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[Top 100 Legend] Blingtron Midrange Hunter

  • Last updated May 26, 2015 (Blackrock Launch)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4160
  • Dust Needed: Loading Collection
  • Created: 5/22/2015 (Blackrock Launch)
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  • Xergg
  • Registered User
    • 3
    • 9
    • 27
  • Battle Tag:

    Xerg#1358

  • Region:

    US

  • Total Deck Rating

    14

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Hi! I'm Xerg, a legend player on NA. I got to legend from rank four without losing a game with this deck. I normally don't do write ups, but Blingtron is so awesome I decide to post this. After playing normal midrange hunter up rank 5, I wanted to try to find a better build. I felt that too many games I had to hit face because of awkward draws. Oddly enough, this strategy worked decently, and I was winning 50% of the games with these awkward draws. When I saw the Hybrid hunter deck, I thought I had the answer. I tried it out, but I felt that the face cards weren't helping in gaining board control, and freezing trap and highmane were vastly inferior when you wanted to go face. I started tweaking the deck, but overall it felt like it was trying to do too much at once, and both face and midrange seemed more consistent. The one card I liked from hybrid hunter was abusive sargent. It allows your minions to trade up for little cost, and gain board control in the first few turn. I started testing new five drops, as while belcher is very good, it doesn't fit the overall strategy of midrange hunter. I eventually settled on blingtron, and he has overperformed for me. The reasoning behind him is that by turn 5, you should have board control, and you should start hitting face so you can fining them off with burn. Blingtron gives you more damage, so you can finish games faster without cards like kill command. He doesn't help you opponent very much, as if you are hitting face, your opponents like total should be low enough that using the weapon can become a serious liability. This deck has alot of good matchup in the current meta, such as grim patron warrior. 

Stratagy/Mulligan Guide:

The strategy of this deck is to gain board control in the early game and go all face in the late game. Mulligan hard for the one drops and two drops so you can get board control. With the coin, try to get 2 two drops so you can coin one out on turn one. 

[Full mulligan/matchups guide will be added with enough interest.]

Card Explanation:

Abusive Sargent: Great for trading up and gaining board control in the early game.

Webspinner: Great early game board presence, and late game value. Makes turning on kill command very easy

Freezing Trap: Insane tempo play, especially out of mad scientist

Quick Shot: Good removal and an easy way to finish off opponents

Haunted Creeper: One of the best value minions in the game. Allows for easy board control in the early game

Ironbeak Owl: Silences are good. Also turns on kill command.

Knife Juggler: Combos with haunted creeper and unleash for easy board control

Mad Scientist: One of the perfectly balanced cards in the game. Gives you insane tempo plays. Play two in every hunter deck before he is gone!

Eaglehorn Bow: Fiery war ax is good. Even a three mana version is still good. Try and get extra charges off freezing if possible.

Kill Command: You need lots of skill to aim this to the face :)

Animal Companion: All modes are good, so you always play two copies.

Unleash the Hounds: Great at gaining back board control or the finishing points of damage to an opponent. Combines with juggler and is very good against the always-rolled 4s on implosion.

Piloted Shredder: The best four drop in the game. Play two.

Blingtron 3000: Blingtron gives you more damage, so you can finish games faster without cards like kill command. He doesn't help you opponent very much, as if you are hitting face, your opponents like total should be low enough that using the weapon can become a serious liability. 

Loatheb: Insane stats for a tech card. Not really a tech card though, but try to give you opponents no outs by playing him at good moments. (AoE and other removal)

Savannah Highmane: Insane value for a 6 drop. Most class have to 3 for 1 themselves to deal with it completly. Great late game.

Dr. Boom: He is very balanced. A great late game card, as most opponents will have already used all their removal and have no answer.

Notable Exclusions:

Non-freezing trap secret: Why you give yourself more RNG than is already in the game. Pulling a snake trap off scientist can make you lose if you needed a freezing trap. Freezing is the best, so we run two and no other secrets.

Leper Gnome: This is not face hunter. Leper is a weak card in general.

Sludge Belcher: While good, it is counteractive to our plan. But the value......

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