TheChiv's Bind Torture Kill V.3.0
- Last updated Mar 28, 2014 (Live Patch 4973)
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Wild
- 13 Minions
- 15 Spells
- 2 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 6280
- Dust Needed: Loading Collection
- Created: 3/24/2014 (Live Patch 4973)
- TheChiv
- Registered User
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- 17
- 49
- 116
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Battle Tag:
thechiv#1153
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Region:
N/A
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Total Deck Rating
1122
Control Hunter is something many have tried, but in comparison it is not as effective as other control decks due to the fact that many of the hunter's abilities require beast in order to be effective, some of these are really great, most however are under powered and overshadowed by just better card for the same mana.
Now this deck has has the potential to shut down all three popular aggro builds. (Warlock, hunter, and warrior). Use of the Hunter's Mark + Wild Pyromancer combo can turn any minion into dust and does very well against boosted up Shieldbearer or other annoying early to mid game taunts.
For the meat of this deck there are 2x Chillwind Yeti 1x Cairne Bloodhoof 2x Sen'jin Shieldmasta] 1x Gadgetzan Auctioneer 1x The Black Knight. It also has 2x Sunfury Protector to give some alternative taunts to the Yetis or other high health minion such as the Savannah Highmane.
Now draw is always going to be a concern for any control deck. This deck runs 2x Flare as well as a Gadgetzan Auctioneer to make use of all those low cost secrets and spells to power a drawing engine.
The Black Knight is there in order to remove that last minute taunt that could delay your steady damage with bow+ hero power and your minions thus allowing you to continue to keep board control with out sacrificing your board state in any shape.
The heart of this deck is in the hero power andEaglehorn Bow. The Bow will be constantly powered by the 6 total secrets thus giving you a great amount of damage. To seal the deal this deck includes the all powerful Ragnaros the Firelord. This deck will take a little bit of learning, in terms of when to play what secrets and when to draw out your opponent to make full use of Explosive Shot and Explosive Trap. Once you get those aspects down this deck can be tons of fun.
You can sub out the Cairne Bloodhoof for a Savannah Highmane
No really, Chiv, this is just crap. Any success with this deck is success even though playing this deck, not success because of playing this deck.
We should take a few duels sometime, with you playing this deck. I can play each of the games with one randomly selected deck among any of my 6 decent decks (2 x hunter, 2 x shammy, pala & priest). I promise that you will get about one win per each 4-5 matches we play.
Would that prove my point? Or would you even after that argue that my decks are just so sucky that your deck loses and that this deck does not work against decks that are successful in ladders etc etc...?
LOL u mad bro
If you have to constantly defend your dexk against criticism it might be time to take a look at whether or not its actually any good. I havent read any reviews about it here that werent yours that would make me want to try your list. I dont honeatly see where this deck really qualifies to impact the meta in any way that would create the effect you say it does. It has so many obvious weak points that I almost see it as a good practice deck to feel out control but little else. Sorry if you dont think my commentsare conatructive but I see so many peoole in here that say their build is the best and its the best most unbeatable thing ever and swear by it, but the truth is that not everyone can have a deck like that, and sadly this deck just isnt one thats going ro be any good.
well lets see I grinded legend with it last season and it is sitting at 14 atm due to lack of trying more then 10 ladder grinds a night...so...while you may have a point in your discourse I find that your points are not backed up by anything other then opinion. That's cool, this deck is not for every one. I know what it can do I know what it has done and I know it is a versatile deck that can handle both control and rush pretty nicely. However as it is a generalized deck and not an all or nothing deck it does tend to lose some of its impact and thus can be easily counter. An intelligent player can run this deck to great success....Sorry you cant ;) btw your attempt at a passive aggressive burn was kinda fail.
No, this deck is fail. You didn't do anything with it. It's just not good. Get over yourself.
legend 2 seasons in a row your opinion is invalid and your attitude is fail have a nice day.
I’d like to know what you’re mulligan decisions are based on who you against.
Keep - eagle horn bow, pyro, flare, secrets and animal companion?
all those are great cards for your opener...but you need to be able to identify what your playing against. in order to figure what you want to keep...
most of the time your going to face aggro so keeping a pyromancer and some low drop spells good, however a eagle horn also needed...
