S21 multiple Legend C4mlann SMOrc
- Last updated Jan 30, 2016 (Explorers)
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Wild
- 16 Minions
- 11 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3100
- Dust Needed: Loading Collection
- Created: 9/15/2015 (TGT Launch)
- C4mlann
- Registered User
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- 8
- 38
- 39
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
1236
Hey!
About me
I am C4mlann, a professional Hearthstone player and streamer for Team Acer. I have reached legend 31 times on three realmpools (NA, EU, Asia). My account was free to play until BRM and so I played aggro/midrange decks for quite some time ;)
You can find me on twitch and twitter.
The deck
After the release of TGT I wanted to make a new version of my older facehunter deck, because I was wondering if it is still good enough after all the newer decks and meta changes.
I’ve hit legend with it on NA+EU at the same day (09/14/15). I did play this deck in two tournaments as well (EU last call qualifier - road to Blizzcon 2015 and an invitational only tournament, that i won) and it performed very well.
The tracked stats were collected from rank 5 to legend (NA+EU) as well from the 2 tournaments with a total winrate of 66,4% (122 games)
Proof of legend NA+EU
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Stats on legend NA #36
I was asked to play this deck on stream, so I did on Legend NA. First, I was going up and down, facing many druids. Then I got less druids and ended #36 on a win streak. As song requests hit me hard, I was going to bed then ;) The samplesize is kinda small, but I was playing many top100 legend players as well as many well know professional gamers. The stats are taken from my streaming session on 09/21-09/22:
I've just played a little bit offstream on EU and got to top50 as well. I didn't track stats (playing from my laptop at my girlfriend's home), but I was facing many Warriors, Druids, Hunters, Paladins and Mages. First time, that I had to face my own deck as well :D
Proof of #36 NA:
Proof of #35 EU:
Video guide (Coaching on Stream)
http://www.twitch.tv/c4mlann/v/17574365
Basics
This deck - as well as every other facehunter - is pretty easy to play and effective above rank 5 due to the fast games and the straight forward win strategy (SMOrc). Between rank 5 and legend you have to play way better (most of the time). Often you will lose games because you missed 1 or 2 damage during the game. Your goal is to kill your enemy as fast as possible, always maximizing your damage. When should you trade? When trading will maximize your damage! Therefor most of the time your weapons should be used to protect the minions u played earlier in the game.
Another essential part is when and how often you want to use your heropower. The goal is to win with no cards in your hand, finishing with your last card. In this case you managed to transform your resource “hand cards” to “damage” the best possible way. Versus control decks, the game will last longer most of the time, so you will run out of cards, so you have to start using your heropower earlier (in most cases). Always count how expensive (mana) your hand is all together, then you should be able to calculate how many rounds you can fill with cards and see the average amount of mana of the cards (and how many) you will draw.
Mulligan
Without coin: Search for a one drop. Only keep Mad Scientist. If you found a one drop, look for good cards in your matchup as Ironbeak Owl / Unleash the Hounds etc. In most matchups it is fine to play Abusive Sergeant as a one drop.
With coin: Search for Mad Scientist, a good curve. Two one drops T1 is even better most of the time. 2-2-3 is also very good. Depending on how many cards you’ve already found, you can look for matchup cards.
Matchups
Rogue:
I’ve met only one Rogue in 120 games and it was an easy game. The weakness of oilrogue is that it is vulnerable vs agro decks. Just maximize your damage and you will kill him faster. Eaglehorn Bow is a key card as rogues normally don’t run taunt and it answers the three drop creatures. Most of the time, one bow is 9-12 dmg for 3 mana in one card!
