[TGT] ControlHunter- Faith Restored
- Last updated Oct 6, 2015 (TGT Launch)
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Wild
- 14 Minions
- 15 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4920
- Dust Needed: Loading Collection
- Created: 8/22/2015 (Blackrock Launch)
- user-21513507
- Registered User
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- 3
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- 14
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Battle Tag:
N/A
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Region:
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Total Deck Rating
138
Also check out my Dragon Control Warrior!!
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Edit:
Tips: Double Lock and Load works and gives you two cards per spell!
Hi guys, I would like to introduce my new Control Hunter Deck. I spend quite some time learning about the new introduced TGT cards and I think control hunter is finally viable again.
Combo/Carddraw:
The new card Lock and Load solves the card draw problem control hunters had before TGT and is a powerful tool to win the game. Lets say you play Lock and Load on turn 6 and you follow up with Tracking, Hunter's Mark into Unleash the Hounds. The result is most likely a board clear + 3 random hunter cards .... sounds good!
With the Emperor Thaurissan mana cost reduction, insane Lock and Load combos are getting reality.
Traps:
For traps I am using the new Bear Trap that fits very well into the control playstyle and the well known Freezing Trap. 1 copy of Eaglehorn Bow and Mad Scientist to get some synergy going but also to get the traps faster into play. With Lock and Load you can still get some value out of traps you drew very early in the game.
Unleash/Dreadscale/Powershot:
It was a hard decision to choose between these three cards. Powershot is a new introduced control card and is basically a Consecration for 3 mana (The enemy usually doesn't have more than three creatures on the board). Unleash the Hounds and Dreadscale both fullfill a very similiar purpose. I just feel like having a card like Dreadscale in your deck gives you more options. Dreadscale works also very well with Hunter's Mark and counters very rushy types of deck who constantly put out creatures with 1 health. On the other hand Unleash the Hounds is a spell (Lock and Load combo) and has a very good Synergy with Animal Companion. Suggestions are appreciated.
Beast Synergy:
Ironbeak Owl, Bear Trap, Animal Companion, Unleash the Hounds, (Dreadscale), Savannah Highmane & the cards you get out of Lock and Load are providing a good Beast Synergy. 10+ beasts are also enough for your Houndmaster
Mid & Late Game:
Sen'jin Shieldmasta, Sludge Belcher & Antique Healbot provide some taunt and heal until you get into the late game or manage to pull off a nice Lock and Load combo.
Savannah Highmane and Dr. Boom are the fatties you need to finish the job.
Mulligans:
Always try to mulligan for a Mad Scientist to get out the early traps.
Keeping Ironbeak Owl, Unleash the Hounds or Dreadscale depends on the matchup.
Coin:
Only use the coin if really necessary. The coin is really usefull for your Lock and Load combo or to get out an early Emperor Thaurissan.
TGT Cards that are not included:
Other TGT cards I didn't include in the deck because I think they dont fit very well are:
King's Elekk : Its a very good card but there are other cards that are more useful in the early game like Mad Scientist. Also the chance of winning the Joust is only around 50% (If both minions have the same mana cost you dont win the Joust). There is simply no space for any minion besides Mad Scientist if you want to run Lock and Load
Ram Wrangler: More of a midrange hunter card; Requires a beast; already enough 5 drops; better play a Belcher on turn 5; rng based;
Acidmaw: trash card; too expensive; bad stats; effect also works on your own minions; synergy with Dreadscale or Unleash the Hounds but is a 10 mana boardclear really worth wasting a spot?
loseloseloseloselose
This.. This deck is what changed the name from Huntard, to Hunter. On a 7-1 win row atm i am completely surprised how good this deck works, even against zoo Hunters, Mech mages, and what else comes my way, the only thing i´ve lost to so far was a recruit paladin, but only because i never got my spells on my hand. I´d changed a bit and putted in a flame track for better board clears, and a kazan mystic because of the different secret pala´s mages and hunters, and it works wonders when you steal htere spells and 3 times they just rage quittet the game.. i love this deck so much.
What do you think about Nexus-Champion Saraad in this deck? been doing great things for me with lock n load, especially with all these taunts
Hey dude could you make a video playing and explaining how the deck work? i don t know how should it be played =(
Is this deck based around lock and load or can it be replaced, because i honestly dont see the value of lock and load. could someone please explain, thank you
not sure why people are saying this deck is good but its way too slow for the meta and its too card draw dependent
Great deck man. Just got back into hearth after taking the majority of GvG off, as I got tired of the meta and Hunter really only ever having two type of decks to go to. I Used to always try and make Control Hunter work and for the life of me, I could never seem to climb with it. But, with TGT and the new cards it brought, I thought maybe COntrol Hunter would have a shot. And you seem to have at least made a list here that is actually viable. Currently on a 10 game winning streak, and loving how it plays. Hopefully Control Hunter can have some lasting power now, and have a chance to be able to change with the meta.
