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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)
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  • Total Deck Rating

    310

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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