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Sharpshooter - a viable "High End" Hunter Deck

  • Last updated Mar 3, 2016 (Explorers)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5680
  • Dust Needed: Loading Collection
  • Created: 3/3/2016 (Explorers)
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  • Rhadan
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  • Region:

    EU

  • Total Deck Rating

    415

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Hi!

No, I'm currently not Legend with this deck, but this deck helped me climb the ladder over the past few months (!) whenever I needed it to. I don't play much hunter at the moment, mostly because I already have my 500 wins with hunter and I like to focus on other classes where I still need that golden portrait. ;)

What IS very nice about this deck, though, is that it counters a lot of the decks in the current meta AND while there are classes that are not great to play against, you always have a fighting chance.

First off, this is NOT an aggro deck. You will want to control the board as good as you can and finish your opponent off with your 6+ mana minions. At that point you can often start to race your opponent, especially if it's an aggro deck.

If the deck gets some upvotes, I can write extensive mulligan guides against the classes. Here just a few card choices:

King's Elekk: The sole reason this deck does not run stuff like Webspinner or Knife Juggler. I wanted to maximize the chance of actually winning the joust and get a card draw. Against aggro this usually works, against control you have a sporting chance.

Dreadscale: At first I put it in because it worked so well against Paladin. Also including it made it viable to run two copies of Hunter's Mark. You usually only want to play Dreadscale when it actually kills opponent's minions - it's a poor tempo play. Treat it as removal card. I've had instances where it survived multiple turns which will change how you deal damage to your opponent's minions. Also it bypasses your opponent's taunts for the kill, making it better then Unleash the Hounds on several occasions.

The traps: I've tested around a lot and 2 Freezing and 1 Explosive worked best for me. Feel free to adapt. Originally I even ran a Misdirection because NO ONE ever plays around this card, but I removed it after the Warsong Commander nerf when people stopped playing Patron decks.

Antique Healbot: The meta is still full of very aggressive decks and you need reach to get to your late game. The Healbot (alongside Sludge Belcher helps you stabilize when your opponent is reaching exhaustion phase.

Ragnaros the Firelord: This card is bad against Paladin and Warlock, but key to defeating other midrange or even control decks. We all know the good ol' firelord will win you the game if your opponent can't remove it right away.

Arch-Thief Rafaam: The only LOE addition! Before LOE I used to run Nefarian for some late game oompf. He is quite flexible when it comes to choosing which artefact you take and often it's a key decision to win or lose the game.

NO Sir Finley Mrrgglton: You want to stay a hunter. You want to constantly deal damage with your hero power whenever you have 2 mana to spare. Alongside your hard to remove minions like Savannah Highmane you want to push for damage, be it against aggressive decks to out-damage them or against Control Decks to kill them before they drop a Golden Monkey or the like.

All in all? I have fun playing this deck. And I hope you can have fun with it, too. It doesn't look like it, but the deck has a learning curve! You need to get used on how to use your tools to maximum effect, especially your key removal cards! Against secret pally, for instance, you want to have a Hunter's Mark and either Dreadscale or Unleash the Hounds ready to kill their Mysterious Challenger. If you can't, you'll likely have to ignore it and go full out to kill your opponent!

I would appreciate comments and will gladly bring up mulligan guides. I can already say that your 2 drop minions are must keeps! :)

Hope you have fun with the deck.