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Suicide Demon Hunter

  • Last updated May 21, 2020 (Second DH Nerfs)
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Wild

  • 12 Minions
  • 15 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Face DH
  • Crafting Cost: 7520
  • Dust Needed: Loading Collection
  • Created: 5/18/2020 (Second DH Nerfs)
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  • Total Deck Rating

    109

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I just hit legend with this off-meta Demon Hunter deck, so I thought I would share.
The aim of the deck is to play some sticky minions in the early game to help get some good value out of a Wrathscale Naga, and then finish the opponent off with some heavy hitters.


The inclusion of Murmy and Temple Berserker seems strange, but they fit a multiple purpose. First of all, their stickiness makes them incredibly effective against more controlling decks. A priest deck will have to work a lot harder to keep your board clear than if you were playing a standard Demon Hunter Tempo deck, for example. They also are great to have on the board when a Demon Hunter plays a Priestess of Fury, as they will remain to attack her next turn. The main reason for their inclusion, however, is Wrathscale Naga. I’ve spent a lot of time experimenting with this card, and have found that these reborn minions (combined with Coordinated Strike) are the best way to get consistent value out of it.


Your other early game cards are Battlefiend, Satyr Overseer, and Umberwing. The Battlefiend and Overseer are mainly there to apply early pressure to force your opponent to make plays they would rather not (although Overseer has the added benefit of adding more bodies to the table). Umberwing is good enough to be included on its own merits, but is particularly useful here, as it adds more bodies to sacrifice to Wrathscale Naga.


My early experiments with Wrathscale Naga mainly involved trying to get one explosive turn, but I’ve come to realize that even just triggering its ability twice can be enough to give you a big swing (although I would generally aim to get at least three). Correctly choosing which enemy minions to attack into when trying to trigger it is very important. Unless you have a very specific target that needs to die, you should prioritize 1-health minions first to reduce the number of wasted hits from Wrathscale. After that, you should avoid attacking into 3-health minions, and to a lesser extent 4-health minions, as Wrathscale hits on these minions provide the most value. Also, don’t be concerned if it triggers mainly to your opponent’s face, as that will put you a lot closer to finishing them off with your heavy hitters.


The deck has a collection of support spells that are fairly interchangeable, but there is an intentional focus on card draw, as digging for your finishers is important. You won’t need all of them, but you will lose if you get none of them. The support cards are all played in other Demon Hunter decks, and they don’t need any additional explanation here.


The finishers are all effective in their own right but can provide particularly large swings when combined. Warglaives of Azzinoth doubles as a board clear in a pinch, but is particularly great for removing taunt minions and still hitting face. Metamorphosis clears out any large blockers, but always consider going face with it first. The surprise MVP here, though, is Inner Demon. On its own, it provides a huge swing, but if you have Warglaives equipped, you can attack through any large taunt minions, and if you already have Metamorphosis in play, you can use it to swing for up to 14 in a single turn (or even more with equipped weapons, Twin Slice, and/or cost reductions from Skull of Gul'dan). The last card to mention here is Altruis the Outcast. This deck has a pretty low curve, so it is easy to get a lot of value off of him. As with Tempo Demon Hunter, he is best played after Skull, thanks to the cost reductions it provides.


With regards to matchups, there are two main ways this deck plays: Against aggro you generally want to avoid trading your minions, except to take out high-value minions, or with Coordinated Strike. The more bodies on the board when you drop Wrathscale Naga, the better. Plus, if your opponent chooses to trade minions, that will slow them down enough for you to get to your higher value cards. Against control, the idea is to keep a few (generally around three or four) minions on the board at any time. Don’t over commit, and refill the board any time a board-wipe is played. Keep the pressure on, and keep your Wrathscale Naga for when they start dropping large minions. Play Metamorphosis and Warglaives of Azzinoth as early as possible, and prioritize hitting face. Try to avoid playing Inner Demon unless it will win you the game that turn.