Normal Chromagus Beast Hunter
- Last updated Apr 23, 2015 (Blackrock Launch)
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Wild
- 14 Minions
- 14 Spells
- 2 Weapons
- Deck Type: PvE Adventure
- Deck Archetype: Unknown
- Boss: Chromaggus
- Crafting Cost: 860
- Dust Needed: Loading Collection
- Created: 4/24/2015 (Blackrock Launch)
- Durly
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Total Deck Rating
4
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At the time the only existing Normal Chromagus Hunter was this deck
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Minion (20)
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Ability (10)
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I went with more beast synergy while still keeping 1 Sludge Belcher. I wanted the spells and the curve to work a bit differently, but quite similar. I also wanted the spells to count, and I wasn't feeling the Multishot. I did eventually start getting rid of more affliction cards to start clearing my hand for Core Rager, and got rid of Greens almost immediately. Basically the neutral cards and the charge strategy vs more of hunter's beast synergy. I did like a lot of the existing decklist, this is simply what I came up with from that, and it worked out well.
ur guide just says these are the cards have at it.
you really need to explain the strategy as to how to use your deck, especially for those us who don't play hunter much.
like how would you handle the debuff cards ? do you expect people to surf other deck guides to find all that out then refer back to here ?
What I was saying is that a few unconventional cards such as Core Rager and Call Pet have places where they can work out well. If you look at what I said briefly in the description because I didn't do a full guide for this deck, that is actually how it worked out for me personally as far as getting rid of the debuff cards.
I have not used this deck on heroic, and I am sure that if you were to surf plenty of guides there are in fact plenty of ways to do it. What I am saying about this deck is that it can buy you the time and mana that you will in fact need in order to get rid of debuffs. You will want to spend all of your extra mana that you can afford to invest into doing this, just not right away.
That is ultimately a decision that you as a player have to make while looking at your hand and the existing board state, therefore there is not much more that I feel I could say to suggest a definitive strategy behind when is the best time to do this. In one situation it may be a really good idea to clear your hand, in another you might have one game changing play available to you, but clearing your hand of debuffs would cause you to loose the match.
I was simply trying to illustrate a basic working strategy behind it, so the feedback is always appreciated.
Consider possible tweaks - 1 King of Beasts, +1 Sludge Belcher is a good example of something to try if you get unlucky with the Beasts.
Also this deck does not have super late game threats, so you do want to end the game or he will eventually just kill you. Its not a huge weakness though, because if you had expensive cards it would be difficult to play them. You can afford to play this deck like a Midrange deck, and find ways to manage the debuffs in your favor, because of all the mana you are saving. Hopefully any of that was of help.
I actually did make the same consideration based on how Chromagus hero power works, but still went this this line of play. I wouldn't consider cards that are often viewed as a lost cause in Ranked or Arena to have the same value in Adventure.
The enemy hero power placing cards in your hand becomes less problematic in the late game when the Core Rager is still in your hand, and you know that at the right time, you will be able to unlock its true value. A 7/7 on the board at a cost of 4, or with Call Pet a cost of 2 mana.
Is Core Rager a really frustrating card to have in your hand when you are loosing momentum? Yes, I would be the first to agree, that under those circumstances the card would simply seem completely counter productive. You would always be asking yourself why its in your deck if your hand is always getting loaded with cards. Its also a card that you would be happy to have held on to when you have that 7/7 on the board behind a taunt.
Clearing your hand in a match where your opponent stands to benefit from doing the opposite doesn't have to be a bad thing. There is value, as conditional as it may seem. The value is only increased by the synergy that now exists in the deck. The card is very opportunistic yes, but its a win condition that I wouldn't necessarily pass up when it works out in your favor.
Core Rager may be the worst card to play against Chromagus.