[Legend Top100] Kharan Chaos Control Hunter (v2...
- Last updated Feb 15, 2016 (Explorers)
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Wild
- 18 Minions
- 10 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 8740
- Dust Needed: Loading Collection
- Created: 2/8/2016 (Explorers)
- user-4362364
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Total Deck Rating
513
Hey Everyone,
Maybe you remember my older versions of this deck ([Legend Top50] Kharan Chaos Control Hunter). Since closed Beta I mainly played control hunter and reached legend quite often with it.
With the new League of Explorer additons I was able to hit Legend Top100 again last season. I got a lot of requests for a new decklist, so here it is.
General
The first thing you will notice is that im using Reno. Because of him I play every card only one time (no dublicates). 30 unique cards allow maximal versatility. So every turn you have more different cards to choose from and never find yourself in a situation in which you got the same useless card two times in hand.
The main problem of a controlly approach at hunter is the card draw. Thats why you need high value cards and a lot of ways to draw/save cards. You play this deck passively. In general you mulligan for low cost defensive cards and control the board until your opponent runs out of steam.
I guess most people only played Face or Midrange Hunter and it could be hard to adapt to this passive playstyle. You are always defending/clearing the board and don't push for face damage.
The Cards
Your strongest removal tool. Combos with Wild Pyromancer, Baron Geddon, Dreadscale. Also lets your small starter minions trade into big enemys.
The strongest hunter card in my opinion. You get three additional options to choose from and are able to draw important cards faster. (Like Reno Jackson)
Must have for a control hunter! Hunter has the only hero power that doesnt interact with the board or gives you a control advantage. This problem is solved with this card. Try to choose:
Control/Midrange: Warlock > Mage > Druid > Priest > Paladin > Shaman > Warrior > Rogue
Against Aggro: Priest > Warrior > Mage > Druid > Warlock > Paladin > Shaman > Rogue
Good for starting. Lets you draw and combos with Kill Command. If I draw it later in the game I sometimes sacrifice it with Baron Geddon/ Dreadscale/ Wild Pyromancer to faster draw a stronger minion.
Weapons are always good for control. Especially if you got Reno Jackson already in hand. You can trade into two minions and just get the health back later. For 2 Mana it is a great starting tool and damage bonus if you try to run the enemy down when you already changed you hero ability to something different.
This card is made for control hunter. It is like a second hero ability and works great with a lot of small minions in this deck (Wild Pyromancer/Acolyte of Pain). Also always sticks to your hand which is a kind of draw and can be used on remaining unspend mana like the hero ability.
Hunters strongest trap. Two board- and facedamage for two mana. Very useful against any kind of aggro deck. Lets you survive the early turns until you can stabilize the board. I play only one trap because it isnt just worth for 1x Eaglehorn Bow and Freezing Trapis often a waste against aggro decks.
Standard removal tool. Lets you gain time in the early rounds. Does 4 damage with spell damage to clear for great value and sometimes also draws a card at last resort.
Good for starting. Lets you draw and combos with Kill Command/Quick Shot/Explosive Shot/Explosive Trap/Powershot. If I draw it later in the game I sometimes sacrifice it with Baron Geddon/Dreadscale/Wild Pyromancer to faster draw a card.
Good for starting. Lets you draw and combos with Kill Command. There are a lot of good 3 mana hunter control cards that you get most of the time from this: Eaglehorn Bow, Unleash the Hounds, Kill Command, Deadly Shot, Powershot, Dreadscale, Animal Companion
Good for starting. Lets you draw sometimes and combos with Kill Command. With a lot of highmana minions you have a good chance to draw a card. If you not is it still a 3/2 beast for 2 mana.
Very versatile card. Combos with Hunter's Mark/Acolyte of Pain/Explorer's Hat (For up to 3 Board Damage) or can be used like 'spelldamage' to do 1 extra damage to clear something.
Second weapon in the deck. Weapons are always good for control. Especially if you got Reno Jackson already in hand. You can trade into 2-3 minions and just get the health back later. For 3 Mana it is a great starting tool and damage bonus if you try to run the enemy down when you already changed you hero ability to something different. Also combos with Explosive Trap
Solid Minion. Every companion has a role in this deck. Also counts as a spell for Wild Pyromancer and doesnt count as a low mana minion for King's Elekk
Good control removal. Very strong against other control decks and ok against aggro. The amount of board damage in this deck helps to clear small minions so this card can target the big ones without relying on luck.
