(Updated) Bad luck for you, dire frenzy for me
- Last updated Feb 28, 2020 (GA Week 4)
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Wild
- 10 Minions
- 17 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Spell Hunter
- Crafting Cost: 4220
- Dust Needed: Loading Collection
- Created: 2/25/2020 (GA Week 4)
- Kurmagit
- Registered User
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- 5
- 17
- 25
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Battle Tag:
Kurma#1502
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Region:
US
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Total Deck Rating
242
This deck usually revolves around controling the game and feeding a very powerful future Zul'jin. As you play him, he is going to control the board completely; fill up your deck with more Dire Frenzy beasts and draw them; all this while supported by your secrets (Rat Trap can be very annoying). In some cases, he is a good card that's gonna save you when necessary.
Dire Frenzy is going to fill your deck with powerful beasts, and Bad Luck Albatross is gonna parasite your oponents game. This little guy can break a lot of Highlander decks, and mess up the recruit of minions directly from the deck like Quest Druid does.
Starving Buzzard can be seen more like a late game draw who will save you from running out of steam. I believe it's quite good in some situations, even when its not late game yet.
- For example: you have 7 mana, has Clear the Way and Desert Spear already equipped;
you play Starving Buzzard, then Springpaw and his buddy, gets two cards;
as you attack with Desert Spear you'll get more two cards, as Clear the Way will give you the 4/4 Gryphon.
By the end of that, you drew 4 cards + took care of the board. You can extend those "combos" to the late game too, and draw even more, if possible (that is, if you manage to control the board in the early game while saving some of the resources buzzard requires).
Now talking about Tundra Rhino: you shouldn't rely on it, but saving him for the time you have low mana powerful beasts (or a 5 mana 8/8; a 4 mana 7/7 and 1 mana 4/4...) by Dire Frenzy is a good strategy. He's also good when popping Clear the Way.
Overall, this is is a pretty fun deck that provides very complex decision making sometimes. I'm still trying some new very small changes, but you should definitely give it a try.
As I said, this is a challenging deck that requires some practice. In general: when playing some matches, you will need a more agressive approach; in others, you gotta be very careful in order to save your resources. I'm all available to answer questions in the comment section below.
Update (02/28/2020): Changes were made and much better results came. Thanks to El_Jairon in the comments that made the suggestion of Phase Stalker and led me to review his role in the deck:
-2 Secret Plan
-1 Ironbeak Owl
+1 Flare
+1 Phase Stalker
+1 Fresh Scent
I really like this deck. Good way to celebrate Zul'jin before he goes bye bye :/. Flare is very good against other Hunter decks and especially Face Hunter. Saved my arse!
Hey I like your changes.
The one card that I'm wondering about is Flare. I could see how it's handy in the mirror and sometimes saves you from a Flame Ward.
So I wonder how the card is performing for you.
How is Secret Plan working out so far? I tried to play it too but I found that having to pay one extra mana and not being sure that you get a secret you want isn't consistent enough. I rather put the secrets I want in the deck instead.
And if you play secrets, isn't it just better to run Phase Stalker he is a beast and he attracts an immediate response or can avoid those pesky secret draws.
I do agree that this seems a fun deck but at the moment beast hunter seems to lack real power spikes to make it in this meta. IMHO.
I like Secret Plan because of the versatility of choices in each match, and the fact that it is random makes it harder for your opponent to predict what secret you played. On top of that, it will give you a random secret once you play Zul'jin. Those are the reasons, basically.
In the first phases of the deck creation, I tried Phase Stalker, but there are some things to consider: he will bring you random secrets. In fact, of course, it is a very good tempo card, but I kinda like it better controling when to play the secrets (and plus, the versatility/unpredictability Secret Plan offers. Yes, one might be right to argue that it is a preference of someone who likes control decks :P). On top of that, when you get the secrets with him, it doesn't feed Zul'jin. Someone might think the secrets aren't so important for him, but they are a very good support for the big board control he is going to create.
My final considerations, though, is that if you are having a hard time against aggressive decks with this strategy, I agree that Phase Stalker could help because of the tempo gain it offers. As I'm not having that much trouble with those, at least for now, I prefer the controling style of the deck. I'm definitely gonna test him again now, especially if I'm finding too much tree druids and agressive hunters and having trouble against them.
As I said in the previous comment, I tested Phase Stalker. After a lot of changes, I came down to the decision of:
-2 Secret Plan
-1 Ironbeak Owl
+1 Flare
+1 Phase Stalker
+1 Fresh Scent
Working well. Thanks for the tip!
Just updated the post with the explanation of how the deck works. I'm sorry that I couldn't make it at the beginning;
Hey,
NIce deck, but do you think Starving Buzzard is a good card in this deck?
I think about it more like a late game draw, because I think that without it the deck can easily run out of steam. I believe it's quite good in some situations, even when its not late game yet. For example: you have 7 mana, has Clear the Way and Desert Spear already equipped; so you play Starving Buzzard, then Springpaw and his buddy, and as you attack with Desert Spear you get more two cards, as Clear the Way will give you the 4/4 Gryphon. With all that, you draw 4 cards + take care of the board. You can extend those "combos" to the late game too, and draw a lot, if possible (that is, if you manage to control the board in the early game while saving some of the resources buzzard requires).
It is an expensive card but paired with Desert Spear and cheap beasts it really fills in the lack of draw which Hunter is designed around.
Because of the aggressive hero power, Hunter doesn't get much efficient card draw.
Expensive and awful stats. I see it as a "win-more" card, only useful when you have advantage in the board. A more efficient card draw would be Cult Master. Maybe the beast tag worth