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Odd Demon Hunter

  • Last updated Apr 12, 2020 (Outland DH Nerfs)
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Wild

  • 27 Minions
  • 1 Spell
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Face DH
  • Crafting Cost: 9060
  • Dust Needed: Loading Collection
  • Created: 3/25/2020 (Kael'thas Patch)
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  • Battle Tag:

    Deki#2607

  • Region:

    EU

  • Total Deck Rating

    18

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Since the meta is still pretty new, I can't say should something else be included to counter the meta but here are some ideas:

Wrathspike Brute : If there are a lot of Odd decks like Rogue and DH and especially Paladin, but at least for now I don't feel like it's need because it's too slow.

Aldrachi Warblades : If there are a lot of Secret Mages, Pirate Warriors and other DH, there is one because it can heal and deal damage but there are faster plays on turn 3 so it's  usually not good on turn 3.

Bloodsail Corsair  and Patches the Pirate: I am still experimenting with these but I think they should be included anyways. 2 copies Bloodsail Corsair  of course.

SN1P-SN4P: Also card that will probably be included soon.

Hench-Clan Thug: Great card good substitue for Magic Carpet if there aren't many agro decks.

Fire Fly : Very similar to Ur'zul Horror

Leeroy Jenkins : great finisher, exept from cube lock and mech paladin there aren't many taunt minions so could be changed for Metamorphosis if you don't have it, or something else if you want even more reach.

In my opinion only pirate package and SN1P-SN4P should be included, but I am still trying to include as much new cards as possible, but I will change that probaly soon. Priestess of Fury could be cut out and for pirates some 1 drops like Ur'zul Horror .

 

Update 1:

-1xFaceless Corruptor, -1xPriestess of Fury, -2xSkull of Gul'dan  , -2xMagic Carpet.

+1xLeeroy Jenkins ,+2xMana Burn , +2xHench-Clan Thug  , +1xAldrachi Warblades .

Better against Board clears and without Skull of Gul'dan it's more consistent with more reach.

 Update 2:

+Pirate package and 2xCobalt Spellkin, he turned out to be pretty good since DH has only two 1 mana spells which are really good.

 

Mulligan:

Battlefiend : Always keep, even two of them.

Crimson Sigil Runner: Keep only as a left most card, generally you want to top deck this.

Shadowhoof Slayer : If you have Battlefiend  keep him always, and keep him against Rogue, Warrior, Shaman and Paladin.

Ur'zul Horror : Always keep at least one, and usually the second is also good enough to keep but if you already have Battlefiend  or some other better 1 drop then don't keep second. (If this is Bloodsail Corsair  and the Fire Fly  it's the same).

Aldrachi Warblades : If you have 1 drop can be kept against warrior and rogue.

Bad Luck Albatross: All highlander decks so Priest, Mage and Warlock, I have come across quite a lot of Highlander Hunters so maybe even against hunter if you have good 1 drop.

Magic Carpet: If you have 1 drop generators or something like Battlefiend  + Shadowhoof Slayer . This is the same for Hench-Clan Thug

Satyr Overseer : If you have at least one good 1-drop, but if you are playing against agro don't keep him.

 

Everything else should not be kept.

Generally you want to play minion on 1, hero power and minion on 2, or even two minions if you had minion generators, and on turn 3 you could either play 3 drops or again hero power and 1 drops. Always coin on turn 1 if you can play two minions or if you need to clear something with hero power and play minion. Against combo, midrange and control almost always go face because you want to kill them as quickly as possible, trade only when the targets are too dangerous if left on board ( Arcane Flakmage for example).  Against agro compete for board and then just burst him when you can.