You have 5 Beasts to combo this. 5 Damage is awesome to clear a lot of big 5 health minions. Othewise is 3 Damage for 3 Mana not the best effect but also not the worst. This deck needs a lot of removal and while other cards might be stronger, we can only play one copy.
An active Explosive Trap! Very strong against aggro and especially with spelldamage or Wild Pyromancer for a 3 Damage board clear. It rarely happens that you end up in a situation where your opponent got more than 3 minions, so 3 targets are more than enough.
My favorite hearthstone card. Lets you draw at least one card and combos great with Dreadscale, Baron Geddon, Wild Pyromancer, Explorer's Hat to draw 2-3 cards. Often you can also attack a 1-2 attack minion to draw an additional card without help.
Very strong for control. Just like a small Baron Geddon can he be used to clear small minions and to combo with Hunter's Mark/Acolyte of Pain/Kill Command
Solid minion and used to finish other control decks. This card is needed if you want to win against priests or warriors otherwise you will run out of steam in the end.
Fills the second 4 mana spot. Not a strict control card but it is just too good to skip it.
Very underrated card! It's a +1 Mana Swipe that does +1 damage. Often clears a 5 health minion and 1-2 smaller ones. Can easily turn a game arround and helps to keep the board clean. Also really strong with spelldamage.
The deck needs good draw and profits of spelldamage. Combos with Kill Command/Quick Shot/Explosive Shot/Explosive Trap/Powershot.
Important effect to block your enemy and secure your board or health. Very strong against control warrior, freeze mage or rogue. It is hard to keep minions on board in these matchups and sometimes you are not able to damage them enough, especially with a changed hero power. This card gives you at least one turn in which you can pressure your enemy.
Gap filler. Very strong minion, sticky and used against aggro to buy time.
Key Card and perfect for control. Try to play as fast as possible. Allows you empty your hand much faster and play big threats. Many combos are much easier to do and he buys time because your opponent has to kill him next turn.
The deck is build around him. Try to mulligan/track him at every game except for Warrior/Priest. Always keep in mind that you got him in deck. He allows you to do costly weapon attacks, use the warlock hero power and destroy aggro decks. Against control warrior and priest I sometimes play him even if im still at 20+ Health, just to keep board presence. Do not be too greedy and don't wait too long to play him, 10-20 Heal are more than enough to turn the game around.
Underestimated removal tool! 2 board damage and a 7/5 minion for 7 Mana is really strong for this deck. He also combos with Acolyte of Pain/Hunter's Mark. Even if the opponent uses Big Game Hunter his effect already triggered and at least he killed some minions and eats a card from the enemy. Sometimes he can even be used to finish a game when 2 dmg are missing for lethal.
Strongest minion in the game.
Your late game draw engine. Very hard to remove when he sits on board. Really important against other control decks and good against midrange. Draw really is the biggest weakness of the control hunter and this card prevents that you run out of steam in the end.
Mulligan
Good in any matchup:
Against Aggro: (Hunter, Shaman, Paladin, Warlock, Rogue)
Against Control: (Warrior, Priest, Druid)
Budget options / possible changes:
Bloodmage Thalnos -> Loot Hoarder / Mad Scientist
Ysera -> King Krush / Savannah Highmane
Baron Geddon / Dr. Boom -> Ragnaros the Firelord / Savannah Highmane
Dreadscale -> Unleash the Hounds
Matchups:
Good (+50% Winrate): Druid, Zoolock, Patron Warrior, Freeze Mage, Tempo Mage, Aggro Shaman, Rogue, Face Hunter, Mid-Range Paladin, Mid-Range Hunter, Aggro Pally,
Decent (~50% Winrate): Secret Paladin, Murloc Paladin, Control Priest, Control Warrior
Bad (-50% Winrate): RenoLock, Dragon Priest
Tutorials / Videos:
Deck spotlight tutorial by RegisKillbin:
Deck played by Xatanael Hearthstone in legend ladder:
Deck played by Furo at Rank 9:
Deck played by Torlk et Marmotte in legend ladder (French)
These are for the old version, but the playstyle is still the same:
If there is great demand, I will play this deck on stream. (http://www.twitch.tv/teamoverrated_kharan)
Thanks everyone for the great support!
but i don't have it. so ...
i'm trying Mind Control Tech and Unleash the Hounds
not a bad idea, but it's still just a temporary solution. You will be surprised by what he can do.
