To Rank 5 and Beyond! - TGT Control Hunter
- Last updated Dec 9, 2015 (Explorers)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10980
- Dust Needed: Loading Collection
- Created: 8/24/2015 (TGT Launch)

- WhatAChamp
- Registered User
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Battle Tag:
WhatAChamp
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Region:
US
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Total Deck Rating
514
The following deck is one that I adapted from an older control hunter deck I used to play (Kurmagit's Gahz'rilla control hunter). With the addition of TGT, control hunter improved in two areas that it greatly struggled in previously: AOE and card draw.
I used to run control hunter around rank 7-9 with fairly good success. With new additions, I've been winning consistently in rank 5 and 6 and plan to take it further.
LOE UPDATE
It's been awhile since this deck has seen play but two new cards have made it all the more appealing:
Sir Finley Mrrgglton: Steamwheedle Sniper was our way to make our hero power useful. With Finley we can take a more control-oriented power such as Priest or Warrior (even Druid or Mage are nice).
Zombie Chow: Because the deck can pull out a control hero power, this deathrattle isn't a huge loss like it was before. The early game of chow helps us establish our board much better. Losing Kezan can be a hit, however, so make your decision based on the meta.
Sylvanas Windrunner: Since we can play the game slower now, Slyvanas works better for us than Loatheb. I'll be testing both, however.
Flare can be switched out for another Quick Shot or any of the other cards if you find you're not facing many secret pallies.
EDIT: As per recommendation of Mayawaska, I've swapped Animal Companion out for Deadly Shot and haven't looked back. I wasn't getting a ton of mileage out of Azure Drake, and the reduction from Emperor Thaurissan often didn't help too much so I swapped both of them for Sludge Belchers to save me from aggro. Finally, I took out a Steamwheedle Sniper (I actually don't have two anyway) and replaced it with Flare because of the new paladin meta. I'll switch it back if it ever dies down.
Here are the two new cards that have bumped up the effectiveness of this deck:
Powershot is exactly what hunters needed in terms of a cheap AOE that can be proc'd when you want it. By turn 3, most aggro decks have three squishy minions on the board, allowing a quick turnaround for you.
Dreadscale is amazing for clearing out aggro and for drawing cards from Acolyte of Pain. Control hunter used to have to rely on using Wild Pyromancer with spells for the AOE and card draw which sometimes fell short when you didn't draw one or the other, so this card makes it more consistent.
Note that I intentionally left out Lock and Load. I find that the spells in this deck are often too useful as activators at the right moment or strong removal to blow all of them just to get a few more cards that might not benefit you. Many hunter cards aren't very useful in this deck so it's sort of a waste of a deck slot. I might change my mind in the future but that's how I feel so far.
Gameplay
Against aggro decks, the idea is to survive until late game. Thankfully this deck has an obscene amount of AOE with pyros, dreadscale and powershot. Once you stabilize the board, you can turn everything around and hit your opponent with high value cards that do a ton of damage.
Against control decks, the idea is to put pressure on the board early and make the most of your acolyte card draw. The hunter hero power allows you to continually apply pressure even when you have no minions on your board. Hunter's mark is an amazing card in this matchup, turning the tables easily. There is nothing wrong with spending your T2-4 hero powering if nothing better comes up. This also allows you to amass cards and not worry about your card draw.
Although most hunter synergies are well known, I'll go over a few of my key choices here:
Wild Pyromancer and Acolyte of Pain. These cards are mandatory both for AOE purposes against aggro and token decks AND for drawing cards. It is rarely wise to place one down without the other unless you have two copies in your hand, you need the pressure, or you know your opponent will suffer from trying to remove it. Your early game is often spent using your hero power until you can pull off a good AOE or card draw combo.
Arcane Shot, Quick Shot and Hunter's Mark. All three of these cards are awesome for mid-size removal. Do not waste them since they work amazingly well with Wild Pyromancer and Dreadscale. You need to be really conscious of how you use Hunter's Mark because it's an instant removal of any minion when combined with your AOE.
Kezan Mystic + Flare: Too many mages, face hunters and secret paladins. It's pretty much all I face so these two are mandatory at least for now. If the meta changes, I'd love to get another Quick Shot andSteamwheedle Sniper back in.
