if a card fits into a deck or not, but this is just my personal experience.
I really like the suggestion with Zilliax. Since Token Druid has 2/2, 3/3, 4/4 minions most of the time, he might be able to get you an additional turn by healing you up, setting the board up for some spells or just clearing it.
To sum up my thoughts: Vargoth should be in this deck. Unleash the Hounds is not necessary and can be subbed out for anything, depending on what you face the most.
That being said, the deck feels perfect to me and should be even stronger once Token Druid will be balanced.
Hey! You are awesome for playtesting this with me. I feel similarly to you, really. Unleash is kind of meant to help vs. token, murlocs, etc. As I just posted below, I'm trying Bloodmage Thalnos and Zilliax as replacements for Unleash the Hounds. We have zero healing so although thalnos can help with board control and get an extra draw, the question is whether or not the heal and 3 damage is more valuable. Still testing it out.