Custt's Legendary Reinforced Face Hunter
- Last updated Dec 14, 2019 (Descent of Dragons)
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Wild
- 18 Minions
- 8 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Face Hunter
- Crafting Cost: 3540
- Dust Needed: Loading Collection
- Created: 12/14/2019 (Descent of Dragons)
- Custt
- Registered User
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- 1
- 5
- 10
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
91
Intro: Custt's Reinforced Face Hunter
I just reached Legend rank with this aggro hunter deck. It took me only a short time - so the win rate is very high. The deck is especially strong against all the Shamans in the current meta. This deck is a Descent of Dragons version of the classic Face Hunter archetype. It does not seem to be used yet by anyone - according to hsreplay. The deck is relatively cheap and contains several cards that are hardly used.
Beating the Benchmark
A Face Hunter disregards board control and focuses on going face. The aim of a Face Hunter is to win by Turn 7. That means you have 28 mana to do 30 damage (29 mana with the coin). When constructing a Face Hunter deck I therefore look for cards that ensure to do at least 1 damage / mana. For example that means I rather use a card like Wolfrider than a 3/4 minion for 3 mana.
How to play the deck
To reach lethal by turn 7 it is crucial to plan ahead and spend all of your mana every turn. It is also important to use your hero power every turn. Otherwise you will run out of cards very quickly. Your mana curve will then look something like this:
Turn 1: 1-drop
Turn 2: Hero Power
Turn 3: 1-drop + hero power (a 3-drop might be used as alternative but is not preferable)
Turn 4: 2-drop + hero power
etc.
When you have several choices it is often best to play the slower cards first. That means you save the chargers and especially the ranged attacks for turn 6 or 7.
While playing, keep track of how you're doing compared to the 1 damage/mana benchmark. For example, after turn 5 your opponent should be at or below 15 health.
The cards
Leper Gnome: ensures at least 2 damage for 1 mana. Good play for turn 1 or 3.
Stonetusk Boar: I often get questions from people who are surprised I use it. Piggy meets the benchmark and is also a cheap way to power up Kill Command or Headhunter's Hatchet. Play it at turn 1, 3 or combine it with Kill Command as a finisher.
Toxic Reinforcements: many people think this is a bad card and too slow. But it is in fact the star of a Face Hunter deck as it does at least 6 damage for 1 mana and we don't care about early board control. Should be played at turn 1 or 3. Toxic Reinforcements in your starting hand is an almost certain win!
Worgen Infiltrator is a great 1-drop to start the game with. When played early it hardly gets countered or blocked and often reaches the face twice. Beats the benchmark.
Explosive Trap is crucial card. It is there to keep Shaman swarms and aggro decks in check and at the same time it contributes 2 damage to the face.
Kobold Sandtrooper is a nice addition to Leper Gnome. Beats the benchmark by doing 3 damage for 2 mana.
Phase Stalker + hero power is the ideal combo for turn 4. Having this in your deck means you consistently get the crucial Explosive Trap into play. Also, it's a beast.
Headhunter's Hatchet and Eaglehorn Bow are star cards as they beat the benchmark when swinging twice. Can be powered up by a secret or beast to swing even 3 times.
Ironbeak Owl is here to remove taunts as well as lifesteal minions. It can also be used to counter dangerous cards like Hench-Clan Thug or Questing Adventurer before they spin out of control. And it's a beast.
Jungle Panther is the 3 mana version of Worgen Infiltrator. He beats the benchmark when connected to the face. Play him on turn 5 or 6 to combine him with Kill Command next turn as a finisher. I replaced Animal Companion with the Panther as the Panther is more stable. While Huffer is fantastic, Leokk can cost you the game and Misha does not ensure damage to the face.
Unleash the Hounds, Explosive Trap and Phase Stalker are the trio of cards that make you consistently beat aggro decks and Shamans. Mulligan it when facing a Shaman. The Hounds are also a great finisher.
Wolfrider is a solid card that does exactly what you pay for: 3 face damage for 3 mana.
Lifedrinker is one of the few cards in this deck that does not meet the damage/mana benchmark. The good thing about this beast is that it gives range damage to the face. Lifedrinker + Kill Command is a good finished on turn 7 that passes taunts. The healing can sometimes be useful when racing other aggro decks.
Leeroy Jenkins is the ultimate finisher and should be saved for lethal. If it does go to turn 8 Leeroy can be combined with Unleash the Hounds for a huge amount of damage.
no, rarely will u get a turn 6 or turn 5 with coin to combo this with where the opponent has a clear board, it's 4 mana for it to be mana effecient the effect needs to hit face, if the opponent has 1 minion on board this becomes an effective 2.5 dmg for 4 mana, below the threshhold, on turn 5/6 even if its a 3/5 body it will likely get easily cleared without ever connecting face the next turn.