Shaman:
Every form of midrange and control shamy should be fine for you. If you getUnleash the Hounds you will win almost every game (overkill with Knife Juggler). Use Ironbeak Owl for taunts. Mech Shamy is a little bit different. You have to maximize your damage, but more important: Minimizing their damage. Kill Mechwarper, it is the card that snowballs the worst. Try to get the upper hand early game fighting for board. Mech Shamy is faster than you are, but almost none of them will know that and misplay by trading all the time (and therefore be slower than you). I won many games on ladder the past seasons just by pretending to be faster than they are. :D
Hunter:
Normally the faster hunter wins. As there is probably only one hunter deck that is faster (RomanP trap hunter), you should be fine. Pressure your opponent and force him to trade. Sometimes they will win by playing Loatheb the turn where you could kill them with Kill Command or Quick Shot. Keep Ironbeak Owl most of the time.
Warlock:
There are many different WL lists around nowadays, but you should be winning vs. all of them (maybe not vs. Malygos anti WL playing two heal bot and Sludge Belcher, but I haven’t met them lately). Versus Zoo it is very good if you can deny early game board control, taking good trades. Ironbeak Owl is a good card vs. all WLs. Handlock is tricky, you win by rushing them down and forcing them to aoe clear your board, heal up and taunt up at the same time (early game it’s enough to force them to do two of the three points). Get them in Kill Command Steady Shot Quick Shot range while having board :)
Paladin:
Most of my games I had against various forms of (most of the time secret) paladin. Unleash the Hounds is your MVP. Try to maximize the value of it. Sometimes you will lose vs T1 Secretkeeper + Noble Sacrifice + Avenge or stuff like this, but it is unlikely and even then, silence is still an option.
Mage:
Mage is pretty tough sometimes.
I have played facehunter before TGT and I did really bad vs. mech mage and tempo mage until I changed my playstyle. You need to play versus them as you would vs an old school, fast WL zoo. Unleash the Hounds (+knife jugler) wins you many games. Traps on curve/with coin can be pretty solid (Bear Trap and Snake Trap). These decks are fast and pretty strong on the board. If you give them too many good trades they will just kill you faster then you can kill them. That is why you need to get good trades early on. Kill mechs if you can before Goblin Blastmage vs mech mage and play Ironbeack owl on Flamewaker vs tempo mage (most of the time, not always ofc). The key is about calculating their damage and your damage and become the beatdown (and play it like you are) as you would normally do in midrange mirror matchups (druid vs druid e.g.).
Freeze mage is normally ok, your plan is it to spamm the board and get enough damage/creatures until T5. Sometimes a good draw of the mage will just destroy you (Ice Barrier, healbot, Alexstrasza on curve). Ironbeak Owl is for an early Doomsayer most of the time. Silencing Mad Scientist can be fine as well.
The main problem is to know vs what kind of mage you play, because especially tempo mage and freeze mage will often look the same in the first 3-4 turns. Unleash the Hounds and traps are good vs tempo and mech mage but not good vs. freeze mage.
Vs mage you have to play it VERY good, small mistakes will cost you the game most of the time.
Warrior:
Before TGT this was by far the worst matchup with about 25-35% winrate, whereas patron was a little bit worse than control warrior. I was kinda surprised that this deck performed so well versus warrior (60%+). Bear Trap and especially Argent Horserider are performing very well, making the deck a little bit less affected by all those Whirlwind effects. Always search for an answer (Ironbeak Owl, Abusive Sergeant) to Armorsmith orUnstable Ghoul. Get rid of it as fast as possible. You might need to start using Steady Shot at T4-T6, depending how expensive your hand is. Versus control, don’t use your spells before Alexstrasza can be dropped if you can’t kill the warrior.
Versus patron warrior keep [card]Abusive Sergeant[/card] and try to get more charges out of Eaglehorn Bow + traps, because the most likely run no Harrison Jones (although some might be). Finsih them with a huge Unleash the Hounds. This is possible because they normally won't go for an One Turn Kill (OTK) because they have to kill your minions all the time. You do have a problem when they get too much valuse out of Whirlwind or play T3 Frothing Berserker in addition to [card]Unstable Ghoul[/card] or[card]Armorsmith[/card] on curve. Most of the times you have to kill the berserk then, because they will just be way faster than you if you don't. Just try to play creatures on curve and answer their early threads ;)
Priest:
Almost all my matches were versus dragon priest and damn, that is a tough matchup. They will start playing for board from T1 on and later they will taunt up and that’s it. Try to answer a T4 drake. Sometimes they will snowball faster than you do and you will lose. Versus most priests, it is ok to let Northshire Cleric unanswered, because he won’t be able to heal himself and the minion.