Around turn 4 your going to want a yeti
Cards I love having in opening hand...Eaglehorn Bow, any secret, Wild Pyromancer, harvest golem, Hunters mark. Those are ideal cards to get in your hand. We do know that rng makes Ideal hard to come by. So some times you have to play differently. Some times you have to take a little at first let them fill up then nuke down with a brilliant series of combinations...Getting your opponent to over extend is a really difficult trick to learn but thanks to the frustration level you will cause with the secrets it happens easy. Also considering the primary hunter deck making the rounds punishes players for getting many minions on the board most players try to limit what they play. This allows for your single target removal as well as secrets to work with great effect. Paladin will give you issues as that damn hero power will ruin all your misdirection so its value is reduce alot in that match up. Against hunters and warlocks your going to want to make taunts as fast as possible Pray for good rng off misha as well as senjin really help but in a pinch a sunfury on harvest golem can save thy ass till you can get a board whipe.
i really want to try out this deck, but unfortunately i don't have The Black Knight or Rag. any recommendation for replacement?
legendaries/non legendary i have are:
deathwing, ysera, onyxia, nozdormu, sylvanas, the beast, cairne, gelbin, tinkmaster, king mukla, molten giant, mountain giant and sea giant.
you can easily sub in ysera for rag...the black knight however is kinda heart breaking the obvious sub would be a silence but it is no where near as effective as the black knight in the role it will fill but does give you a little more freedom of choice.
Enjoying this deck so far. 8-1 Good counters to Zoo, Hunter Rush and Control Warrior. Had a long game verse a druid, bows just didn't want to come out til the end and my one loss was to a priest at rank 7, just couldn't seem to get anything rolling against him.
I don't think this dick will get you anywhere, I've lose streak at rank 5, i can't beat anything, not priests, aggro hunters, or aggro paladins.
Sorry to hear that. As stated its more of an advance deck that is meant for competitive play not ladder however, after reading your comment I went and played it 7 games went 5/2 so maybe its less to do with the deck and more to do with how your using it. Again I dont know your level of skill so trying to isolate why it isnt working is not easy but for many its working pretty damn good. So again sorry perhaps a nice mage deck will suit you better.
I would imagine this deck gets wrecked if the bows are at the bottom of the pile or you run into an ooze. I can also see it having problems early game where you end up doing nothing but HPing while they build a board. A starting hand of Cairne, Yeti, and Sunfury and you might as well just concede vs a rush deck. I can see it working against people who tie themselves in knots with the traps.I imagine its a really hard deck to play correctly relying heavily on getting bows. I've tried decks like this before in the past with mixed results. Right now I have a control deck built around removal and tough to kill minions like yeti, golem, and Highmanes.
You should take it into some tournaments and see how it fares there. Good players can win with almost any deck on the ladder.
It will be through the course of the next week to see how it fares. I right now have 5 players playing in many different tournaments each one a competent player who has made a top 8 showing more then once.
so far this deck is performing pretty poor for me I went from 11 to 10, but it might just be bad luck, still learning, but most losses were really bad
there is a learning curve to this and there is an optimal opening hand....the deck works good long as you have patience and not try to always spam cards till you have to...Just remember the almost there and then when you ready to turn the game around you can do it from as little as 6 life with out much issue.
It just seemed like most of the time I did not have the right answer in hand or enough of them to get rid of beaters. Like when they have a big minion and I have no mark, or they have a bunch of minions with more than 3 toughness that is the one that is really hard to deal with.
I think the traps should be mixed up all 6 are good traps, but they are all pretty much worthless if you have 1 out already sucks big time when you have like 3 of them in hand. I think it would be better off with some different traps that you can stack seems like snipe would be better than misdirection, although misdirection is amazing it's kind of lackluster for control smart players will always try to attack with a small minion, and snipe seems like it can fill that gap in tempo that the deck is missing.
See I have no bearing on your play style experience or really anything about you to point where your messing up. All I can tell you is many are having success with it. You need to get use to it before you can ever expect results, then again this is true with most decks. And since Handlock tends to win a lot of tournaments Misdirection owns over snipe hands down. I mean seriously clearing two molten giants for 2 mana is epic no matter how you cut it. Like I said you have to be able to identify a arch type so you can plan accordingly how you will play. This deck can create a lot of opportunities as well as have game changing mechanics that can flip a loss into a win in the blink of an eye...Perhaps maybe something like a rogue would be better for you. Snipe does well against anything with 5 or less life. Considering Gurabashi, Hellscream, Molten Giants, acolyte of pain. Ysera all kinda laugh and in some cases welcome snipe. So your wrong snipe less effective in competitive play, which considering I look at the ladder as not being any kind of measure of skill other then having way to much time on your hands, is the only true measure of skill and deck design.