TheJordude's 100% Winrate (#4 NA) Midrange Hunt...
- Last updated Jul 19, 2015 (Blackrock Launch)
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Wild
- 17 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2880
- Dust Needed: Loading Collection
- Created: 7/8/2015 (Blackrock Launch)
- TheJordude
- Registered User
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- 7
- 11
- 17
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
494
Hi, my name is Jordan aka TheJordude and I am a pro player currently playing for compLexity gaming. I recently hit legend (July 2015 season) with my interpretation of Midrange Hunter. I had a 100% win rate from rank 5 to legend (#4 currently) with this deck, climbing from 5 to legend within 3 days (school and work prevented me from playing all day).
You can find me on:
Twitch: http://www.twitch.tv/TheJordude
Twitter: https://twitter.com/coL_TheJordude
Here is the image of my spreadsheet just keeping track of my matchups (yea its a crappy spreadsheet, working on a better one)
Here's a screenshot of #4 legend with this deck
How to pilot this deck
A lot of people will tell you that Hunter is the easiest deck to play. I am one to disagree as there are many decisions you have to make with this deck, and any hunter deck to be honest.
With this deck, try to:
- Get board control as early as possible (by turn 6 max). This may require some aggressive plays to get this control... so yes you will have to trade minions, and use your spells and weapons
- Try to gain big tempo swings. Cards like Mad Scientist into Freezing Trap, Houndmaster, Hunter's Mark, Knife Juggler [/card], [card]Unleash The Hounds, Eaglehorn Bow and more all help you achieve this. Yes there is a lot! (That's why this deck is op)
- Try to be as efficient as possible. After say turn 3 or 4, really try to utilize your mana as efficiently as possible. Later in the game try to weave in your hero power every turn to maximize your damage and so you don't run out of steam so quickly.
- Know when to be aggressive. After a certain point in the game, you want to transition your board control into aggression. This can happen anywhere from turn 4 onwards, depending on your situation and who you are against. Against other aggros you may want to keep controlling the board, or race them. Against midrange/control you may want to be aggressive because you know you are running out of steam and need to kill them soon.
- Your power spike is from turns 2-6. If you can snowball your early game advantage and stay efficient, it is hard to lose.
Card choices:
Hunter's Mark - Can get a lot of value by either killing a big taunt such as Ancient of War, or simply just getting tempo by running a Webspinner into an annoying threat like Druid of the Claw
Webspinner over Abusive Sargent or Leper Gnome [/card] - Webspinner synergizes well with [card]Kill Command and Houndmaster. It can also get you amazing beasts like Savannah Highmane or Stranglethorn Tiger for later in the game or filling the curve better. You are playing for control, you don't have as fast of a game plan where you would play aggressive cards like Leper Gnome which doesn't provide you much in the longer run.
Freezing Trap - Huge tempo card when played at the right time or brought out by Mad Scientist. If you also manipulate the board to isolate a minion it is also good
Snake Trap - Can bluff as an Explosive Trap or Freezing Trap which can really mess up their plays. When it goes off, the snakes are very useful for getting board control by trading against aggro minions, or combining with Houndmaster, Hunter's Mark or Kill Command
Haunted Creeper - Strong, sticky 2 drop that's a beast and can normally stick around as a great target for Houndmaster
Ironbeak Owl - There are so many targets to get a good silence you would be crazy not to run an owl.
Knife Juggler - Combo's well with Snake Trap and wins you almost every game agains zoo when combo'd with Unleash the Hounds
Mad Scientist - Can't play secrets without this card, absolutely broken. Also you have 3 secrets so there is a lower chance this card is dead if you open up with a secret in your hand
Eaglehorn Bow - Great weapon to clear minions for board control. Can also get a lot of face damage in, especially when you get secrets activated
Animal Companion - Anything you get off this card is good
Kill Command - Helps you get the reach you need to finish off your opponent, It can also be used as removal as it is very efficient
Unleash the Hounds - A lot of people cut 1 UTH. But I REALLY like 2, there are so many times where this card is very useful. Either for reach for lethal, dealing with a big board and comboing with Knife Juggler, getting value off Houndmaster. A lot of decks right now fills there board, which is why this card at 2 copies is good right now.