Edit: Please, if possible, keep your list up to date with what you're playing(if you're playing Control Hunter). As it's really nice to have a list to go off of other than my own. The more of us who play this type of deck, the more optimal it becomes for changes in the meta. Thanks again.
I have my own variation of a control hunter I've been working on because I love the concept of a control hunter as well. I will be testing out this deck type to see it's variable difference but I want to ask if gladiator longbow is worth it's weight in here? I have used it in some sticky situations and it has proven worthy in my deck considering it can take out some decently big cards and no damage to hero.
It seems like TGT didn't bring anything new to the competitive scene other than secret pally.
Dragon Priest and Combo Druid are really popular in the higher ranks
I also do not have Dreadscale I added in Unstable Ghoul, does anyone else have a better suggestion, or does anyone think that he is essential to the deck?
Just take a second Unleash. Unstable Ghoul doesn't deal with the board instantly and can be abused or silenced.
the second unleash the hounds
Nice fun deck! I do not Dreadscale :( So putting in another unleash the hounds- should be ok right?
Yeah second Unleash is perfectly fine
I'm loving this deck! Control Hunter is a deck that I've been trying to make work since early beta. While there has been a couple breakthrough iterations of it over the last two years, most of the comments here are right; it has always had potential, but it lacked consistency due to Hunter not having good draw options since the Starving Buzzard nerf. Control Hunter has slowly gained a few useful cards as expansions have released, but as the Meta just got faster and faster, Control Hunter never had a place due to bad draw. The standard draw engine for Control Hunter post-Buzzard nerf has been a combo of Wild Pyromancer, Acolyte of Pain, and a spell to trigger, but such a combo is inconsistent and feels clunky just to draw a 1-3 cards. I never liked Tracking either because you risk losing multiple high value cards, and control decks often need every card in their deck to win. Maybe TGT has fixed this?
Going from rank 15 to 10 last night with this deck, I had about a 75% win rate. It maintained a 100% win rate against Face Hunter, Patron Warrior, and every kind of Warlock deck. The deck proved to be very flexible as the matches hit the mid and late games; at times I feel like I can reliably burst down the opponent, and other times I feel like I can reliably keep their board clear and handle any threat that they may drop. I'm currently having problems with Combo Druids and Midrange Shamans, so I might tech in Explosive Trap as added assurance against Force of Cancer and Bloodlust/Thunder Bluff Valiant rushes. I've played against two Paladins so far and have lost both games, both to not drawing my board clears or Flare. Dreadscale and Powershot have been godsends against every deck not expecting a proactive board clear from a Hunter, and they fit the curve just right.
I decided to swap out a Houndmaster for Acolyte of Pain. I agree with others here that the second Houndmaster just seems clunky. Even though it has the potential for a big tempo swing, I've found the second one has been either just a dead card in the hand, a win-more card, or just a body. I haven't had a situation where having a second one is what won me a game. I feel safe enough running 2 Bear Traps, 2 Sen'jin Shieldmastas, 2 Sludge Belchers, 1 Houndmaster, possible taunts from 2 Animal Companions, and even more chances at taunts with Lock and Load. Speaking of Lock and Load, the card has definitely lived up to my expectations every time I have played it, despite the RNG factor. The card is an amazing addition to the Control Hunter archetype, and I've had no problem running 2 so far. Acolyte of Pain has been amazing so far. It either nets me 2 cards most of the time. Sometimes it will bait silence or hard removal, due to players expecting you to be Face or Midrange and not suspecting that you have the multiple late game threats of a Control deck. Will Lock and Load and Acolyte of Pain be the draw that Control Hunter needs? I won't make a conclusion for several more games, but right now, it's just enough.
All in all, this deck performs very well and I'm super happy that Control Hunter really works, at least at the start of TGT. I really hope that it's a deck that will stick around and flex with the Meta this time, and won't die due to poor drawing and inconsistency. Control Hunter becoming a staple deck would be amazing for a class whose decks haven't changed much in the past several months.
Thank you for your comment
I changed one Houndmaster for Explosive Trap and trying this out right now. Explosive Trap is really doing work against Paladin. I don't know about the Acolyte. Never felt like I need more draw. I could imagine that swapping one Freezing Trap for Acolyte could work. So we still have 4 traps in the deck: 2 bear, 1 freezing, 1 explosive.
I am going to test some of your suggestions in the next days and update the guide as soon as possible.
Thx for the input.
Every Control Deck needs good draw power so they aren't relying on their turns' draws to get them the cards they need. I really love the concept of a Control Hunter. I even made my own deck as well. But I suggest you add something to make this deck more consistent. Also, I feel that two copies of Houndmaster, though having the potential to pull up your tempo exceedingly well, isn't needed.
However, these are opinions; I hope you aren't offended.
Thx for the input. Testing some suggestions right now
Can't get this deck to work at all. Too slow, too inconsistent and too random. Out-tempoed by fast decks, out-controlled by slow decks. Can't understand how it's to be played.