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Baku Hunter teaches LEGEND!! - Scholomance Academy

  • Last updated Aug 27, 2020 (Scholomance Academy)
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Wild

  • 13 Minions
  • 13 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Face Hunter
  • Crafting Cost: 6960
  • Dust Needed: Loading Collection
  • Created: 8/24/2020 (Scholomance Academy)
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  • Total Deck Rating

    135

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Odd Hunter Legend

 

Yep.  Just hit Legend with this Face Hunter deck.  Went 28-14 (finished 19-8)!  Didn't take long.  And it's not too hard, but you do need to mulligan correctly to have a chance imo.

Since I am using some new cards here, more testing needs to be done.  But I'll give you my general strategy, and prob explain a bit more in a few days.

With Odd Hunter, you really want to take advantage of that HP and hit it every turn you can.  But, sometimes it may make sense to try to establish a little board presence in the first turn or two.  Usually by turn 3, you're hitting that HP every turn.  Plan for it in advance while you set up.

 

Card Explanations:

Adorable Infestation - Great value new card.  It's hard to get good value and be fast, but this card does it.  I'm sure this card belongs in here.

Arcane Shot - Still a great finisher.  Also, very good against Zilliax.  I keep this one for late game.

Candleshot - I think some weapons are good in this deck.  You can get repeat pings.  And allows you to attack with Southsea Deckhand on turn one with the Coin.    I almost always go face with the weapons.

Demon Companion - Good new card.  Is it great?  Idk yet.  A 1-mana Leokk (Kolek) isn't too bad if you can attack right away.  His other options are great value of course - Reffuh and Shima.

Emerald Reaver - I really like this card in my Face Hunter decks.  It can give you that last hit of damage and activate Kill Command.

Intrepid Initiate - Pretty good new card.  Really good if you have a lot of cheap spells.  I'm not sure I have enough in this deck so I'm running one right now.  It's been fine so far.

Lowly Squire - Not sure how good this one is, but there are worse cards to play on turn one in a deck where you want to use HP a lot.

Patches the Pirate - If you like aggro decks, just craft him.  That's my opinion.  He's worth it.

Southsea Deckhand - I hard mulligan for this one.  Just to pull Patches the Pirate...and maybe attack if you have the Coin with a cheap weapon.

Tour Guide - This card feels Awesome!!  Run it.  Turn one, play him and HP.  Very cool.   You can squeeze out wins with this card because he literally reduces your HP cost by one (because it costs one to play him).

Toxic Reinforcements - I think this card belongs in here.  One for sure, but I think two is fine.  When you finish the quest, you can combo with Trueaim Crescent if your opponent has a minion with enough health.  FYI - I don't always play this on turn one with this deck.

Tracking - This card is key.  I think you need two in all face hunter decks.  It's basically card draw with discover.  I usually won't play it on turn one, but if I don't like my hand I'll sometimes play it alongside a HP on turn 2 or 3.  And late game, you can find that finisher you need for lethal.

Wolpertinger - Not sure how good this card is without Scavenger's Ingenuity, but it feels fine to play on turn 1.

Eaglehorn Bow - Ideally, it's 6 damage for 3 mana.  That's why this one is in here.  Great value.  Even without Secrets.

Kill Command - The finisher.  I try to run extra beasts because sometimes you need that activator to get the 5-damage.  I usually keep a 1-cost beast in my hand till the end just for this reason.

Unleash the Hounds - I think one is good.  It's a situational card, so I just don't like having two of them dead in my hand.  But one can come in handy at the right time.  Sometimes your opponent forgets that going wide might be bad for him.

Leeroy Jenkins - Not sure if he's necessary, but he feels good and he's won me a good number of games.  Plus, you can mess up Big/Res priest.

 

Mulligan and General Strategy:

I hard Mulligan for Toxic Reinforcements and Southsea Deckhand and that's pretty much it.  You want to play Southsea Deckhand on turn 1 to pull Patches the Pirate.  The curve of this deck is crazy small.  You almost always have a 1-drop on turn 1.  But my style changes based on what's in my hand and whether or not I can win the board early.

General Strategy is to be efficient and use the HP as much as possible because you will run out of ammo and you need to hit fast.  I almost always use the Coin on turn 1.  If I don't have Southsea Deckhand, I'll try to put a minion or two on the board. 

Turn 2 can vary a lot.  Sometimes, I think just using HP is correct, but occasionally you may want to buff the board on turn 2 instead.  If I can't buff the board, I'll usually just HP.

Turn 3 and on - Make sure you HP every turn, be efficient and go Face. 

 

Matchups:

I had a lot of success vs Priests and other slow decks.  They just don't realize the burst potential here. 

Darkglare Warlock felt even.  They usually get so low in health, you can squeeze out the win.  I def won and lost a few against them.

Mages felt even.  You can often beat Quest Mage before they can finish.  I try to race Secret Mage to the death as well.  Reno Mage depends mostly on whether they get Reno Jackson in time.

Shamans - In general they felt even.  I had early success against them, but once control Shaman starts healing, you're in trouble. 

Odd Warrior is one of the only bad Matchups I faced.  I think you can just conceded those ones.

 Good Luck Everyone!  I'll try to update soon.

 

UPDATE - 8/27/20

Just a stat update.....I play mostly on mobile, but for some reason my hsreplay.net stats haven't been updating from it.  I do use a mobile deck tracker as well, so I manually wrote down some stats from my opponents for you:

Druid: 1-1, Palidan: 2-2, Hunter: 1-0

Shaman: 7-3, Priest: 8-1, Warrior: 0-4

Warlock: 5-4, Rogue: 2-0, DH: 0-1, Mage: 4-1

I also had at least 2+ wins from instant concede....tracker didn't have the opponent's hero for those.