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[LOE] Bufferang Hunter! New Meta!

  • Last updated Nov 21, 2015 (Explorers)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5240
  • Dust Needed: Loading Collection
  • Created: 10/22/2015 (Warsong Nerf)
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  • Chimera
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Trying to find the optimal numbers for a good reno deck. This time it has many double cards but you need to pay attention to the cards left in your deck.

 

 Mulligan

As of now i would have to say the ideal mulligan would be as follows:

First: Webspinner, Mad Scientist, Jeweled Scarab

 

Coin: Mad Scientist, Webspinner,  Jeweled Scarab and Animal Companion. Perhaps even Acolyte of Pain to get a head start on a card draw combo.

 Strategy

 

With these new LOE cards the strategy is totally different. You still want the beast synergy, but you also want to draw your cards. You have a lot of options in this deck now and it is good to have many of them available. If you can mulligan 3 or 4 of the cards you have doubles of it can help you be halfway to a full heal.  
Try to assess what you are playing against when you have Jeweled Scarab and pick a card with the best interest of the current match in mind. As well, you have one eaglehorn bow. You really should only need one, in theory. Make smart use of it and save it for secrets if you can. This can add a lot of value. Depending on how likely you know you are able to fully heal yourself with Reno Jackson, the damage you take from clearing the board with it won't even matter. For the entirety of your game play like you would a usual midrange hunter. The previous goals are important to securing the game, but it will all be in vain if you can't control the board. You have several taunt options and some considerable threats, not including your webspinner drops. As always what you truly are aiming for is destroying their face and getting them to 0, but you must also prevent that from happening to you first.

 Deck Breakdown

Webspinner - This is your only 1 drop, so use it early game or simply just to play the beast lottery.

 

Bear Trap - Serves as a cheap taunt. This can also help you make best use of Kill Command as well as Ram Wrangler if you can't get another beast out in time.

 

Animal Companion - Whichever beast you get can really be a clutch addition to your board and even win you the game. 

 

Kill Command - Just an amazing removal or finisher with this cheap damage.

 

Houndmaster - An important card in this deck because you really need the taunts and the +2/+2 buff is very valuable.

 

Ram Wrangler - A lot of value as a 2 for 1 card that can produce any beasts in the game. Often it will be a beast that can really give you an advantage, and fast. Essentially a battlecry Webspinner effect that gives you itself as a token and a FREE second token instantly. Great tempo and board presence.

 

Ball of Spiders - I love this card. It provides so much diversity and possibilities.

 

Savannah Highmane - Essentially the most valuable class minion available to hunter which is an auto-include in all but extreme aggro decks. Tons of sticky damage and multiple tokens for synergy. You can also make a turbo-charged Sludge Belcher if you combo it with a Houndmaster

 

Ironbeak Owl - Good to have a silence, especially one that is also a beast which will allow you synergy after you make use of the silence.

 

Mad Scientist - This will be very important to helping get your traps out quickly and efficiently to enable many other combos. A must have minion. Not only in this deck, but in any deck that runs secrets. Get Naxxaramus. Just do it.

 

Sludge Belcher - In here strictly for taunt. Another card to slow the game down and let you get your game plan set up.

 

Dr. Boom - Only the best legendary in the game... No big deal. Plus you have more tokens to buff with Mukla's Champion or draw with Cult Master. If you don't have this card you should probably get it.

 

Reno Jackson - A new and intriguing tool to swing the game back into your favor. It takes some good decisions and remembering cards, but can pay off.

 

Jeweled Scarab - An amazing 2 drop that lets you CHOOSE a 3 drop to add to your hand, based on what you are in need of. The beast synergy is great.

 

Explorer's Hat - Use this when necessary for that one point of damage you were missing, or to buff a taunt minion slightly out of range of death. Then get it back and play it over again =D. Pretty cool card.

 

Tracking - I believe this will help more consistently draw what you need to survive the early game in a tight situation, or simply to find reno jackson later ect.

 

Defender of Argus - Can be versatile for creating taunts out of your fat minions. 

 

Leper Gnome - A good early drop or anytime really, as it is a very sure 2 damage minimum from this threat.

 

Lock and Load - I realized this card has amazing synergy with having Explorer's Hat coming back to my hand all the time. I will almost always have some cheap spells in my hand to combo with it and create some new cards with them.

 

Tournament Medic - You can taunt this up, buff it with Explorer's Hat and use your hero power to heal yourself and get back in control.

 

If you are unsure of the card Ball of Spiders :

It makes sense to think that Ball of Spiders is overpriced. Webspinner is 1 mana. So 3 should = 3 mana, right? That does not account for the functionality of the card though. Webspinner is 1 card. You can have 2 max in your deck and that takes up 2 slots. They are not the best of early drops. 

Now, Ball of Spiders gives you 3 Webspinners by playing only one card. So just one of these is 3 Webspinners from one card and only one deck slot. So not only does this already give you one more than the maximum Webspinners you can have in your deck individually, but it gives you also three random beast cards which can completely re-fuel your hand and give you many more options while your opponent is running out of options.

 

It is a great card to play mid-late game and is essentially a second wind for your board presence AND beast synergy. So when you have two of these babies, thats SIX! Webspinners when you can only have 2 individually. Although this is technically 6 mana worth of minions for 12 mana, it is also bypassing the limits set on a constructed deck. So 3 mana of Ball of Spiders is for theWebspinner and the other 3 mana is the cost of getting over the limit of Webspinner and for ONLY 1 deck slot. Giving you room for even more beast synergy and better early drops.

So if you have 2 of these that is TRIPLE the limit of Webspinner that you could play for 1 mana each on their own. Not only that, but SIX additional random beast cards in your hand. ANY beast. I have gotten 3 Acidmaw in one game just from this, and completely destroyed my opponent with Unleash the Hounds next turn when i was losing board control.

 Hope this guide helped, and if you have any questions or comments please leave them below. I am interested to know how this deck works for others.