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Vigormortis' 83%WR Very Hybrid Hunter (LEGEND)

  • Last updated May 11, 2020 (Second DH Nerfs)
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Wild

  • 17 Minions
  • 12 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Spell Hunter
  • Crafting Cost: 7160
  • Dust Needed: Loading Collection
  • Created: 4/15/2020 (Outland DH Nerfs)
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  • Battle Tag:

    Vigormortis#2439

  • Region:

    EU

  • Total Deck Rating

    200

View 8 other Decks by Vigormortis
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THE (VERY) HYBRID HUNTER YOU DIDN'T EXPECT

Gameplay ITA

About me: 

I'm Italian, I play since beta and got to legend multiple times with offmeta decks (malygos rhonin mage, reno priest with double shadowform) and won some local tournaments (I actually won a bo3 final with a MOORABI keleseth spell shaman. How couldn't I be proud of that). If you know Chump or do you like to brainstorm troll decks feel free to add me in game.
OT: An awesome image my brother made for an old hat reno spell hunter. 2gud to not be posted. 

Yoggnload

The deck:


I always loved spell damage hunter, and I theorycrafted this on day one. After three games though, I had to switch to DH. Sad story.
I picked it up again after demon hunter nerf, and the winratio has been pretty insane. I had to push legend, and it took no effort at all (as you can listen from the videos, I was pretty damn high).


Gameplay: The deck relies on Scavenger's Ingenuity, few beasts (just Zixor, Apex Predator and Augmented Porcupine), some dragon synergy (especially the mad Rotnest Drake and Cobalt Spellkin card/damage generation) and a bunch of spells for early removal and finishing (hey Vereesa Windrunner). Pretty crazy and solid combos.


Pros: OP SHITDAMAGE
Cons1: You COULD lose to hyper aggressive decks. Which, at the moment, kinda dont exist in ladder.
Cons2: You will feel ashamed for steamrolling people's face so hard. But maybe I overestimate your feelings.

Subs/Techs: Faerie Dragon, 2nd Felwing, Imprisoned Felmaw, maybe Maiev are flexible spots. I initially played Kael'thas and a copy of Nagrand Slam, but it felt kinda overkill. Unleash the hounds, 4 mana legendary, Thalnos, Huffers, more Faerie Dragons can all be fine. I could do a detailed explanation of the card choices but I honestly think the archetype power level is so high you can put in the fuck you want.

Matchups/Mulligan GUIDE

  • Mulligan - Slow decks: Felmaw, Scavenger, Stormhammer, Feywing. You can also keep rotnest, maiev and veleesa in matchups where those are key. Aggro: Sharpshooter, 1 mana removal spells (if hunter keep a breath), Scavenger, Felmaw. Tracking is a keep only in matchups where a t3 porcupine wins you the game, or you need specific early game pressure cards.
  • T3 buffed porcupine is one of the strongest tempo play in standard right now, and should be your target for mulligan.
  • Against mid to slow decks, a lot of the times your minions are just a bait, needed while you get some juicy face damage thank to your weapons or hero power. 

  • DH: Tracking, 1xEarly removal or 1-2 mana picks, Zixor. Toss everything else. I personally keep one removal spell in mulligan to disrupt his strong t1 picks, if I don't have Sharpshooter. They will have an hard time if you manage to throw your big bois t3-4-5. I think it's a positive matchup, play for board early and don't take unnecessary damage. It got nerfed pretty hard. Your only real enemy is the 5 mana 6-4.
  • Mage: Insane winratio but not easy to play against (sometimes you faceroll, sometimes definitely not). Play for your early game big turns, get some face damage, plan your finish damage 2 turns ahead. He can't heal against spells and hp. Maiev and Rotnest are op against him especially for this reason. Against secrects, don't play spell into his secrets if you dont' strictly have to, to avoid him getting tempo.  By the way, any deck can lose to Reno into a good t6 0 mana box. 
  • Priest: Same as mage. Galakrond and highlander are awesome for you, as you can easily setup the lethal in two turns especially after Galakrond. Don't overpush, especially early game, if you can get punished. Most of the times I play slow, just don't die and get value from your cards maximizing face damage when you can, because after drawing Veleesa the opponent is on a ticking clock (and their healing cards will end). Against full-res they keep healing through all the game, so it's a bit more annoying and you will need you good cards, because you have to lethal them before his second 9mana res for sure. If you foresee a 3-turns-ahead lethal plan from hand damage, appoximating his healing, just go for it. 
  • Druid: Hard mulligan for your 2-3 mana damaging picks and weapon. They struggle to remove every pick you have, so every one you manage to get in the early, more likely you are to kill him. Rotnest is nightmare of big ones, track for it. Imho you can lose only if they draw perfectly, and spell version is more likely to do that.
  • Rogue: Don't be stupid against his secrects (facerace against bamboozled or wait for lackeys, your minions are bigger) and dont ever commit into 1-mana sap. Most likely you won't need veleesa to finish, so use spells for tempo. Zixor prime op.
  • Hunter: Don't let the 2 mana secret generator live. You should win most face races. Don't attack into explosive if you can develop and lethal the turn after. Against dragons, rotnest is key for both players.

  • Shaman: Just get a early removal for its totem and it's gg. Galakronds dont play hex anymore so Porcupine is really strong.

  • Warrior: Keep a corrosive breath. Play control and remove his eg stuff, as you will scale better. 
  • Warlock: Try to bait early game heals. If they have time to proc Nether Breath twice doubling its healing into playing Alexstradza well, you can lose

Stats (from Diamond something) (edit: they kept going good in legend):
Warrior 3-1
Shaman 1-0 (totem)
Rogue 4-0
Paladin 1-0
Hunter 2-1
Druid 5-0
Warlock 8-2
Mage 6-1 (that defeat was a meme game)
Priest 6-1
Demon Hunter 1-2 (holy fuck that were VERY shitty games)