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GvG Surprise Control Ghoul Hunter

  • Last updated Feb 27, 2015 (Undertaker Nerf)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7320
  • Dust Needed: Loading Collection
  • Created: 2/23/2015 (Undertaker Nerf)
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Surprise Control Hunter:

A lot of people are going to tell you Control Hunter is bad, however, I've been having a really nice amount of success with this lately, I got sick of running head on into mech-mage and rush hunter all the time.  Naturally a lot of people think control hunter is a less than optimal thing to do at the moment in such and angry, face-punching meta but this deck aims to turn the table somewhat.  

It operates somewhat similarly like a control warrior in certain aspects.  It aims to allow full board control early with the use of the ghouls, pyro's and subsequent snipes. In most cases I've been able to have either the mad scientists and a bow or ghouls and an acolyte of pain.  The mid-games houses some removal and quality "sticky" minions to allow a continued board presence until turn 6,7,8 - where the heavy hitters come rolling out.

The Endgame rests squarely on the shoulders of Gahz' and his buddies,  Sylvanas is there for some added control and to eat a polymorph or a hex (any strong removal), to clear a path for the other late game minions.  This is the same for the Savannah Highmanes - because Highmans are such a threat they regularly take a big removal card, which is good if they do and great if they don't (win-win). At the end of the day, it's Gahz'rilla that's going to be doing dealing the finishing blow, ideally, this is why the archers are included.  The two archers work well with the double Hunter's Mark and are used primarily along with Arcane Shot to get Gahz up to that delicious 24 Attack. (I like the Gahz activation security with the archers but they could be replaced with another Arcane Shot and another removal spell, leaving Gahz to be activated by the wild pyro's.)

Naturally as a hunter, you will have clicked your hero power a couple of times since the off so 24 damage should leave your opponent bleeding out if not already defeated. Ragnaros is included simply because its a great legendary, King Krush however is a personal preference and can be replaced at your whim.

 Admittedly, the role of the ghouls in the deck will seem strange as it's hardly seen the light of day lately, however it serves to ensure the acolyte draws at least more than one card.  It also allows for some nice board control early with it's deathrattle killing clockwork gnomes, removing the shields from annoy-o-trons as well as finishing off the more stubborn half of a harvest golem.  They also help to clear a hunter's early board. 

With the late-game cards only two of them are kill-able with Big Game Hunter (1 if Krush is replaced) with is a bonus - having Gahz'rilla at 6 attack works wonders for keeping it alive on turn 7, especially if you have a Sludge Belcher on the field.  

As for the oddest part of the deck, the Snipes, they are included simply because no-one expects to be sniped.  Most of the time people will expect you to be running explosive (or maybe freezing) and so will be apprehensive to attack your face with their damaged minions. Ideally, they will try to work around the non-existant explosive trap and play a minion with 3-4 health on turn 3 such as the Spider tank, which will be instantly killed.

*Caution* If they have the brass balls large enough to attack they may catch on to your wily schemes and play a smaller minion (which still gets killed and delays the opponents larger cards, but wont deal with them).   

This is the first guide I've done so - be gentle.  All constructive criticism welcome.