Druid:
Before TGT this matchup was in your favour, but Darnassus Aspirant and Living Roots are such good cards versus your deck, that you will lose many games, because they will prefent early game damage from creatures, ramp up and spamm the board with big minions.
Card choices / replacements
Leeroy Jenkins: This card isn’t necessary, but nice to have. My NA version didn’t run one, replace it with a 2nd Arcane Golem if you don’t have him. It is strong, because it is the only card that can deal 6dmg/card beside an amazing Unleash the hounds.
Argent Horserider: I replaced Wolfrider with it, because if the horserider can attack twice, he will deal one more dmg (25%), which happens almost all the time. Additionally your board isn’t affected by area effects that much, leaving you a minion for the Abusive Sergeant and Leokk buff. Versus other fast decks it is very usefull, because it will generate more board. This card is also the reason why you don’t have to play Haunted Creeper any more (a horrible card in slower matchups).
Traps: The most comfortable setup has been one Explosive Trap and one Snake Trap for me in the past. It was also possible to play two Explo traps or one Explo and one Freezing Trap. Most of the time, 3 traps seemed to be a little bit worse. With TGT I wanted to give bear trap a try and added it. This has both up- and downsides. BUT: the most fun part playing Hunter is to play traps and see ur opponent struggling and misplaying it, or falling for your bluffs. And this is why traps are better than the card effect itself if you manage to get those situations. The more people will play around the wrong trap/play into your trap, the better it is. Three secrets will provide more situations like that. Bear Trap also works fine with Snake Trap, whereas it doesn’t synergize well with Explosive Trap, as explo trap will always trigger first. If the attacking minion gets killed by it, Bear Trap won’t trigger. Bear Trap is very good versus fast matchups and often it is a 3/3 beast for 2 mana (activating Kill Command). Sometimes your opponent will waste a weapon charge, activating the trap because he thinks it is an explo trap.
You can change the combination of traps that fits the meta best!
Worgen Infiltrator: I always liked this card in this deck, because in many matchups it is T1 even better than Leper Gnome. Sometimes I keep it in hide until I play another one life creature, so a mage or druid can’t hero power clear both of them at once. This will provide additional 2dmg. PerhapsBrave Archer is better in this spot, depending on the meta (at least top decking it lategame is better :D )
Haunted Creeper: Why not running it? It is simple: this is a really bad card in matchups vs control decks. This card isn't best dmg/mana and dmg/card wize as well. It is a good card for getting board control, but that is not the ressource we're aiming at. It is a good card vs decks like WL zoo, Paladin and other aggro decks. But as u can see from the stats, that are good matchups anyhow. Argent Horserider fills that spot in terms of board control. Bear Trap + Snake Trap as an addition is enough to triggerKill Command. So, basically the TGT cards fill the spot better than creeper and therefor u are no longer forced to play it.
Flare: Why not running flare? In Hearthstone you can't sideboard cards like in e.g. Magic the Gathering. That's why you have to implement them in your deck. So basically, these cards - such as Flare will be good versus some decks and bad vs all the other decks. Normally you want to higher the winrate versus bad matchups. Flare just doesn't do this, when you look at the winrates versus other hunters, paladins and mages. So, it will buff your good matchups and make your bad matchups even worse. This would be like running healbots in control warrior (which is a common choice at rank 12-13 and rank 4-5). This would be good if you don't face your bad matchups at all or only very rare, but then you should be scyrocketing anyhow.
I hope that you like the guide and have fun playing the deck! Would be awesome if u leave me a like, it was more work than I expected :D
Also see my older SMOrc guide, many things are unchanged and not included here C4mlann's C4ncer
This is a budget-priest with the same idea. I destroyed heroic Kel'thuzad with it. Some cards are to replace but it's a solid foundation.
