[FiAV] DrekThar SMOrc Hunter
- Last updated Dec 13, 2021 (Fractured in Alterac Valley)
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Wild
- 9 Minions
- 18 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Face Hunter
- Crafting Cost: 5040
- Dust Needed: Loading Collection
- Created: 12/13/2021 (Fractured in Alterac Valley)
- AngusEef
- Registered User
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- 5
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Battle Tag:
N/A
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Total Deck Rating
6
I hit legend playing this deck and most youtubers arnt posting any face decks or some cheap-ish decklists. This is fairly budget; assuming you went Horde and opened Tavish. Do you need to craft either of them to play this? Tavish yes, DrekThar not so much but he helps the deck not be as clunky so you can draw more burn by thinning out the deck even if the stuff he brings out is 2/1's or cleared.
EDIT: Added a bit more footnotes on the classes I missed and playing Legend ladder for a bit. Trogg is usually really good but Arcane Anomaly is just as good in some situations better since he get past the 3 health and 5 health break points easier then a Trogg.
[Warrior]
Mulligan for the Weapon and Peasant. Its Pirate Warrior and they dont have a consistent answer to a turn 1 Peasant. The weapon HK on 2/2's and you can build up stacks on any minion they place trying to slow you down.
If your playing against Hard Control Warrior, Good luck drawing Tavish and some how pulling through.
[Shaman]
Same as Warrior but the Iron Deep Trogg is actually useful in the matchup. Actually a difficult match up if they have an answer to your Trogg or early game. They're probably still favoured even if they disrespect a buffed Trogg cause freezing your board for 2 - 3 turns is enough to stall your chip damage.
[Priest]
Mulligan for Trogg or Drekthar. Hoping they dont stabilize before turn 8. Priest is bad (IMO) and even if they do survive you can grind them out with the Tavish hero power.
[Mage]
Kinda the same with Priest but they actually play minions. 2/3 that Freezes is really good against the deck but most of the time you can get under them unless they meme'd really well. Both big and Mozaki OTK early game is similar and plays out the same.
[Warlock]
Blizzard's RP'ers favorite. Better removal then Hard Control Warrior and can be either Owl OTK or Quest Warlock. Quest Warlock is easier to beat then Owl since they cut out the self damaging cards for more draw.
Mulligan for Trogg but SAVE BUFFS FOR IT. Even if it means turn 5/7 for a double spell buff on Trogg. Past that they got unlucky and didnt have any removal; winning on turn 5 or your Trogg sticked. Most likely your playing like its Quest Mage and not playing any minions and having them waste removal on their own minions to stay alive.
[Paladin]
Free win. Get the weapon, Wound Prey or Trogg and you can easily win. They sacrifice to much to remove Troggs and get bullied off board to easily cause of the weapon/cheap removal. If they get a win on you, you bricked.
[Demon Hunter]
Didnt see them on ladder from 5 to Legend. Most was OTK or cheating out the 8/8 rush. Dumping your hand everyone turn is enough, dont think to hard and SMOrc.
Fel DH. Its like Warlocks where you'd want to save buffs for a Trogg or Anomaly. Difficult match up due the heal and removal.
[Hunter]
I didnt see anyone playing Drekthar or my list. Which is why I'm making this Decklist. Rhinos are to slow against Warlock and Priest, Yeah they might curve out well but cause of Voracious Readers in the deck you can dump out more spells without having to worry about drawing a 2 Mana draw 1 or a 4 Mana draw 1.
Mulligan for 1 drops
[Druid]
Both Aggro and Astral Alignment you want to mulligan for 1 Drops. But Astral keep any minion in the opening, even if its a Reader. You just want to suffocate Druids as fast as you can cause the 5/4 rush and 4/4 rush easily hold you back if you let them.
[Rogue]
1 Drops and weapon for the mulligan. You get charges off of their 3/2's or just to keep board dominance. Main difference from Garrote Rogue and Quest is you cant just dump all your buffs on a Trogg and win easily.
what to do now, past of trogg nerf?
You can remove Trogg and put in Demon Companion. Trogg is still good against Druid and pushing an extra damage or 2 from an extra minion.
But the deck struggles and havent played since hearing the "nerf" news when I seen Moarg got "nerfed" turning into a 3 mana 2/5. Warlock and DH easily dealt with this deck and the 5 mana clear combo gives them a 2/1 you cant really ignore.
The deck is strong and you might have more % opportunities to get under decks by the balance team sliding a 1 mana cost difference. But Hearthstone is already a highly stressful game with the player base's opinion on aggro or thinking deck heavy combo decks are "high skill". And the balance team design choices makes me question how and why they do things.
working for me! 5-0 so far. I love that feeling when you get to ignore a row of taunt minions for the kill.
All i gotta say is that this deck is surprisingly fun! Also i'm having a bit of a struggle with the paladins.. yeah the "free wins". Idn if its from their draw or mine but i manage to control the board until mid game till they start dropping insane board swings and clear my side of the board (buffed samuro + 1 or 2 0cost taunts with divine shield). From this point its basically gg. Also to note those shits have too much card draw and the latest expansion gave them even more (the 3 mana 3/1 draw a spell that costs 3 or less, it costs 0 this turn)... the class identity is sooo gone i feel xd.
Yeah if you dont control the board turn 1 from miss a 1 Drop its a lot more difficult. Try cashing in as much damage as you can; even if it means breaking your weapon. Paladin while having decent card draw is usually playing 2 cards a turn and not gain huge hand advantage and by the time turn 7+ happens they should be under 10 health making the Hero Card useless.
And if they stabilize sometimes Tavish hero power can slip by a win or the Ramming Mount still lets you kill off 8/8's keeping the board advantage and either side thumb wars a win.
i will try to smork them as much as possible in that case but like i gotta contol the board too. And they drop too sticky minions so either i gotta smork or fully commit to clearing. As an example: turn 3 they drop their Stonehearth Vindicator into noble mount and now they have a 4/2 with divine shield that also summons a 1/1 with divine shield when it dies.... I mean how am i supposed to clear that if not fully commit to clearing. Should i include a silience in the deck maybe? Like 1 owl and 1 scavengers ingenuity do draw it?
Edit: Weapon rogue shits on this deck so maybe instead of this i will include rusted viper for weapon removal in place of 1 adorable infestation( should help with paladins and owllocks too). And its tradable so it cant clog up my hand. Though messes with Dreck Thar but i will take that trade off if it means i have weapon removal in deck.
another one: after a few paladin matchups i found out that he just had a crazy opening hand and draw. Because at that game there wasnt a turn where he didnt draw so you can imagine xd. I stomp paladins it seems xD.
Also: There is a bug with moarg where if you piercing shot it with 2 hp it will only take 4 dmg even though its supposed to take like what.. 12? xdd
If anyone can look it up i would be grateful
No its a feature. When Moarg was first release with Piercing Shot I wanted to meme it up and run it in Hunter to blow up Warlock and Mage meta at the time.
The spaghetti code doesnt allow it since the Damage is calcuated in hand and Moarg adds the damage after hand. Semantics that makes interactions unfair/unfun when warlock can destory Moarg with Destroy a minion then deal 2 damage AoE. But still getting 4 Damage AoE.