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Kinguin Stats Hunter

  • Last updated Mar 26, 2015 (Undertaker Nerf)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5000
  • Dust Needed: Loading Collection
  • Created: 3/26/2015 (Undertaker Nerf)
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Hey all, 

After looking at the Kinguin Pro League Week 4 Decklists and more specifically the card statictics, I decided to make a post that discusses an idea:

What if you use ALL of the most statistically relevant cards and build a deck around them?

here are the cards and their usage stats:

I looked at this list and said, what jumps out at me about these cards as a whole. For me a few things... 1. Every card has value or "stickyness". They all like to trade for more than one card or give you 2for1 card advantage. 2. If they aren't trading for two cards, they are big tempo swingers (Loatheb, BGH) 3. Balance and curve. All of these cards curve well with eachother, leaning towards a more midrange manacurve. 4. Deathrattle Theme. Many of these cards have deathrattle, which can be used for synergy with other cards.

In building a deck, I wanted to choose class that could take advantage of all of these cards, which meant choosing a secret bearing class to accommodate Mad Scientist, so Hunter, Mage or Pally. Pally secrets are better in early game (IMO) which didn't match the curve, so I disregarded Pally. Mage doesn't have much in the way of deathrattle synergy, although echoing these guys is huge (which many echo mages do anyways). I decided on Hunter due to mostly one card, Feign Death, which has so much synergy with "list" above, and the extra deathrattle minions hunter has available. 

So hunter for these reasons:

  • Deathrattle synergy - Webspinner,Savannah HighmaneFeign Death. The deck is weak in the 4 cost slot, so i added Baron Rivendare. He is not easy to remove and can let your previously played Mad Scientist turn in to a huge tempo swing with 2 secrets (another reason why 3 different types of secrets were chosen...see below). And he can have massive impacts later with the other rattle minions. He basically says waste removal or tempo on me before you deal with the other "sticky" minion, which adds to your card advantage.
  • Secrets and weapon - The secret package that Hunter has is tough to work around and is IMO very versatile for the low cost. I chose 2 Freezing Trap because of its tempo swing ability, 1 Explosive Trap for those face rushers and 1 Misdirection, Which I find can be a boom or bust card (easily replaceable with a second explosive trap or snipe...testing needed). Also, as the "list" is more midrange, not having anything in the 3 drop slot really (as BGH should never be played that early), Eaglehorn Bow fills the void perfectly, it trades for smaller minions and with running 4 secrets, it can actually be a good source of face damage over time.
  • Spells - Keeping with the 2for1 theme and having synergy withAzure Drake, I think hunter has some underused spells for today's meta. Multi Shot and Explosive Shot curve well together, and both have the potential to be 2 for 1's. Multi Shot hits Piloted Shredder quite well, and the shredder is not often sitting on the field solo. The deck also has a week 4 slot other than a mirror shredder, so this spell works great. Explosive Shot is something I'm unsure of... with a heavy 5 slot presence in the deck, I might change it for more low end stability with Arcane Shot which synergizes well with the drake late game as well.

I still need to test, and with BRM coming out, maybe this is pointless, but there's something to be said about the statistics. They shouldn't be ignored. There's a reason these cards are being played a lot... They are gooooooood.

Other build archetypes using this backbone:

  • Shaman - deathrattle with reincarnate
  • Mage - Echo
  • Priest - Deathrattle theme with earlier pressure

Input would be great!

Thanks for reading