[Legend] Kharan Chaos Control Hunter (v4)
- Last updated May 13, 2019 (Rise of Shadows)
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Wild
- 12 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 12000
- Dust Needed: Loading Collection
- Created: 5/10/2019 (Rise of Shadows)
- Kharanlol
- Registered User
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- 1
- 6
- 13
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Battle Tag:
N/A
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Region:
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Total Deck Rating
196
Hey everyone,
3 weeks ago I posted my Chaos Control Hunter Deck for Season 61:
[Legend] Kharan Chaos Control Hunter (v3)
While I and many others had great success with it and hit legend I wanted to try a different approach to additionally improve it. Because this deck got popular I had data of over 10,000 games as a sample size to analyze the weaknesses. Primarly I tried to get a better winrate against Rogues and Mages as I was facing them together more than 40% of all my games played, while keeping the really strong winrate against warriors and other control/midrange decks.
The new version I made does not change the playstyle or the goal of the old deck but optimizes the draw and tempo in the early game. As both version are viable and there are a lot of cards substituted I wanted to leave the old deck guide as it is and make a new one specially for this version and the differences to the other variant.
Introduction to the general deck idea
The first thing you will notice is that this is not a full beast deck, not a full mech deck, and not really a full spell hunter deck either. It contains the best of these approaches and uses a lot of removal tools to buy time and survive to strike back with a variety of big combos.
The main problem of a controlly approach at hunter is the card draw. Thats why you need high value cards and a lot of ways to draw/save cards. You play this deck passively. In general you mulligan for low cost defensive cards and control the board until your opponent runs out of steam then you fight back with your big 3 combo threats:
- Unleash the Beast with Zul'jin
- Mechanical Whelp with Nine Lives
- Vereesa Windrunner with Rapid Fire
The strength of this deck is flexibility. You don't need to wait for only one specific card to win because all combos from different archtypes synergize with each other and you actually have the time to use them all due to great survivability. With Nine Lives it is possible to react dynamically to all kinds of decks and draw and recycle needed cards for combos or get more removal/taunt to survive dangerous situations.
Differences to v3
Old Cards (taken out)
New Cards (taken in)
In general the deck has a lot more early tempo and midgame draw now which helps immensely in tempo/aggro matchups. While Acolyte of Pain is a very good draw card it needs time on the board and does not help much at controlling with only 1 attack. Even in combination with Wild Pyromancer and Rapid Fire it was often not worth the cards because of the tempo loss.
By adding Ursatron instead you get a strong turn 3 play and still draw a card. The deck already had enough mechs in it to make this card viable but I also switched Rotten Applebaum for Safeguard to have one more in the pool. The advantage of drawing a mech in this deck is that you are very likely to always draw Zilliax and Safeguard quickly to counter aggro decks.
It also turned out that Safeguard is very solid with Nine Lives to save at least 5 hp and get an additional target on the field for Spider Bomb and Zilliax. By removing Bomb Toss and Bloodmage Thalnos, Nine Lives got a lot more consistend when played with Zul'jin and Archmage Vargoth.
Another big change in this deck is the use of 6 secrets with Subject 9 and Masked Contender. The main reason I added them is the great draw/deck thinning they provide and the control and tempo gain that they give. Rat Trap was by far the most useful card in many matchups (rogues, warrior) and still good in every other. So by adding a second one and two ways to draw it faster it is guaranteed that your opponent is locked to only playing 2 cards every turn for the whole game, which is impossible for many decks. Freezing Trap ensures an advantage in every situation even when pulled by Masked Contender in turn 3 and only triggered by a small enemy minion. Snake Trap is just as great for this deck because you have many minions that needs to by cleared by your opponent even he plays aggro.
Also Rat Trap and Snake Trap are the best starter traps for Masked Contender because they can't be triggered in early turns before he is played. I decided to only play 3 different secrets 2x times each to reduce the luck involved to get a needed trap by playing Masked Contender and also to not overdraw your hand by Subject 9. Even drawing 2-3 cards and getting a 4/4 minion is a lot of value for a 5 mana card.
Eaglehorn Bow turned out to be the least helpful card in the deck. The statistics showed that it had the lowest winrate by draw and played in critical matchups and did not contribute a lot to already good matchups. So even with the new secrets it is not necessary in this deck as you don't need the damage or control it gives you. Also Secret Plan is not needed anymore because it can't get pulled by the secret draw cards and we already have enough of them in the deck.