Try to leave Steamwheedle Sniper until you can hero power with him or else you can lose value. Sometimes you have to drop him early to stop a rush though. I had Animal Companion in initially but removed it because I found it didn't do much to change my board state. Every once in awhile it could finish or provide a necessary taunt but I wasn't entirely satisfied with it.
Deadly Shot is actually an amazing card. I used to use it way back when but dropped it when I started getting more removal with Hunter's Mark, and Big Game Hunter. I swapped out Animal Companion for it because I found I used AC to clear out key targets that I could often just take out with Deadly Shot. The nice thing about Deadly Shot is that it gives you yet another big minion removal and your opponent will often not expect it. I've even used it to clear things like Flamewaker that can get out of hand quickly.
Savannah Highmane, Gahz'rilla, Dr. Boom and Ragnaros the Firelord are all important so that you can manhandle your control opponents and continually punish them with huge threats. Try to bait removal with the highmanes first if possible.
Good sample turns:
Against aggro:
T1 --> Pass, T2 --> Hero Power --> T3 Powershot --> T4 Steamwheedle Sniper + targeted hero power
Against control:
T1 --> Pass, T2 --> Hero power --> T3 Animal Companion --> T4 Piloted Shredder --> T5 Loatheb --> T6 Wild Pyromancer/Dreadscale + Acolyte of Pain + Hunter's Mark on big target
General Mulligan Guide:
Against aggro: Quick Shot, Wild Pyromancer, Powershot, Dreadscale, Animal Companion, Arcane Shot, Steamwheedle Sniper, Kezan Mystic (if mage or hunter)
Against control: Acolyte of Pain, Wild Pyromancer, Piloted Shredder, Animal Companion, Quick Shot, Steamwheedle Sniper, Kezan Mystic (if mage or hunter)
Potential Card Swaps:
Sylvanas Windrunner for Loatheb, Dr. Boom or Ragnaros the Firelord. I'm still toying around with having Sylvanas in the deck over Loatheb. She's often a dead card in aggro matchups whereas Loatheb can keep your board alive or stop opponents from killing you with spells. Also Loatheb comes out Turn 5 and we're sorely lacking in 5 drops.
Second Azure Drake or Antique Healbot for any missing legendaries.
Sludge Belcher for the healbot or drake if you don't like not having taunts.
Quick Shot, Freezing Trap or Eaglehorn Bow for Steamwheedle Sniper.
Explosive Trap for Dreadscale.
what about using gladiator longbow
Feel free to. To be honest I haven't been playing this deck much and have found that new dragon control one to be more effective (with substitutions of course) and they use glad bow in there. I may do an update of this deck to reflect what I changed. I made sort of a hybrid between the two.
i know i saw the dragon hunter but i have no dragons so this deck made more sense and i think this deck has a lot of potential so please dont just change it to just a mid range hunter i love to surprise people i had 6 invites just to tell me how awesome this deck is
Well that's high praise! I like the deck too, I just wasn't having as much success with it as I used to. I'll be keeping this deck up as it may still be relevant for people but I'll also be updating a slight variation that includes some of the more useful dragons. I'm glad you've been enjoying it
Not a bad idea. I feel like I have more flexibility with Wild Pyro but it's definitely a valuable card if you're running up against a ton of paladin. I just find it to be very weak against stuff like Mana Wyrm, Tunnel Trogg and other strong early drops. Definitely something worth testing though!
what ranks did you advance this season with the deck?
I've actually been out for most of this season and haven't played it yet. The changes I made were more proposed changes based on the meta than tested ones.
King Krush is a great substitute for Rag. I've never been able to test it because I don't own Krush. The upside of Krush is he can be a finisher or a guaranteed removal of a troublesome minion. The upside of Rag is that he doesn't take damage when he deals his 8 damage. I think it's a perfectly acceptable adjustment.
Kezan Mystic is only necessary if you find you're up against a ton of secrets. Against aggro pally it's not even that useful though since they play secrets in bulk. Flare is the key card in that situation. That being said, if there are a ton of hunters and mages (which I still find), Kezan is a very good tech card. If you're finding it unnecessary, by all means swap it out with whatever card you would like. Heavy control? Spellbreaker is a great choice. Aggro? Probably another Healbot would be nice.