Houndmaster - 2 copies are really good in my opinion because you will normally always get the battlecry off since you have so many beasts that are sticky enough to last.
Piloted Shredder - An alternative turn 4 play when you can't play a battlecry Houndmaster. Very sticky minion that fits in all midrange decks.
Loatheb - Great 5/5 body that locks out your opponent and secures your win when you are ahead
Savannah Highmane - Best minion in the game. Can't be BGH. Sticky. 2/2 leopards are great. The Kappa rule is that if you get a hit to face with this card, you are probably going to win the game (seems to be true every time though)
Dr. Boom - Boom bots op. Applies a lot of pressure. Helpful when you are running out of steam or when played on curve on a follow up of Savannah Highmane
Optional Cards:
Harrison Jones - I either have Jones or 2nd Piloted Shredder depending on how many weapon classes I see in the ladder
Sludge Belcher - Solid 5 drop, just not my preference in this deck as I feel it doesn't apply enough pressure
Explosive Trap - Good when there is a lot of aggro and would replace Snake Trap. I feel this card is a bit weak in this version of hunter though.
2nd Quick Shot - 2 is fine and replaces Snake Trap or 2nd Piloted Shredder. I don't like the 2nd one right now because it doesn't develop your board and is awkward when you have 2 in your hand.
Glaivezooka - Good weapon that can punish some plays, but a lot of times I find it awkward when I want to playEaglehorn Bow on 3 but have to waste a Glaivezookacharge
Mulligans:
Always try to get:
Consider keeping based on your matchup, have the coin, how your hand will curve:
- Any secret
- A 4 drop (if the rest of your hand curves really well and you have the coin)
Matchups
Hunter: Either way
Normally depends on the draw, how efficient you are, and if you can gain early tempo. However if you're against face, you are unfavored.
Warrior: Favoured
Midrange versions of Hunter are favoured against control. Patrons however will depend on how well you can get the control and apply enough pressure early in the game before they can draw a bunch of cards and combo you.
Mage: Either way
If against tempo, the matchup really depends on the early game tempo swings and board control, like the Midrange hunter mirror. Against Freeze, it really depends if you get a good Loatheb turn as well as applying enough pressure early on.
Shaman: Favoured
Against mech or midrange, I find you are favoured because you get good tempo swings, Shaman gets behind from overload, and they have no heal.
Paladin: Favoured
Against aggro, Unleash the Hounds win you the game, get that and you are favoured. Against midrange you are favoured, again from good tempo swings and early board control. They have a much better chance when opening with a good curve from turn 1 or 2.
Priest: Favoured
Priest's are usually slow in the early game which allow you to get the board control and apply a lot of pressure, forcing them to have clears. Pirest can be unfavored for you if they open up with a Zombie Chow
Rogue: Favoured
Freezing Trap seems to really hurt Rogue. You can normally out tempo them and apply enough pressure and damage that they can't come back.
Warlock: Favoured
All matchups are favoured either because you get early board control and pressure against slow Warlocks. Or against Zoo they build a big board and you win from a Knife Juggler, Unleash the Hounds. Your secrets are also important against warlock.
Druid: Favoured
You will normally out tempo the Druid and just pressure them with a strong board that they can't come back. They have to open up with Wild Growth or Innervate into a good curve to win.
That's basically all I have to say for this deck. If you don't seem to find success for this deck for some reason do not give up. This deck does require some practice so that you can really fine tune your decision making. There are always quite a few options during a lot of your turns, so it may help to look back at your games to identify them and confirming which was the best.
I also provide private coaching for anyone that prefer individual guidance to improve. If that is something you would be interested in just send me a private message here and we can go on from that.
Here is a demo session of coaching with midrange hunter http://www.twitch.tv/thejordude/v/7967967. This run went 17-2 from ranks 14-8
Have fun being a dirty Hunter and I'll see you on ladder!
*Update: no longer 100% win rate, the streak has been broken while trying to climb to #1 NA. However i have some youtube videos up playing this deck in the top 10 legend level for those that want to see but don't want to go through the VOD
My midrange vs face hunter: https://www.youtube.com/watch?v=Rw5PO4Iwh14
My midrange vs justsaiyans aggro pally: https://www.youtube.com/watch?v=QFt3gSvSdeI&feature=youtu.be
Thanks for the awesome clarification. I appreciate it
*Another* boring hunter deck with 1 card changed from the previous one.