The last change I did is to cut Wild Pyromancer out and put Marked Shot in. I noticed that with the new additions AOE was not that necessary anymore because you have a much better early board presence. Wild Pyromancer would hurt your own minions too much and was always a very bad card in control or midrange tempo matchups and contributed to the draw problem the deck had. Marked Shot then is a more reasonable choice because it is a great midgame removal tool and also a great way to keep a full hand. Also the deck was lacking 4 mana cards and good turn 4 plays and a new way of getting more cards back from Zul'jin after cutting Secret Plan.
Other card details
Really good as an early removal tool and also useful in lategame to finish the game. If you can survive early without using it, save it to finish with Vereesa Windrunner. With Zul'jin or Archmage Vargoth you can play it for free and get a copy back due to twinspell.
A really useful trap to disturb early aggro builds and counter single big minions if you can remove the rest of the board. Also an additional spell for Zul'jin.
A must have trap against control but also against aggressive decks especially if you go first. I keep it on my starting most of the times and try to play it early in round 2. Sometimes it wins games by itself if the enemy uses the coin to play 2 cards early and does not expect Rat Trap.
Here are two examples of this happening:
https://hsreplay.net/replay/J53hKjkKQbPMog3SFMURam https://hsreplay.net/replay/dAzNfTMrQG2uT7dprhFpDi
A solid minion and a solid spell which builds a strong combo with Archmage Vargoth and Zul'jin. Also Leokk buffs the snakes which is often very useful.
Good control removal. Very strong against other control decks and ok against aggro. The amount of board damage in this deck helps to clear small minions so this card can target the big ones without relying on luck. Also good to have it played early to have a guaranteed kill later with Zul'jin. It is the only spell which exclusively targets the enemy board.
My favorite card of this expansion. It replaces the function of tracking and gets additional value besides the draw. With the 4 deathrattle minions in this Deck (Spider Bomb, Mechanical Whelp, Safeguard, Ursatron) you have very strong options to react to any situation and deck you are facing. Against control play it e.g. in round 9 after a Mechanical Whelp died to get an instant 7/7 and another Mechanical Whelp on the board. Or use it as an additional Deadly Shot in combination with Spider Bomb. Against aggro play it to get taunt with Safeguard or with Ursatron to get a lot of draw. Also gives additional cards and effects back with Zul'jin.
Mainly to be used for Nine Lives to get additional removal ('Deadly Shot') to survive. It is also very useful that it as a magnetic minion. You can combine it with Ursatron or your other mechs to gaing extra damage or run it into a big minion and trigger the deathrattle effect instant.
A great 4 mana minion with 6 health. Can be used to trade early minions and has insane value in combination with Animal Companion, Unleash the Beast. If you go second you can often coin him out in round 3 and most of the times play Animal Companion in the next turn.
Another great 4 mana minion with 6 health. Rush is always useful, especially if you use him in combination with Spider Bomb or Mechanical Whelp later in the game.
Very versatile card which can be used early in turn 5 to trade and heal a small amount of health or can later after you get your Mechanical Whelp to build a devastating 10/9 lifeleech, rush, divine shield minion and heal instanty for 10 health. Can also eat any remaining Safeguard taunts to get additional 5 health.
One of the key combo cards. I keep it in hand in midrange and control matchups to play it as early as I can. Even if it gets silienced it counts as a dead deathrattle minion for Nine Lives. After playing both Nine Lives you can easily get 5 7/7 minions on board which most decks can not handle in 2-3 turns. I often kill him in the same round I play him with Rapid Fire or the Zul'jin hero ability. Also combos greath with Houndmaster Shaw in round 10 to trigger the deathrattle instant and trade a minion with the 7/7 rush minion in the same turn.
Control Hunter basically works because of this card. Insane value in all situations because of the twinspell mechanic. If you play versus another control deck you play both cards before Zul'jin and get 2 back so you can play up to 6 5/5 rush minons with 2 cards used. Against offensive decks it is a great aggro stopper, especially if you coin it out in round 5 and play it two times in a row. Also combos really good with Archmage Vargoth if you still have him in round 10.
