This Guide has a budget version at the bottom if you want to try it out without needing all the legendaries. It is a more minion based dragon Highlander Hunter, but it is more than 10k dust less than this build. I hope you all have a great start to the next season and hope this helps.
April Season I was around Legend 3000
Overview: This deck relies on the same main win conditions as many other Highlander decks, Mainly being Zephrys, Dragonqueen Alexstraza and also Brann which can give you an 8/8 charge for 7 mana. Overall this deck is based on Tempo because you lost a lot of secret and spell synergy from last year. That being said, this deck has a lot of high value minions and cards that can 1) apply a lot of pressure on their own into slower matchups and 2) buy you enough time to get you to your win conditions into Aggro Matchups. This version of the deck has some extra 1 and 2 drops than most other decks of this type because the biggest issue this deck faces is against aggro decks, so having more consistent early game is very important. Most other slower matchups, as you will see in the stats portion of this guide, you already win so I found that it wasn’t as important to have a ton of late game power spikes. Siamat, Brann, Dragonqueen Alexstraza, Zephrys the Great, and even Veranus are all enough win conditions and not dying to DH early is more important in my opinion because you usually won’t even MAKE IT to turn 8+ into the matchups. This deck has pretty good power levels at every stage of the game with this build and can either be the aggressive deck OR be the defensive deck depending on the matchup.
Turn 1, play a 1 drop. Don’t play Tracking though UNLESS your hand hand is super slow and you really need a 2 drop. This minion is actually probably going to be used to kill the enemies first minion especially into Tempo or Aggro Decks so you can stall for your win conditions.
Turn 2, If you have Dwarven Sharpshooter use your hero power to control the board, if you have another 1 drop or an empty board, just play 2 drop. DO NOT play Zephrys in general turn 2 unless you need the removal and do NOT play the Swamp Ooze into DH or Warrior cause you will need it for the weapon. If you have no other play, play the Scavenger’s Ingenuity or just hero power if you have literally no plays.
Turn 3, Literally just play any of the minions or weapons that you have on this turn (the spells are more situational but you can play them too to control the board if needed). Honestly, Animal Companion, Primordial Explorer, and the Stormhammer are used if you want to apply pressure, the other ones are more responsive and better into aggro matchups.
Turn 4, Play any 4-drop (if you have multiple 4 drops in hand don’t play Dragonbane because its really good as a turn 6 play for its ability).
All Future Turns: Just play the cards that use your mana most efficiently at this point. The exceptions to this rule are as follows:
- Don’t play Rotnest Drake unless you can get its ability off on a decent target (usually good turn 5 to kill a decent minion but if they have no minions on the board just play a 3 drop and hero power).
- Don’t Play Veranus on curve, he is actually important for removal and can combo well with Unleash the Hounds and Desert Spear.
- Zixor Prime, don’t play him for tempo usually (unless you have other removal in your hand), he is great to regain the board after you lose control.
- Dragonqueen Alexstraza should be saved until after your board gets wiped, playing it when you already have board pressure means that if the opponent plays a board wipe they get more value. Play around Removal with this card and SOMETIMES keep a free dragon in your hand if you think the opponent might wipe your bard again.
Mulligans: Try to keep a good curve ideal 1,2,3. Since your turn 4 pool is super small you can keep a 4-drop if you don’t have a 3 drop because you are likely to draw a 3 drop in your first 3 turns (3 mana is the most common mana cost).
Don’t keep Tracking, Kill Command, or Unleash the Hounds (there are exceptions for this one I will talk about in a little bit). Corrossive Breath only keep into aggro to kill an important minion
Matchups (Only the Important Ones)
Demon Hunter: This one you are definitely going to be defensive. This matchup keeping Unleash the Hounds, Bone Wraith, and Khartut Defender are both VIABLE if you want to keep them for defense. If you have a 1 and 2 drop then I would keep the Khartut Defender because the heal is important, but if you don’t have a good hand DON’T keep it because early tempo is more important to not lose. Turn 5 you want to kill the Priestess with your Rotnest Drake, the Frozen Shadoweaver should be used to freeze the DH face to keep you from dying, and using rush to kill the Satyr is usually really important. Keeping and USING Zephrys on turn 5 is also pretty strong because he can get you Soul Cleave which can kill 2 minions AND heal you for 4 HP if you feel like the DH has too much board pressure early. Don’t Hero power into this matchup, spend all your mana to get minions on the board because DH has no board wipe and your win condition is dealing with his board then outvaluing him later. Lastly Save
Hunter: Face hunter is super rough and into that matchup but you just have to race them and hope they don’t start with the nuts (like the sidequest and a ton of damage in hand). Into Dragon/Highlander Hunter, play similarly to DH. You want to control the board, play for value when possible but tempo if that is the best you can do, and use the Acidic Swamp Ooze to kill the opponents Stormhammer.
