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Anti Aggro Hunter

  • Last updated Feb 25, 2016 (Explorers)
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Wild

  • 19 Minions
  • 8 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6840
  • Dust Needed: Loading Collection
  • Created: 2/8/2015 (Undertaker Nerf)
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  • Total Deck Rating

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Hello all,

Ever since I saw the control hunter decks of Sparkaz i'm addicted to the playstyle. This deck is different from playing face/aggro/midrange hunter. It is more like playing priest without healing your board but with more burst damage. 

I reached legend only once with a priest deck in season 7. The main reason is that I don't have the time to ladder each season. Usually I end at rank 5-8 with semi-competitive decks.  I got 500+ wins on my hunter (The far majority of wins with control decks).

 Update:

Reached rank 5 at the moment with only playing this hunter deck. I changed a few things. I went with an unleash + cult master for more card draw. I use spellbreaker instead of kezan mystic because it is a more versatile card. It can silence mad scientist but also some taunts or out of control buffed minions. You can almost always use it in a good way, even played against a shredder or belcher it's already worth it. 

About the deck:

It's a deck that counter aggro perfectly. I tried a lot of decks and a lot of different card combinations and with this one I think I hit gold. It is especially good for ranking to rank 5. The reason for this is that alot of people play aggro oriented decks like face hunter and demon zoo to rank up fast.

Strengths:

1. You basically always win against face hunter. (90%)

2. You win a lot against zoo type decks.

3. You win a lot against paladin  

4. It's quite good against oil rogue, because of all the healing and deathrattle that stays on board after bladefury.

5. Good against freeze mage because of the heals and extra effect that they cant freeze (secrets such as snipe, ragnaros)

It is oke against:

1. mech mage/mech shaman/spell mage. If they have a good hand and you don't you lose this match up. You need to fight for the board and keep it. Card efficiency is not that important.

2. All kinds of medium control decks: standard shaman, grim patron warrior, combo druid. With these kind of decks its a balance between going face and trading. You can win in the late game and in the mid-game. 

It is bad against the  (very) late game match-ups:

1.  control warrior: too much armor to kill quick, too many late game cards to win late-game. Ways to win are playing very efficient (use hero power alot). Use wild pyro hunter mark only late game for big dragons/ragnaros/grommash. Don't use heals above 15 hp --> since alextraza. Pulling of a good sylvannas feign death is huge in this match up. The other way is playing tempo (if you got the right hand) and just spend all your mana good every turn and take board control.

2. Priest: Same as warrior, hero power heals + spells that heal --> too many late game answers. Try to get board control and try setting up for lethal. Always kill bigger minions since priest will keep healing them, preventing you from getting board. Don't play annoytron or acolyte after turn 6 if priest didn't play their cabal shadow priest yet. Always consider what a priest can do (can he shadow maddness/pain/death/mind control/shrinkmeister/auchenai circle)

Mulligan for (in general):

Mad scientist, eaglehorn bow/

Against aggro:

Wild pyromancer, illuminator, (against face hunter 1x heal bot / sludge is oke to keep), spellbreaker if mage/hunter (mad scientist), shredder (if going second), unleash can be okay to keep.

Against control:

Acolyte of pain (need to draw anwsers not afraid to lose board in early game), piloted shredder. Also a hunters mark against druids/handlock.

Always mulligan:

Secrets, feign death, 5+ mana cards.