Another great value card and finisher. Even without the use of spelldamage it is a solid minion that gives a 2/3 weapon for up to 6 damage. But if you also have some leftover Rapid Fires that you didnt need to survive up to this point you can finish the enemy or do some high value board kills. Most of the time I keep the last charge of the weapon, wait for Rapid Fire and do 6-12 damage which is more than enough most of time.
With 17 good spells in this deck you win the game almost always when you play him. In a typical game you gain armor, fill your board with 5/5 minions, animal companions, clear the enemy board, get your hand completely filled with value cards and 3 traps on the field. So don't be too greedy and wait too long to play him.
Often it is enough to have a Unleash the Beast, some traps and maybe an Animal Companion or Nine Lives played to get insane value. If you are in a long control game the best order to play him would be after your Mechanical Whelp combo (to profit from Nine Lives) and before the Vereesa Windrunner combo (to get at least 2 Rapid Fire back to finish the game).
Mulligan guide
Good in any matchup
Against Aggro
Against Control
Statistics
Matchups
- Good (+50% Winrate): Bomb Warrior, Tempo Rogue, Midrange Hunter, Control Warrior, Big Shaman, Dragon Warrior, Secret Hunter, Secret Paladin, Mech Paladin, Khadgar Dragon Mage
- Decent (~50% Winrate): Token Druid, Mech Hunter, Zoo Warlock, Murloc Shaman, Ressurect Priest
- Bad (-50% Winrate): Silence Priest, Nomi Priest
Budget options & Variants
If you are missing legendary/epic cards from this deck you can consider these cards as a replacement.
Replays (v3 version)
Warrior
Various Decks
https://hsreplay.net/replay/csersWZ9Xhc8ChTbficN8G
https://hsreplay.net/replay/vKoUTpgAf5CeTBALfbtazJ
https://hsreplay.net/replay/BmVwebYeCbTzDkw2Lwoc2X
https://hsreplay.net/replay/2oa3yjECUrSmUK4YeSsEKH
https://hsreplay.net/replay/Kd8PcGTFBP9DWJhihGSfAA
https://hsreplay.net/replay/YReUv9kq4FY4jFG7DPTo9R
https://hsreplay.net/replay/BEGhr2Dz3qymQJt2HLNRKM
https://hsreplay.net/replay/csersWZ9Xhc8ChTbficN8G
https://hsreplay.net/replay/sGAcPddsGeTToDf79NYBAY
Druid
Token - https://hsreplay.net/replay/9Gb8afmAkWwBZUkKMVh7wi
Hunter
Mech - https://hsreplay.net/replay/6fn3KZJUMmS9Mw3NMBuJSG
Midrange Beast - https://hsreplay.net/replay/NYvZSaGkSAZ5DSqrhQ4XC5
Mage
Khadgar Dragon - https://hsreplay.net/replay/ESw8yLAALpEJpnnJhJsrL6
Paladin
Mech - https://hsreplay.net/replay/5yL7BYx5T9zW39yGaoUGUB
Priest
Nomi - https://hsreplay.net/replay/JX5na7kn3oiotEchj77NnD
Rogue
Tempo - https://hsreplay.net/replay/hKLMEegSjmKC9p6JHUENiA
Tempo - https://hsreplay.net/replay/Hu83eD8zaMVY6udPeqabQG
Shaman
Shudderwock - https://hsreplay.net/replay/SdR8egKyKKtCjGhYpGAgXT
Warlock
Zoo - https://hsreplay.net/replay/9sYNT9dT83jQz2wsRe3vVa
Tutorials / Videos (v4)
Played by kiwiinbacon
Played by Tommy_Wave
Tutorials / Videos (v3)
Played by kiwiinbacon
Played by Jeleniowatyy
Played by me to show some games vs a Control Warrior deck because there was high demand for this matchup.
These videos are for the first versions of this deck but even if the older versions use many other cards the general passive playstyle is the same. I will update this list if someone wants to do a new tutorial/playtest video.
Played by Xatanael Hearthstone in legend
Played by Furo at Rank 9
Spotlight tutorial by RegisKillbin
Guide by FailCraft
If there is high demand, I will stream to show some live gameplay of this deck.
More than a month since the last modification, it's time for v5 with buff patch
What changes would you recommend after the buffs? Snip-Snap?
Thanks for a nice deck. I love how it replays itself at the end.
Hello, thank you for this deck. It's very fun to play! I reached legend with it.