Grats on the streak to legend, but please post a deck with more ingenuity or originality next time. So boring to see the same stuff over again...
Little unfair don't you think? Now I'm not defending the OP but this game has two sets or series of cards. OF FUCKING COURSE some deck lists are going to be the same and until more cards come out, there isn't much anyone can do about it so don't take it out on the person who wanted to post the deck for shits and giggles.
You see ingenuity all the time in the other classes. Take warlock - there's Zoo, Handlock, Demonlock and Malygos. Take warrior, priest, druid or paladin - multiple archetypes and plenty of original decks.
Yet for hunter every single frigging deck is the same, give or take 2-3 cards. Like I said already: can the so called hunter experts try some *ingenuity* and *creativity* when you post a new hunter deck. I'd love to see that.
As for why hunter lacks such creativity - you blame the class design, blame the 13 year olds who play it, I don't care - just don't post the same boring cra$ over and over again, 1 card different to the last one and claim it's something awesome when it really isn't.
Hunter has Face, Midrange, and some control variants, including the Feign Death deathrattle variety. I've even seen a mech hunter on occasion. In general, though, the formula for a very effective hunter deck sits somewhere between face and midrange. The key cards are so efficient and so effective that you're bound to see 80% of them reused from deck to deck.
Blame Blizzard. Change 5 cards and you have another awesome hunter deck. I picked this one up cold this morning, went directly to ladder with it, and did 13 wins / 4 losses.
I have been using this deck. Not the best win rate, 60%, but that's about what I'm getting with all of these top rated decks. So two problems I'd say is you lose to hand lock, hard, they literally have to get a terrible hand in order to lose because you can't race fast enough to bypass the taunts/healbot. So idk what the fix is for that.
And also I've lost to losing tempo through Dr. BOOM getting BGH. Sadly this is a problem for many decks I test out and I know there is no real fox for this.
These two problems are minimal however so I'll say great deck overall. It's at least a solid 60-70% win rate deck (not 100% I think you just got Hella lucky, which is totally a thing)
I really think you should acknowledge that you made this deck from xdaniraptorx's Midrange Hunter Guide, the only difference is you swapped out the Sludge Belcher for a second Houndmaster.
http://www.hearthpwn.com/decks/261674-legend-guide-midrange-hunter
Lol @ this guy
Question, why Jones instead of acid? I know you have the benefit of card draw but what is the reason for you?
I personally don't want to say this deck is 100% win rate, climb from 18 to 12, but I am doing well for myself. I like to play smarter pressure the opponent but some matches I have to go Yolo for a race.
Other then that, I do like this deck and I'm not much of a hunter fan ^.^
My advice is always have Dat board control and stay ahead in life, people tend to cave into pressure if they see their life low.
i got a super good win rate with the deck achieving high legend in the first week of legend, just wanted to share what happened, the deck i used and some tips on how to play. im not trying to claim im the dad of hunter or anything like that.
seriously guys chill. the guy just wanted to share his statistics and some tips. i find it very helpful.
of course its gonna be similar to something else. hunter ability is not that versatile anyway. the successful deck is bound to be a rush deck. but then people adapted to that meta. so the next best thing became the best for hunter and thats midrange. just thank the guys for taking the time to explain it in his way
Great deck, thanks for sharing. Currently 8-0 with it.
for achievement
So far I've gone from Rank 12 to 5 with this deck and have only lost twice. Both times were to Priest. This deck is stupid good. Thanks for sharing! Hoping it'll get me to Legend, too!
Edit: Shouldn't have posted. Lost immediately to a Paladin. :0
Quick question: Say I have coin and creeper, scientist and juggler; should I always coin out the scientist first?
depends if the other has a minion that could kil your juggler, its usually better to go with scientist if so. creeper turn 2 is beter
depends on your opponent's deck. If its aggro then you should coin out Haunted Creeper so you can trade it up next turn and get 2 dmg from Knife Juggler.
Great deck but I have been finding myself lacking card draw...I was on a winning streak and then all the sudden I was on a losing streak...lol
Yes that is how hunters have to play, on curve, not wasting cards because there is no carddraw. That's why it's harder to play than it seems.