Bravo on the Guide!
Cool deck, shame its utterly useless in future STandard-Mode :/
Ysera, Boom, Baron, Bloodmage, ULH, glaive, EHB.. damn.
Anyone investing in this deck will be dusting it soon if they are to be competitive with the new direction of standard mode.
The deck loses only 4 cards when standard hits, and classic cards (all the legends you mention except for boom) are never leaving standard
Thanks for correcting, of my misunderstanding.
When i typed that, i also had in mind the new meta that will emerge with the new expansion. There will be different synergy in cards old and new, combos, strategies.. hopefully as a new expansion those combos and new cards are more powerful then earlier prints.
The point though, the meta will change for sure, but how, no one can say for sure. Will the older-classics be as viable as current? I'm excited to find out!
Cheers
cool guide bro
any room for Doomsayer ? Replaced it for Wild Pyromancer. will give it a go.
Why tracking? that card can suck so hard. Remember it discard the other 2 you dont pick, and with this deck it often means losing an important card.
That's incorrect. You will discard the other 2 cards that you won't pick back into your deck. So you will keep the cards, but just get a shot at another good card in your hand.
Nope, discard in Hearthstone means destroy so the cards are removed from play altogether. I do feel that Tracking is pretty inefficient here as this is a control Hunter and you may discard vital cards that may cost you the game, even if it give you the ability to pick the best card for that given situation cheaply, but given the lack of good card draw options for Hunter I suppose it will have to do.
Sorry my friend they don't get back into your deck, try take a look at your deck size after you play tracking.
I was thinking in the line of Flare, it can do good in several situations, but you dont get to pick your card.
The point is that with this deck you rarely run out of cards and go for fatigue (so you might look at those 2 destroyed cards as the ones who would sit at the bottom of the deck, unused anyway), so you have to think at tracking as a card that let you choose a specific card at a specific moment. You're supposed to keep it in the first hand but you just use it when you really need it, not just to follow the curve and waste that 1 mana. It's also incredibly good along with pyro.
It's works similar to the discover mechanic but you're sure you are given 3 very strong options, thus making the choice usually harder.
However I'm trying to fit Flare into this deck aswell (mainly to counter secret palas and tempo/freeze/reno mages), and I'm considering to swap it with tracking, explorer's hat or the scarab...
You could look at it like that, but i would rather have the hope of drawing the right card even though they are at the bottom, than knowing, nope you chose to discard those card, for another card that saved your as that turn :D
Wait, I didn't realize it discarded the other 2 cards. They don't just go back into your deck? EDIT: I guess it does say discard and not "put them back" TIL.
Probably the most fun I've had playing hearthstone. I don't have thalnos or dreadscale. Subbed out for bgh and unleash. I may craft thalnos. Not having bgh is a mistake though IMO. I would also love to find a spot for rag in there, probably can't though.
The deck is good, surprisingly good, it has many solid matchups and can do well against druids (I've been facing quite a lot of them lately)
Also, the guide you wrote is simply excellent. Congratulations, it may be the best deck guide I've seen so far on this site!
Also, seems to be in good shape for when Standard comes. Only loses about 7 cards, most of which can either already be replaced, or that will most likely get alternatives in the new set (I can't imagine Hunters not getting a new 1-3 mana weapon to replace Glaivezooka, for example).
This deck is so swingy. When you're winning, you're winning HARD. But if you are losing, it feels like it is the worst deck ever. Heavily leans on Reno against aggro if you don't get the early game, and I feel I often get unlucky, not getting the right answers for the right situations (like, I get Deadly Shot and Hunter's Mark against zoo-type decks, and Powershot/Explosive Trap against control decks with a couple of large dudes). All in all, pretty cool deck to play a couple of games with now and then! And a very nice and well-written guide to boot!