MLL Hunter
- Last updated Aug 16, 2015 (Blackrock Launch)
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Wild
- 5 Minions
- 25 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3260
- Dust Needed: Loading Collection
- Created: 8/16/2015 (Blackrock Launch)
- MarcTheKind
- Registered User
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Total Deck Rating
86
This is a really interesting combo based hunter deck that is aimed around drawing the Malygos combo or get an insane Lock and Load turn. The deck actually plans to consists of 20+ spells interacting with L&L, complimented with a few important creatures to pull of the Emperor Thaurissan + Malygos + SMOrcSpells combo.
CONSISTENCY
One of the key strengths of this deck is it's ability to consistently draw the exact combo creatures it needs function, thanks to the new TGT card King's Elekk. Elekk is in the deck solely to help you draw the Malygos and Emperor for the OTK combo, while also granting you an early beast body. Elekk is pretty much guaranteed to draw these cards because you don't really run any other minions, and they are so high mana cost (9 and 6) that they most likely will win the Joust. The other creatures in the deck are Ironfur Grizzly from Bear Trap, Huffer from Animal Companion and the doggies from Unleash the Hounds; serving mostly to help you through the early game, and since they are spells they don't affect any Joust outcome and also trigger L&L.
Tracking and Flare helps you cycle and find the combo pieces you need. I'm a little scared of Tracking because it might force you to discard important cards, but it is really good for consistency and versatility, and you can also use it to proc on L&L; allowing you to choose another a spell to proc on L&L (commonly known as "Procception"). Flare is really good vs freeze mage etc...
You can also add Gadgetzan Auctioneer for more cycling, or even run Gnomish Experimenter; although Gnomishmight make your "Elekk-Joust" less consistent (Game winning beast synergy if you turn Malygos into a Chicken though.
Hard to say how much additional draw you need in a deck like this, pretty much have to play with it to find out.
THE COMBO
Emperor TheRussian to enable the Malygod combo by reducing the cost of the combo cards. Using Arcane Shot, Quick Shot and Skill Command buffed by Malygos for insane burst damage to face after turn 9 or 10. 2 Arcane Shot's + aQuick Shot or Skill Command is 22 damage.
You can also Emperor to reduce the cost of L&L together with a bunch of spells, allowing you to follow up with an insane L&L value turn. These L&L turns might also draw more damage spells unlocking even sicker combos. Imagine drawing 6 Arcane Shot's + Malygos = 42 damageTroldendreammeaningoflife (That almost beats Patron 48+ damage combo, IMBA!).
CONTROL SPELLS
Explosive Trap, Powershot, Unleash the Hounds, Multi-Shot and Explosive Shot stops the enemy from Zerging the board. You can possibly add or switch some of these around depending on what threats you face, and what best fits the curve. I Personally like the idea to have at least one of each so that you can choose the AOE clear that suits the enemy board state, and with the flexibility of Tracking you can most likely find it! If they have many small minions; Explosive Trap or Unleash is good, and if they have a Loatheb surrounded by some small minions; a 10 mana Explosive Shot on turn 6 is perfect!
Hunter's Mark and Deadly Shot are your cost efficient removal for big creatures. Use Hunter's Mark for 0 mana cycle together with L&L and Gadgetzan, or together with Unleash and Arcane Shot to remove an important threat; like the enemy's hunter's very common Malygos. Deadly Shot is a really efficient removal tool, and it might also used in the mid game to deny enemy tempo minions.
GAME PLAN
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Early game: Mulligan for King's Elekk, Bear Trap, Animal Companion; to have some bodies to play early game. You should also keep cheap removal spells depending on the deck you are facing. AOE spells vs Aggro and single target spells vs Control.
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Mid game: Try to stay alive with your removal spells, while digging and holding on to key cards like Lock and Load for later in the game. Then possibly turn the game around in the mid/late game with a big Lock and Load swing turn: using Unleash, Hunter's Mark, Tracking, and other cheap but effective spells. This should give you new disposable cards to play until you have big combo.
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Late game: Seal the game with the Malygos combo, or a really big Lock and Load turn featuring 5+ spell casts.
OTHER CARD POSSIBILITIES
Eaglehorn Bow: Most likely to be added. Really good in the early game to stop the enemy aggression, might also help you close out the game. And it wont affect Joust.
Mad Scientist: To good to be left out? You really need to hard mulligan for low cost minions like these, or they might ruin the Joust.
