Trap Hunter
- Last updated Mar 2, 2016 (Explorers)
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Wild
- 16 Minions
- 12 Spells
- 2 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 1000
- Dust Needed: Loading Collection
- Created: 1/22/2016 (Explorers)
- Dailance
- Registered User
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- 1
- 22
- 40
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
310
This deck plays mainly like the notorious Face hunter Deck With the exception that you lose a small amount of early pressure cards like Worgen infiltrator and a Glaivezooka for Tempo cards. You want mad scientist early to pull out secrets from your deck for tempo and pressure.
Webspinner - Its a ok turn 1 play and helps to keep up the fuel in the mid-game with the random beast
Bear Trap - A tempo trap that helps establish board presence and protects your minions, generally want to preserve the health on the taunt
Explosive Trap - Controls the board well and pushes more pressure onto the enemy, getting them dangerously low sometimes
Dart Trap - Can board control or even pressure the enemy, never played around
Misdirection - Tricky to use but can turn entire games with its RNG effect in your favour, netting you a nullified lethal blow and even making the enemy trade his own minions, or set himself into lethal range
Quick Shot - Used in the mid game for high pressure or to take out cards that you dont want your minions to trade into unfavourably
EagleHorn Bow - Important weapon that you need to balance between going face and controlling the board, by itself represents 6 damage over 2 turns and with Explosive trap 11 damage
Animal Companion - High value card that doesn't mind too much about not getting Charge, since the more board oriented style can use Misha and Loki pretty nicely
Kill Command - Generally used as Mid-Late game burst when the enemy gets into reach
Unleash the Hounds - Tempo card to keep up pressure, great against paladin, synergy with knife juggler
Abusive sergeant - If you dont suspect the enemy will take initiative on board, its better off not played on turn 1 since it represents a potential value trade or unexpected burst
Leper Gnome - Aggressive turn 1 drop that pressures the enemy hard and often gets at least 4-6 damage for its 1 mana cost
Haunted Creeper - Establishes your board presence pretty well and beast synergy
Ironbeak Owl - Silence for annoyances like taunts or big threats
Knife Juggler - Really good potential value and aggressive turn 2 play, can add another one instead of Freezing Trap
Mad scientist - Great turn 2 play that can do an ok job of aggressive pressure and board control, also pulls out one of your secrets for free, which is really good for tempo
Argent Horserider - Stats aren't amazing but its hard to remove and requires alot of lost tempo and mana for the enemy to remove it, usually gets off at least 4-6 damage and costs the enemy a card or two to remove
Wolfrider - Used to pressure the enemy hard while putting down board presence, can be used to trade if absolutely necessary
Arcane Golem - Used as a high damage charge, use strategically and push the enemy into unimportant turns like Druid into turn 8/9
Loatheb - Used in the Mid-game as a very threatening minion that represents 5 damage every turn while locking down the next enemy's turn to almost exclusively minions or bad value/tempo spells
Tech cards
Dart Trap - 2nd Unleash the Hounds (Against Early Board decks)
Wolfrider - 2nd Glaivezooka (Against early board decks)
Bear Trap - Hunters Mark (Against control)
Both Wolfriders - 2nd Unleash the Hounds and 2nd Haunted Creeper
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