I actually did add Dragonbane and removed one Jungle Panther. Actually did find more success with that than before.
jungle panther connects to face 9/10 so it's 1.2 dmg per mana, dragonbane is 4 mana, if the effect connects with face everytime it's 1.25 dmg per mana. so even if your opponent has an empty board at turn 5/6 (which happens 1/10 games) it still is only .05 more damage per mana. and for every minion your opponent has on the board the damage becomes effectivly less and less. jungle panther is alot more consistent at out putting damage, the numbers would indicate this, there's a few variables like, dragonbane deals 1 more damage which can give u lethal outs where panther doesn't, also panther requires 1 turn before it can attack, but panther can be played 2 turns earlier though, panther is also a beast allowing for kill command activator, and extra weapon charge on the hatchet. the other thing to think about is panther can't deal damage through the taunts, but you have to remember if the opponent has a taunt that means they have a minion which makes dragonbanes effective damage reduced. There's also the thing where lets say it's turn 6 you have a weapon. Instead of playing a dragonbane and hero powering when the enemy has a taunt, you have a panther on field from the turn before + hero power. You have an owl in hand so you owl to silence the taunt, allowing your stealthed minions to hit face, and also you can now hit face with your weapon also. and you also have 3 spare mana to either kill command, boar+ hero power etc. If you just dragonbane + hero power your weapon is going to waste, your stealth minions can't hit face and it uses all your 6 mana up for a potentional 7 damage turn. Jungle panther appears to be the most synergizing, most efficient and better choice of the 2, feel free to play whatever though.
Not going to argue with you there, I am just saying so far it has helped me more than having two panthers.
try it!
Great response to the meta. Went 37-14 (win rate 73%) going from rank 13 to 5. Does very well against Warlock and Rogue as well as Shaman in the current meta. Get it while you can, meta will shift soon.Already seeing this deck popping up.
Loses against aggro, loses against control, loses against big minions decks, loses control of the table and hand after 3-4 turns... Loser deck xD
Casual unskilled player comment. Cheers
Shaman actually has to be one of the worst matchup of this deck.
Faced 8 shamans, absolutely all of them had 10/12 taunt wolves on turn 5, and a full upgraded galakrong on turns 7 or 8. Don't know how you can beat that.
This deck made me feel like playing against shaman is easy mode. I had really good games against them and this list just seems way more powerful than the other I played.
I made a showcase of this deck and I am here to prove what I was saying earlier. In the video bellow you can find two games against galakrond shamans and how I managed to smorc them down very easily. I am explaining a lot of things I am doing so if you are struggling with this deck you can check it out.
I hope you guys can enjoy it :)
Thanks for sharing! I really enjoyed your video and you explain the deck quite well :)
Custt
Hi great deck, took me to rank 2, but now I'm having issues with Spirit Wolf hitting the table before turn 7. Any suggestions? Owl can usually take one out, but I end up wasting Leeroy on the other. Sometimes if I get unleash the hounds I can win, but this wolf card is a pretty hard wall. BTW I usually lose to Priest & Warr, but everything else is 51% or better.
hi Angwe,
The double spirit wolf is indeed a problem and can make you lose the match. Accept that you can not win all the matches and are dependent on the draw.
Your best bet is to keep your direct damage sources for turn 6 / 7 and use them to finish him off: kill command, lifedrinker, explosive trap, leper gnome, kobold sandtrooper and the hero power.
Cheers,
Custt
How do you deal with turn three Walking Fountain? They rush twice and clear my board. Then turn four make him a 9-drop.
i take it walking fountain from a mogu evolve, nothing u can do, it's part of the game. This situation will happen 1/500 games just laugh, concede and play another.
This deck looks like alot of fun sadly I don't have the new epic sidequests and I'm playing on a budget so don't think I'll craft them. But hopefully I get them in my packs xd
I was thinking the same thing, consulted google and found your list. I swapped the boar for Springpaw. After 30+ games going between rank 4 to 3 back to 5 I stopped. It wasn't working for me. The moment my opponent played Dragon's Pack it was game over.
I just saw another face hunter list which imo works better and is more refined. It's called 'Sempok's Face Hunter' and was created by (twitter account) @uhhdivij. The deck code: AAECAZ/DAwTHA68EyQSXCA2hAqgCtQPbCf4M7/ECoIUDu6UD86cD+a4D+68D/K8DhbADAA==
Edit: so I switched to Sempok's deck list... started at rank 5, just reached rank 2!
I clicked the link to view the deck and from my perspective that deck is way too slow for what you are trying to do. Dwarven Sharpshooter and Springpaw would never connect against Shaman or Rogue after turn 3. Animal Companion is too inconsistent, like Custt said (not trying to drag him into this. his reasoning is simply correct) . I think Tracking is a dead draw and game losing unless you don't draw it until you need that 5,3, or 1 damage around turn 7.
I'm sorry m8 but Cutt's list doesn't cut it (lol) against shamans where as the deck list I mentioned eats shamans for breakfast.
A guy named BONGDACITY just reached top 100 legend with an almost identical list.