However, I would never swap out Arcane Shot. Arcane Shot allows for some excellent control plays early on in combination with Wild Pyromancer. For three mana, you can do 1 damage AOE and 2 extra damage to a specific minion. This can be huge. If you take this out, you have fewer tools to proc your pyros earlier on and you're going to have a hard time surviving against aggro decks. King's Elekk can be nice but I would rather have the removal option than a minion that can be easily removed even if it means drawing one less card.
I'll see what I can do. I start teaching next week so I won't have a ton of time but I'd like to show a sample game.
Yup just lost another game to Tirion Fordring. Your deck has no answer to it.
Deadly Shot is a huge answer to it. The weapon sucks but most pallies have one Lay on Hands, two Truesilver Champions and no other heal than that. Hitting your minions will cost him precious health. Otherwise tech in Sylvanas for Loatheb if you're still struggling or Ooze/Harrison for Bloodmage/Kezan.
Or even an Ironbeak Owl if you prefer. I rarely see Tirion so I haven't made any tech changes but anything you feel works better you can change. I'd love to hear feedback on it if you test it out.
This deck works ok up to a point.. but you need to be made aware of a few things. One situation that causes problems: you are going toe to toe with a paladin, and its a fairly even fight, then he summons Tirion Fordring. You have no silence in this deck and he just keeps throwing down minions with divine shield. Your board clear doesn't do much here, and now suddenly you have the threat of his 5/3 weapon if you suddenly kill the legend. That fight seems almost unwinnable without a silence. Next situation( this one just happened): you are playing vs a druid and you are clearing his board ok, but suddenly he gets out 2 Ancient of War and then with his endless mana drops Kel' Thuzad. I was able to play Ragnaros the Firelord but again unable to deal with the threat. So..how do you beat these tempo drops when there is little chance a wild pyromancer or 2 damage spells can deal with it? I would like a serious response to this. i just want to play this deck better.
I have two Deadly Shots in this deck for that reason. And in terms of druid, there's two Hunter's Marks as well. I'm not sure what any other class has that works better than that. If you don't like the weapon, feel free to tech in a Harrison Jones instead of say Kezan Mystic or Flare. Also a different substitution you can do is Sylvanas Windrunner in for Loatheb. I prefer Loatheb but Sylvanas can give you a huge edge against Tirion Fordring.
Have you tried the deck since I added Deadly Shot? Because I'm honestly confused about your comment if you have Deadly Shot in there. There's tons of big minion removal.
Thalnos is an awesome early drop that combos well with your spells. Feel free to use a Kobold Geomancer for the same effect essentially. However, the card is by no means necessary. You can tech in an Azure Drake as well. I just prefer Bloodmage because he's an earlier drop and cycles.
excellent deck. Most times its a bit rocky, but like you said.. hold on to key cards and combo them right and the deck does the trick. Ragnaros has been the key to victory more than a few times. Solid.
Hey dude ! I love your deck ... Seems that the priest match up is usually not easy.
I 've just switched Mystic Kezan for a Bear trap, in order to counter aggro-player more easily. I won't change anything else. Maybe Loatheb for a Twhilight drake or more heal (EDIT: loatheb saved me twice against face hunter, so ...)
Thanks man. That's an interesting swap. I've honestly found early game to be a bit punishing with this deck and I mostly had Kezan in dude to a ton of tempo mages at the end of last season. It's a good swap IMO. Either that or put a Belcher or Healbot in. Priest matchup is a pain since you can't just wear them down like other classes (aside from warrior too).
In terms of Loatheb, I highly recommend keeping him. Several times he's saved my board from getting wiped or kept me alive for a turn when I would have died to Shaman or Hunter spells. Also, you can always play him on curve which isn't the case for a number of cards.
It's the first time i feel that control hunter could be really competitive on ladder, thx for that ! Very very fun to play, all new gameplay, tons of synergies but 0 missplays allowed. I agree with you for Loatheb, and probably with Kezan but i encounter almost no mage and i prefer a additional spell to trigger on early/mid game. Dragon priest is the only real counter i know actually. Except that, I was surpised how this deck is strong vs all kind of deck (even war ramp), very versatile.
EDIT : I would add that the fact enemi mulligan for aggro is a great advantage !
Your comment about 0 misplays is spot on. Any misplays can cost you the game. But the combos you can pull off are incredible. And it's great that people assume you're aggro and waste Shield Slam or execute on your Animal Companion.