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[OUTDATED] Wild Odd Hunter

  • Last updated Mar 17, 2021 (Vol'jin Patch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Face Hunter
  • Crafting Cost: 5040
  • Dust Needed: Loading Collection
  • Created: 9/22/2020 (Scholomance Academy)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    78

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NOTE: Upon a new core set and a large number of changes to the game including nerfs and nerf reversions, this deck is out of date. It reflects a prior time period for the Wild Format.

 

Nothing but a Bunch of Big Birds!


With roughly a 62% win-rate, I have once again hit DOUBLE LEGEND this year. For season 78, September 2020, I ran this Odd Hunter to Legend with a record of 47-29. This was a bit more of a grind, as Odd Hunter isn't too popular or, in my own opinion of my deck, refined. I found this deck to be very enjoyable and reflective of the Standard Face Hunter decks of old. I think this deck did so well because it was very unexpected by my opponents. Otherwise, this deck loves to beat up Mages and Warlocks. With Highlander Priests being so prevalent, however, this deck may tend to struggle as that match-up is awful. This deck is very aggressive, and could potentially be built a bit a slower. Hopefully, Bad Luck Albatross will be reverted to 3-mana sometime and make this deck stronger. For now, this is what we got with Baku the Mooneater for Hunter.

My Match-Up Stats:

Demon Hunter: 3-0

Druid: 5-7

Hunter: 3-1

Mage: 8-2

Paladin: 2-3

Priest: 3-7

Shaman: 5-3

Rogue: 6-2

Warlock: 9-3

Warrior: 3-1


Video by Darkseeker Hearthstone: 

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Overall Game Plan

This build of Odd Hunter focuses on going face and utilizing Ballista Shot. We really want to curve out as best as we can while weaving in Hero Powers as consistently as possible. Since our deck is mainly 1-and 3-cost minions, our early turns are covered up until turn 6 with aggressive early plays. Later on in games, we have some viable ways of fighting and dealing damage. Again, we want to use our Hero Power as much as possible to grind to games. We really want to have Dwarven Sharpshooter, Alleycat or Wolpertinger on turn 1. Toxic Reinforcements is also a majorly good card to have early for grinding out games and closing them out.

Mulligans

Dwarven Sharpshooter is BY FAR the best 1-drop in the deck. Thanks to the Ballista Shot Hero Power, this can make opponents concede because they can't stick anything they want on board. Generally, Demon Companion and Springpaw are solid keeps. Alleycat and Wolpertinger are also very good. 

Specific Mulligans

Against aggressive decks and combo decks, Diving Gryphon is perfect. It tutors up another card, and keeps a way to remove annoying minions or threats in our back pocket.

I usually only kept Tour Guide if I was on The Coin, or if I had some sort of combination to use it with Dwarven Sharpshooter and/or Toxic Reinforcements. The same goes for Adorable Infestation. Making a Dwarven Sharpshooter or a Wolpertinger/Alleycat big early AND making a Marsuul Cub is solid on The Coin early.

I only ever kept Argent Horserider against Demon Hunter. Otherwise, send it back. It's useful for trading here. 

I kept Ironbeak Owl against Warlocks in particular, because silencing their taunting Demons made for a really smooth time. This card was major in almost every match against some sort of control Warlock deck.


Card Substitutions


Turns 3 and 5

These two turns are HUGELY impactful in if you win a game or not. What I mean by this is how you spend your mana on these two turns. Weaving in a Ballista Shot is indeed very good and important, but sometimes we just need to fight for board or remove something. Argent Horserider on 3 is not very good, but on turn 5 with Ballista Shot, it's arguably so much better. Turn 3 needs us to dedicate to the board, accel Toxic Reinforcements efficiently, or apply more pressure by killing something with the ability of Dwarven Sharpshooter if necessary. There are going to be matches where a Leeroy Jenkins on 5 is the correct play believe or not. These two turns are the most needy and important aside from how we open up as an Odd Deck.

 


 The Rush Package

Diving Gryphon may look out of place at first, but it actually serves a very important role in this deck. We lack a lot of mana-cheating in this deck aside from the Sidequest and our two copies of Tour Guide, and we kind of need an engine of sorts to help us along the way. Diving Gryphon gives us tutoring for either the other copy of itself or one of the Springpaw cards in our deck. The Springpaw and Lynx help us in the resource department against basically any deck archetype.


 Further Improvements and Innovations

Since I made this from scratch and took it to Legend, I figured it would be interesting to talk about what I'd personally think could be better or good. I think that cards like Dr. Boom, Blackwald Pixie, and Bearshark could potentially be good if you wanted to make a slower version of this deck that still had an aggressive slant to it. I think they would add some more to the deck, but I'm very unsure of what we could change out for them personally. I'd love to hear and read any comments or suggestions you all may have for this deck. Thanks for reading! 


Thanks for playing my deck on stream, k1zm3t! He managed to break into the top 200 Legend in Wild with this deck. Watch his stream here at: https://www.twitch.tv/k1zm3t 

Thanks for playing my deck on stream, MartianBuu! He played in the top 200 Legend in Wild with this deck in early November, 2020 before Madness at the Darkmoon Faire was released. Watch his stream here at: https://www.twitch.tv/martianbuu