First time legend and i did it with your deck! I've already made a post on the previous version of this deck, unfortunately couldn't make it to legend the previous season due to massive struggle with rogues at rank 1, so i decided to take a rest and start climbing again next month. Both decks went highly successful, overall it took me 176 wins to reach legend from rank 25. The only change i made was with Shaw, i replaced it with Piñata :D With all these warriors around, legendaries i got from it won me a few games :) https://ibb.co/jghCP32
I like the deck. I did however change a lot of things. Tried to simplify a deck with just secrets and mechs but still keep wannabe Yogg. I am 12-2 with this atm.
Nice deck. Just a question: Might it be better to have different secrets in this deck to give more value to Zuljin, Subject 9 and Masked Contender?
Hey! I played your v3 last month with good results (from Rank 10 to Rank 7 in 2 days playing not very much), now i'm trying this v4 but i'm missing some cards (x1 Snake Trap, x1 Rat Trap, x2 Masked Contender, x1 Subject 9). I replaced them with Bomb Toss, Bloodmage Thalnos, Wild Pyromancer, Explosive Trap and Harrison Jones. I just went from Rank 11 to Rank 14, can you recomend any better replacement? Am I missing something? Maybe i'm just bad :(
This deck is amazing but i can`t win against full build warrior and have very hard match against token druid. Give me any advise pls. I only change Shaw with Rotten Applebaum and one Freezing trap for explosive
Your deck is amazing! Got tier 1 with this one. Personally I changed 2 masked contender with 2 explosive trap, helpful for aggro and subject 9. This deck is really aggressive and control too. Mage and annoying warrior destroyed. Congrats for the creation! cheers!
rogue destroys this :'(
Awesome deck and guide, thanks a lot. It works very well on the ladder and also has so many combinations that every game is different. I like a lot the changes you made for version 4. It brings more combos and cards synergies. Jus t a doubt about subject 9, seems I can't play him because I will overdraw so stay in my hand as a dead card.
Subject 9 replace plz
First of all, congratulations on the creation of this deck he is amazing and a lot of fun to play, I would ask for two things the first is which mulligan recommended exactly against mages and tempo rogues, I am having many problems in getting more than 50% against them and the second thing is, I enjoyed this deck so much that I'll use it in a small tournament that I'm going to play where most of the participants will use rogues and warriors (as always) will be in specealist format, which cards I should change or add to leave it unbeaten on the secondary deck against rogues (I really think adding 2 Acidic Swamp Ooze and 1 Multi-Shot would help a lot but I do not know which cards to take to place in place lol) and in Tertiary I do not know what to do the deck is already almost unbeaten against warriors unless it would add more Mechanical Whelp or Da Undatakah, I really do not think I'm going to have to face aggros so I'm not worried about them the biggest problems would be tempo rogues, warriors and mages, if you could give me this help I would really appreciate it, sorry for the huge comment and bad english, thanks for everything and keep creating these amazing decks to play
I sent you a message
This deck for going up the ladder has been -amazing- Went from 15 to 9 without a single loss, cured my depression, and is the solution for world peace from bomb warrior and tempo rogue alike.
The only card that hasn't really felt like it's carried it's weight is Vereesa Windrunner, but that's only for the fact that I haven't had to kill over a taunt wall yet. Safeguard combined with Nine Lives and replaying the Safeguard has be the sole surviving factor for beating rush-down rogues, even more so then Rat Trap (which still takes a lot of the heat off, but the above combo really allows for your Rats and Unleash the Beast to win the face rush behind the 15 health taunt wall in a single turn.)
Control Hunter FeelsBadMan
Tfw i got smashed by this deck by you 10 days ago PepeHands might try this version out but dont have masked contenders :(
I'm not 100% sold on Subject 9. I've played a few games where between draw and Masked Contenders, Subject 9 just ends up a dead card and a terrible top deck. I love Subject 9, but I feel with only 3 secrets and Masked Contenders, it isn't worth having.
I'll play around with him some more and see if I think he pulls his weight, or if another card would be a better replacement.
Great deck though! I've been experimenting with Spell/Control Hunter all expansion, and this is a very fun version!
Thanks! As long as it draws at least 2 cards it should be great value. Remember how everyone used to play Azure Drake with the same stats to only draw 1 card. It also shines in games where you dont draw the Masked Contenders early.