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Old School Dragon Hunter - Rank 4

  • Last updated Jun 20, 2019 (Rise of the Mech)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 13520
  • Dust Needed: Loading Collection
  • Created: 6/20/2019 (Rise of the Mech)
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  • Battle Tag:

    RagingWalrus

  • Region:

    US

  • Total Deck Rating

    157

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This is the latest iteration of Dragon Hunter that I've used to hit Rank 4 this season (June, 2019).  I'll add to this as I get time, but here's some basic information to start you off. 

The arrival of card buffs and Sn1p-Sn4p have made the metagame a bit more hostile to this type of deck.  I've experimented with hyper aggressive builds as well as slow, Zul'jin control style builds, but some old school solid curvestone seems to be what's performing the best against everything.  I call this deck Old School Dragon because it slightly mimics Dragon decks of old, using cards with similar stats/effects in place of rotated Dragon cards:

Win Condition

This deck, as always, features my combo of Emeriss -> Leeroy/Faceless & King Krush.  Sometimes you just win way before then by just playing curvestone, but in the event that you don't, E+L+F is your life line.

Basic Game Plan

As mentioned above, you play this like a curve stone deck.  You're looking to play a minion each turn and just put on the pressure.  Against slowermatch ups (Warrior, Shaman) you're looking to beat them with Emerris.

Tech Cards

Mind Control Tech: I don't have a lot of comeback mechanics, typically if the gameplan goes the way it should, you will almost always have board, but in case you lose it or are playing against something fast (mech hunter, murloc shaman) MCT is the MVP.  Turn 7 Shaw & MCT is generally just an auto win.  If I wanted to tech in a Weapon card, I would cut 1 copy of MCT.

Spellward Jeweler: I was having issues with OTK Paladin when I remembered this card.  Your opponent won't be able to Holy Wrath your face, and will end up drawing the Tiger, I haven't lost a game against OTK paladin since adding this.  It's also been extremely clutch in the late games vs. Hunter & Mage, as they can't hero power/burn you down.  It's basically a poor man's ice block when used correctly.  The fact that it has vanilla stats (3/4) for the battle cry effect means it doesn't hurt just running 1 copy and playing it against slower decks on curve.

Deathrattle

I think the trickiest part of this deck is knowing how to properly use Nine Lives.  I run 4 Deathrattle cards (Loot Hoarder, Sn1p-Sn4p, Rotten Applebaum, Tunnel Blaster), & knowing what you want more if is key to winning.  My go to is Loot Hoarder, Loot Hoarder into 9 Lives into Loot Hoarder is such an incredibly strong draw engine that I felt comfortable enough cutting tracking from this list for it.  Being able to restore health with Apple or clear the board with Blaster is incredibly powerful as well, it all depends on what you're facing.  Remember, if you use Sn1p-Sn4p's magentic ability onto Zilliax or Nightmare Amalgam, it doesn't show up as a deathrattle option.  If you find yourself potentially needing some late game value, don't magnetize Sn1p-Sn4p, but if you know that you're going to need draw/health/clear, play it safe and magnetize if you can.

I'll add more about mulligan, card selection, card replacements, and match ups as I get time.  I'll try to respond to every comment, so ask or comment away!