Alexstrasza: Helps you set up lethal if you don't do much damage early, or heal yourself if you need it.
Cobra Shot: Very expensive for what is does, but might help you wither down your opponent while controlling the board, before you go for lethal.
Snake Trap: You might not have many minions in the early game for the enemy to attack, but can be good if you set up the Starving Buzzard draw engine.
Starving Buzzard: Might give you some sick draw together with Unleash, but you don't really have many other minions to use it with. It's pretty expensive at 5 mana so it might win the Joust.
Ball of Spiders: Wish it costed 5 mana so it could combo with Buzzard.
Nexus-Champion Saraad: Gives you more spells so you can spell the L&L spell to get more spells for face, spell.
Acidmaw: Allows you full clear the board with Unleash, good?
Wisp: Genius secret tech! Imagine it showing up in a Joust, it will stun your opponent so hard with shock and confusion that he wont be able to play. Will grant you at least 3 unobstructed turns before he recovers.
WAY TL;DR
Was to much minion trading in face hunter in my opinion, so I came up with a hunter deck that has as few minions as possible; so I wont have to think about trading at all! Say hello to MLL Hunter! In all seriousness, this deck is most likely pretty hard to play correctly.
I just love this deck. And it works too!
Is it just me or is anyone else wondering what does MLL means....
GOSH IT REALLY GETS ME!
Yes plz help
Cut out Hunter's Mark or Tracking and put in Deathwing or Chromaggus for big laughs. The Skeleton Knight also does well, since he just never leaves your hand.
Skeleton King: you mean you never play it, or that it always bounces back to your hand?
I love this deck. I'm running it with more traps, (2 explosive) and a healbot instead of gatdetzan. And no explosive shot. It's fun, but you pretty much lose if they can deal with Malygos. It isn't the best deck for competive (at least with my skill). To much hard removal for Malygos. But other than that, perfect. Will keep playing this.
Using King's Elekk to grab Malygos is ingenious. I wish OTK Malygos Shaman had a card like that.
"a 10 mana Explosive Shot on turn 6 is perfect!"
How do you have 10 mana turn 6
Every time I see this deck I read MILF Hunter, please help me!
LOL xDD
Clear your browsing history, might help.
Why are you running auctioneer? You probably wont get much out of auctioneer it will be removed after one turn. Unleash seems bad here since it's probably only going to be good in a aggro match ups which you will lose to anyway do to lack of heal. I like the Idea of trying to abuse the elekk mechanic but this just does not seem like it can work. Maybe if you replace auctioneer with alex. It would help you deal with control warrior and other control decks. And sometimes they might just not have heal and you can burst them down from 15 with out malygos. Also why power shot and not a second explosive trap?
Against control warrior and patron you lose because they can just Armour up an insane amount to avoid lethal unless you are really lucky with luck and load (still lose to patron no matter what). Other match ups might still be too hard to win as well. I'm not even sure if this deck can beat druid. Maybe I'm wrong though. Either way its still a great fun deck.
It really comes down to how good luck and load is at giving you just what you need.
I feel like in a combo heavy deck, that tracking is almost as good as drawing 3 cards. I definitely agree about adding healing and maybe another stall tool or two.
Now you can create King's Elekk, Gahz'rilla combo deck
or King's Elekk, Alarm-o-Bot combo deck
This deck is bad ass. Y not try gnomish experimenter since this deck is like all spells?
Reduces the value of King's Elekk since experimenters don't joust
To shore up some of the weak parts of this deck being Card draw and losing to easily to aggressive decks I would Take out the skill commands for 1 tracking and 1 power shot you can rely on the rest of your burn for maly combo. I would also take out the gadgetzan and a flare for either cult master or if you think that screws up elekk to much you could use buzzard and combo them with unleash. The last thing is I would take out the one multi shot for another explosive trap or shot whichever seems better for the meta.
Seems like an awesome deck I will try to find a way to fit in alextraza for heal or burst but good luck to you and I really hope this is better than cancer
I would replace auctioneer with acolyte of pain becauseeven the auctioneer is good with spells auctioneer is to slow as a 6 mana 4/4 and pain can put up a lot of draws as well ( I realize it makes elekk slightly worse but I'd does not hurt the OVERALL deck) I also think gnomish is to weak because it can not draw more than one card as a 4 drop.
But I like the deck, vote up
Good idea, lock and load should've been a rouge card
Yeah cuz that wouldn't be OP...