If you have enough mana to play this minion, you should'nt be in early-game anymore - This is a facehunter
I just wanted to say the hype for this deck is real! I used it to make legend for the first time ever last night. I had my doubts at first that I would ever make it but this list is a masterpiece. Thanks C4mlann!
Any good replacement for Leeroy?
Another arcane golem.
I think I'll try this with the wolfrider since I lack the dust for leeroy
Hahaha your welcome man i absolutely love the deck this guy created and im so happy i was able to link it to you and you actually hit legend with it, with almost no time left on the season good freaking job! This has by far been my favorite deck since i came back a month and a half ago, so thanks C4mlann.
Nooope all i did was link it, remember when i told you i had a friend who was rank 2 that couldnt pilot this deck for shit, well i know its face hunter but it still requires some thought, so it was all you and the guy who created the deck. If every deck builder was as nice a guy as this one is, and took the time to answer questions to everyone who ask in the comments while maintaining a solid list, id be linking decks more often.
Thank you so much for this guide.. Climbing the lader from 6 to 1st.. Still trying to get to legend still have 1 day to do it. Climb was very fast around 3-4 hours and my winrate was like 15-5...
30.09 Got legend on eu with that deck. climb from rank 2. Score 10-2. Thank you dude.
But i changed Snake Trap to Flare.
Dear C4mlann, I like to extend my sincerest thanks for your kind sharing and construction of this simple but highly efficient deck! I just hit legend for the first time and i have to admit it is mainly due to your decklist! I am a father, a married man and a full time worker, my wife is pregnant with our second one and i have literally only time for 2 hours HS a day and thanks to a deck like yours, i made it legend! i am only playing since 5 months and at the beginning it seemed impossible to reach legend, but now i know how it may work every season :-) Thanks again and keep up the great amazing job you are doing! one a side note: Our second child will be a girl, otherwise I would have named him after you :-)
Great deck... Let the climb begin...
Every deck I face is running healbots. It doesn't matter what class, every single one. And they miraculously have both of them in their hand when the turn to use it comes. Am I just incredibly unlucky or what?
I dont know if i have a right to post this but i wanna help, so i would like to explain my mindset behind traps since i see alot of talk in regards to choices BECAUSE traps are mega important in any hunter deck. Anyone should check this out if they want a different pov thats not their own on traps. Im not 100% sure why the creator chose these traps because im not him, but i have a good general idea.
I ran the one with snake trap to legend but ive seen people running 2 explosives, just go with what you feel. I run snake trap because of how much it helps out with muster for battle if you already have a knife juggler on board. Snake trap is pretty cool because its like you get those 3 1/1s and if they did use something like muster for battle then you can unleash the next turn and have a full board. And if you have knife juggler on board while all of this is happening thats pretty awesome. Also helps close out games with kill command, theyll go to clear your last minion and you cant use kill command for 5 dmg but when they go to attack the minion suddenly you have 3 more beast on board, which ends up being 5 damage from kill command and 3 from snakes and 2 from hero power if you have the mana for it or 3 from quickshot. Thats 10 or 11 damage just like that, explosive trap is useful so running one is great, but 2 explosive traps just arent going to do that for you (coming up with a surprise 10 or 11 damage over the fact that he wanted to kill one minion) Imagine doing all of that while you have an eaglehorn bow in hand too. Bam suddenly you took out half their health and one little trap played a huge part in it.
I ran a freezing over it at first then tried 2 explosives myself. I went with the snake trap because explosive and bear trap are both hit face traps and when you have 2 explosives and 1 bear trap it feels really wrong because they can play around all of your traps in your deck until they can safely play into them with minimal casualties. Where as if you have snake trap at least one is activated from hitting a minion, it works well with juggler and when you play with it more youll personally experience all of the variables around the card that make it so worth. I didnt go with freezing trap because i could care less to control their tempo most of the time in a game where i just wanna do as much damage as possible asap, I would rather spend that two mana playing a minion, or doing damage, and bear trap, explosive trap and snake trap provide that. Its a staple in midrange but doesnt belong here, more than half the time you get it from mad scientist and they just send a 1/1 or a 2/1 back to the hand and completely play around it. It could help with taunts but we have 2 owls.
