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Hunter Hero Power OTK

  • Last updated Apr 17, 2021 (Forged in the Barrens)
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  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Hero Power Mage
  • Crafting Cost: 8480
  • Dust Needed: Loading Collection
  • Created: 4/13/2021 (Forged in the Barrens)
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 "Hunter Hero Power OTK" as Mage
The deck is still in development so feel free to give me your insights
The idea behind the deck is similar to the one behind Danehearth's Majordomo Executus OTK deck ; exploiting the weird interaction between Reckless Apprentice and other Hero Powers. In this case, making a boosted Steady Shot hit face multiple times for every enemy, counting the enemy hero.
In the first phase of the game you'll have to fish (pun intended) for your Sir Finley Mrrgglton, then with your Youthful BrewmastersZola the Gorgon and Potion of Illusion you can play the wretched murloc over and over again to obtain the Hunter Hero Power. During that phase, you should be able to bank your spare mana by casting 2 Conjure Mana Biscuits. The second and last phases are to first draw enough combo pieces for the kill and then to pop off.
Keep in mind that it is crucial to find the Hunter Hero Power (if you find it do not switch again). If you can't find it, use your last try to get back your Fireblast and proceed to play regular Hero Power Mage.
Each time you switch Hero Power there's a 1/3 chance that you'll find Steady Shot. On your last try, there's a 2/3 chance that you'll find either Fireblast or Steady Shot.
***You have to cast your Wildfires after you've found your Hunter Hero Power***
The optimal combo (with two Wildfires already casted) is Brann Bronzebeard + Terrorguard Escapee + 2x Mana Biscuits + 2x Reckless Apprentice for a total of 2x(2x7x4)=112 Steady Shot damage straight to face. You dont even need the Terrorguard Escapee if your opponent has a big board.
There's many great things with the deck :
- You can spread your "OTK" kill on 2 or even 3 turns with the bounce effects and still do overwhelming damage.
- Alot of the parts of the combo can be switched with one another.
- You'll most likely never need all parts of the "optimal combo" to kill your opponent, most of the time only a few parts are waaay enough. In the last 2-3 turns of the game your enemy will probably build a board that you won't need to remove; you'll be relaxing behind a 2x Ice Blocks wall waiting to smakabich. If your enemy is at maximum health and have 3 minions, a double Reckless Apprentice battlecry with the 4 dmg Steady Shot will be enough to OTK him.
I have to admit that the deck stuggles a little against wide board aggressive decks like Token Druid and Totem or Murloc Shaman. In those matchups, if your starting hand is bad, you can cancel the whole Steady Shot search and use your Brann Bronzebeard and Reckless Apprentices in the early game for maximum AoE, in the mid game you can make a harem of Occult Conjurers by using your bounce effects on them instead, and in the late game you can blast through any lasting hit points with a Mordresh Fire Eye or Solarian Prime + 2x Mana Biscuits + Potion of Illusion combo.
You can also use your Terrorguard Escapee to mess up a Big Priest rez pool, although Big Priest is usually slow enough to let you complete your combo without a sweat.
Flamewaker mages are almost an insta-conceed, they combo so fast and have so few minions you usually never have the time to do anything. I guess picking the Druid's Hero Power or even the  Warrior's in those matchups would be better.
In the Mulligan you should try to find Sir Finley MrrggltonZola the GorgonYouthful BrewmastersMad Scientists or Witchwood Pipers, but almost anything is fine if you keep your secrets, spells and bigger minion in your deck.
All in all, I'd say the deck feels really nice and modular, almost like a rogue deck, and it avoids alot of the painfull losses you can suffer with normal memey combo decks ( "Fuuu I was only missing one piece of the combo! REEEEE!" ). You can definetly play ladder with and keep a decent winrate, but remember it's a fun deck before being a very competitive one and that it can get stranded by bad luck.
The possible modifications i see are :
1 - Cutting the Terrorguard Escapee for a Frost Nova, you can even try to fit 2 Frost Novas. You rarely need to fill your opponent board, they usually do it for you. I'd even advice you to do so if you wanna play ladder with the deck, it makes it way more consistent.
Thanks to Goebs80 for this idea :)
2 - Cutting Astromancer Solarian for a freeze effect like Frost Nova or an AoE, cause she's kinda anti-synergic with wanting to draw your combo pieces, although she can act as removal/silence bait and board presence in the early game and can get you out of a tight spot in the mid/late game. I mean the card is fun and can strengthen the alternative strategies.
3 - Same goes for Mordresh Fire Eye, he's only there in case you can't find the Hunter Hero Power. I'd advice to cut Astromancer Solarian first tho. Let's just say he's not a central part of the deck, but he gives you a second game plan if things go south.
4 - You can switch Terrorguard Escapee with a Zul'Drak Ritualist for the taunt utility, but it costs one more mana and the 1 dops will likely be better than 1/1s, or with a Magtheridon for maximum meme power and a possible board clear, but it costs one more mana and can be easily negated.
5 - I think you could add a Justicar Trueheart somewhere in the deck for supreme meme overload. If you got Ballista Shot through her, it would do 5 dmg with the 2 Wildfires. It would mean a 80 dmg OTK or a maximum damage of 320 against a full board lol. Edit: they patched Wildfire so that the buff doesn't stay after Hero Power changes, so it would be a really greedy addition, you'd have to cast the 2 Wildfires after losing hard on tempo by dropping her. TL;DR : Don't add her, it's bad lol.
 Deck edits: 
- Switched the 2 Rigged Faire Games for 2 Ice Barriers because of redundancy with the 2 Starscryers.