Druid: Face is the freaking place with this one. Your hope is they don’t have a ton of ramp AND don’t get to combo off. To give yourself the best chance of winning go face and save Zehprys for a Consecrate when the Druid plays Glowfly Swarm on turn 5 for 7 2/2s. Into Big Druid, save Rotnest Drake to deal with a big taunt for maximum face damage.
Mage: Go Face. They have no response to your damage, and even if they freeze you you have your hero power and Brann to get extra damage in with. Honestly I am 7-0 into this matchup and unless you have a TERRIBLE starting hand with no 1,2, or 3 drops AND they have the nuts, you should win this by just hitting face. Save Rotnest Drake for one of the few Taunt minions Mage has OR Twilight Drake because that card can get a lot of value trades in against you. Lastly, if the game DOES go late, save Dragonqueen Alexstraza until after they play the 10 Mana Reno to regain the board because Mage’s lack big board wipe after the 10 Mana Reno. If you can, play around 6 Mana Reno and try to either play a spell or weapon turn 5 OR play a big minion so your minions have 11+ total Health
Priest: Tempo is the name of the game. I like to maintain board pressure with this matchup because people don’t play Rez Priest so their late game power spike is weaker AND they no longer have Mass Hysteria so as long as your minions have 3+ health they will survive all the removal. Use your weapons to control the board or trade in minions that have low health (because they would die to Breath of the Infinite and Holy Nova anyway) and go face with everything else. Then Brann or Zephrys wins you the game if you have one of them.
Rogue: I feel like this matchup is SUPER easy even though I am 8-5 into it. Basically if you have rotnest drake to kill the turn 5 Shield of Galakrond and can push hard face you just win. Worgen Infiltrator was put in this deck to play around Backstab a little and get extra damage in. They have NO HEALING of any kind so as long as you have Kill Command, a weapon, or rotnest drake for Shield of Galakrond (their ONLY defensive option) you just win. I will admit, Rogue gets a lot of its power from cheese combos (like Edwin) and if you don’t kill them fast enough their Galkrond and Togwaggle plays can be SUPER difficult to deal with, but for the most part hard aggro is how you win this. Mostly ignore his minions except for lackeys on turn 5 to prevent a Togwaggle Play and rely on the fact that Rogues can’t heal. Rogue has better early removal than Mage, but the matchup is similar in playstyle for you.
Warrior: This Deck is HARD. They can do what DH does and apply pressure but ALSO gain a ton of armor and have a ton of burst potential. Play to control the board and eventually kill them over time. Honestly, if you can bait out an early Risky Skipper by applying a TON of early board pressure that will limit their combo potential a LOT. If its BOMB warrior they put bombs into your deck and you don’t get Highlander Synergy and you lose. This one is rough, but tempo plays, controlling the board, and banking on the fact that their only board wipe is ALSO their most important combo piece is key (if you get them to waste their Risky Skipper early they will have limited card draw, armor gain, and enrage potential.
If you have any Tips on how I can make better guides, please tell me cause I would love to do better.
Replacements for the Full Deck, These cards either fill a similar roll as the card it is replacing OR it is
### Budget Highlander Hunter
# Class: Hunter
# Format: Standard
# Year of the Phoenix
# 1x (1) Blazing Battlemage
# 1x (1) Dwarven Sharpshooter
# 1x (1) Helboar
# 1x (1) Timber Wolf
# 1x (1) Tracking
# 1x (2) Explosive Trap
# 1x (2) Faerie Dragon
# 1x (2) Freezing Trap
# 1x (2) Hench-Clan Hogsteed
# 1x (2) Phase Stalker
# 1x (2) Pressure Plate
# 1x (2) Scavenger's Ingenuity
# 1x (2) Zephrys the Great
# 1x (3) Animal Companion
# 1x (3) Desert Spear
# 1x (3) Eaglehorn Bow
# 1x (3) Kill Command
# 1x (3) Overconfident Orc
# 1x (3) Ramkahen Wildtamer
# 1x (3) Unleash the Hounds
# 1x (4) Bad Luck Albatross
# 1x (4) Bone Wraith
# 1x (4) Burrowing Scorpid
# 1x (4) Houndmaster
# 1x (5) Stranglethorn Tiger
# 1x (5) Tundra Rhino
# 1x (6) Khartut Defender
# 1x (6) Savannah Highmane
# 1x (7) Dinotamer Brann
# 1x (9) Dragonqueen Alexstrasza
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
# Generated by HDT - https://hsreplay.net