Oh and theres been LITERALLY countless times where ive won a game within a super short period because of an early snake trap into leokk as well, thats like the most op use of snake trap imo. Snake Traps just compatible with alot of cards in the deck already where as explosive trap is a straight forward do 2 damage to everything and thats it and the only card it has any relation with in the deck is mad scientist. So figure out what you prefer. I didnt see anyone question bear trap but thats a savior of a card as well. They can play around that a bit easier especially druid (hero power, wrath) but its been winning me games so i keep it in, works well with closing out the game the same exact way snake traps was explained above, damage is the same too. And its funny too because in aggro matchups theyll ignore your board then regret it instantly after that first minion hits face.
Hello C4mlann,
I wanted to say a hugeeee "THANK YOU" to you.
This deck take me to my first legendary. \o/ I replace [card]Leeroy Jenkins[/card] with Arcane Golem cause i don't have him.
Thank again.
YEAAAAAAAAA BUDDDDYYYY!!!!
Im happy cause around rank 8-6 i used this and it was the struggle, but i knew it was me or the meta i was playing in those ranks, because i saw so many people with positive things to say around the deck. So i switched to midrange secret paladin saturday, went from 7 to 2 got stuck again and on sunday i said i need to play something faster once i realized i had 0 stars in 2. Within a short amount of time switching back to this deck i went from o stars in 2 to legend for the first time ever only losing twice, really close game to warrior and then a druid got the best starting hand ever to drop a super fast comb and some.
To my huge surprise when i switched back to this at 2, i ran everyone over in a way that i felt couldnt be possible. I was beating warriors by turn 5 and 6 and the deck was night and day difference to how i felt with it around rank 8-6 its retarded fast, you will almost always think you are about to lose then bam, you pull some unrealistic bs off and win the game your next turn. Thats my first legend though and i got it just a few days before the season ended so thanks! I kept the version with leeroy over a second arcane btw, hes won me too many late games where i combo him with unleash and and then you have 2 more mana for abusives, hero power, or quickshot. because sometimes games do make it to turn 10 (only against warriors for me) and they are armoring up and stuff so hes saved me there countless times.
Im seeing alot of druid kills this deck coming from people, druid is like my easiest matchup with this deck, when i get a druid my anxiety level drops to 0. Maybe ill make a video of my games versus druid at legend, to show you guys how i play the matchup because i swear i always go into a game against a druid with 100% confidence its a free win, and it really feels like it most of the time.
Will do ill work on it tonight when i get home and when i get a decent sample size ill throw you the link, of course i couldve just been lucky yesterday but i dont think that was the case because i played ALOT of druids and only lost to one while the wins really did feel easy.
Only meeting Dragon Priests and Druids at Rank 11 on EU.
No chance without freezing.
That was the problem i described in my post, i used this around those ranks when it first came out and lost so much but you have to realize around those ranks people are playing these decks that you wont see as much at higher ranks because they arent that good at pushing legend, so this deck may not work at rank 10 against metas like dragon priest which is common around those ranks because its fun and looks op but really cant get the average ranked player past 5 for reasons i listed below and because people have it figured out. I was awful with this deck until i hit rank 2 with midrange secret pally and switched back to it since the meta said i needed to be faster, then it only lost twice until i hit legend. I lost to control warrior because of justicar, and one druid.
Your druid troubles confuse me though, he had to have a perfect hand to beat me, other than that the other druids were some of the easiest/fastest matchups. And you run 2 owls for taunts. Needless to say my advice is switch decks until you see the meta change again, once you get higher like i did using something else you may realize this is what youll need to hit legend with if you have to play something faster. You wont see as many dragons when you get lower, its too inconsistent if you dont draw whelp,or the 2/4 taunt while having a dragon in hand the game becomes way harder than necessary.