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80%+ win Easy Legend Hyper Aggro DH

  • Last updated Apr 16, 2020 (Outland DH Nerfs)
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Wild

  • 18 Minions
  • 8 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Face DH
  • Crafting Cost: 7000
  • Dust Needed: Loading Collection
  • Created: 4/14/2020 (Outland DH Nerfs)
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  • Battle Tag:

    Prevail#1807

  • Region:

    N/A

  • Total Deck Rating

    9

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Background:

If you want fast games, then this is the deck for you.  Many games you can win by turn 6 with the massive amount of pressure this deck brings.  You will climb the ladder extremely fast with this deck!  It also performs very well at Legend rank.  This deck can even beat the ANTI-DH Warlocks and Priests with the amazing amount of pressure and AOE protection.

I hope you enjoy playing my deck and good luck on your path to Hearthstone Legend!  Feel free to come hang out or check out my vods at twitch.tv/Prevailx.  

General Tips:

Early Board Presence: The general idea is to get early value out of our strong DH activation cards such as Battlefiend and Satyr Overseer.  On turn one we optimally want to play Battlefiend and have a Twin Slice and Beaming Sidekick in hand.  This allows us to start charging up Battlefiend while removing their first minion with face.  Getting out Frenzied Felwing is very possible on turn 2 and will be very hard for your opponent to deal with that early.  Building strong board control early is critical.

AOE Protection: Beaming Sidekick has been an amazing addition to this deck.  When playing vs Priest and Warlock Beaming Sidekick is often the unsung hero.  I prefer to use him on Battlefiend or Satyr Overseer.  Using him on any 2hp minion will be good.

Removal: Using Furious Felfin early is also very strong when activated; we don't have to use his rush ability for removal, but it can be great for clearing early game 1dmg minions, while maintaining board presence.  Eye Beam is also great for removal. I almost always try to remove enemy minions with my weapons and face, and make smart trades with my smaller minions.

Card Draw: The first few turns can really make a big impact on the game, so we shouldn't be afraid to use Twin Slice early.  Remember, we have a decent amount of card draw with Crimson Sigil Runner and Chaos StrikeSightless Watcher is amazing early game to plan for your next turn.  We also have Skull of Gul'dan for when we run out of steam.

Planning Ahead: Thinking about our next few turns is extremely important with this deck.  A carefully planned out combo of Satyr Overseer for turn 3 can help start the snowball.  We need to be mindful about how we use our weapons.  A turn 2 Umberwing can be extremely powerful to help prepare our combos.  Felwing are great for board presence and to pull out an enemy AOE.  We need to think carefully and plan ahead because this deck's strength is activating our combo minions which requires attacking with our weapons/hero power. 

Value: We want to make smart trades, but try to get the most damage out of our minions and force the enemy to remove them.  If I don't think I will be able to activate Satyr Overseer, then I will almost always save it for when I'm getting more value out of it.  I chose only to use 1 Aldrachi Warblades because I think 4 weapons is enough and I wanted to make room for Warglaives of Azzinoth.  I feel like this card could be a Legendary to be honest -- they ARE some of the most badass weapons in Warcraft to this day!  With a Satyr Overseer on the board, we can fill the entire board with this combo while smacking the entire enemy army down with our Warglaives of Azzinoth.  

Transition: If your enemy has lasted to mid-game here is where our Questing Adventurer will start to shine.  If we can get him to stick, it's almost a guaranteed victory.  Kayn Sunfury is also great mid-game and on. We shouldn't feel the need to hold it for a taunt every time.  It is a charge with 5hp, and can usually stay alive for more than 1 turn.  If you don't have a Kayn Sunfury, you should probably add another Questing Adventurer.    

BOOM... Altruis the Outcast is by far my favorite card in Hearthstone right now.  It really makes use of the new Outcast ability and can cause some MAJOR damage to the entire enemy board and face.  We want to save this card as long as we can and build up small cost cards with Skull of Gul'dan.  Throughout the entire game, we want to have Altruis the Outcast in the back of our mind.  Unless you are desperate, or have lethal, let the other DH play his first.  You will be happy you waited it out!

Finisher: Lastly we have Metamorphosis.  This card is great for setting up lethal for your second to last and last turn, with its ability to get over those pesky taunt minions. It can also be used in a pinch to help squeeze out another turn or two if used on a bigger minion.  Glaivebound Adept is also great for that last bit of damage.  If we managed to get Questing Adventurer to stick, he will most certainly be a win condition.

NOTE: This decklist does not have Priestess of Fury.  I found that we can put up so much pressure so quickly, the card ends up sitting in my hand, making it harder to manipulate my hand for Outcast mechanics.  If you really love this card I'm sure you can find a way to slide it in.

Outcast tips:

1) We have to be mindful of the position of cards in our hand, and try to manipulate the lower cost cards towards the outside of our hand to plan for activating them in later turns.

2) We have to be careful when we play our draw cards doing the Altruis the Outcastcombo as they can block the right side of our hand. 

3) Sometimes we have to think about playing from the left side of our hand to make sure we can get to activating a Hand of Gul'dan drawn on turn 3 or 4.

4) We don't always have to use the card's Outcast ability!  Sometimes we have an Eye Beam in the middle of our hand and it's perfectly okay to use it if needed!

Mulligan:

DO's: The dream opener is to go second, and play coin, 2x Battlefiend, Twin Slice, and have Umberwing for turn two.  Since that's not going to happen often, we are looking for our low cost minions like Battlefiend or Sightless Watcher, complimented by a Beaming Sidekick.  You want to be playing cards every turn.  Hero power pass turn 1 is not what we are looking for.

DON'Ts: Order DOES matter. You may see a Crimson Sigil Runner on the far right and want to keep it; I recommend saving those for top decks.  There are some mixed opinions out there about keeping Skull of Gul'dan.  I highly recommend you don't.  A strong opener is much more important for the aggro DH.

Featured Matchups:

20-4 win/loss Legend Climb

Comments/Suggestions/Shameless plug:

I hope this guide has been helpful!  Please feel free to leave your feedback and ask questions in the comments below.  I will do my best to respond.  I'm always looking to improve and help others improve as well!  Feel free to visit me at twitch.tv/Prevailx where you can see me playing this deck and engage in conversation!  Be sure to drop a follow if you like my guide and I hope to see you soon!  I'll be adding more content of me playing this deck!