Karazhan Face Hunter
- Last updated Aug 26, 2016 (Karazhan)
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Wild
- 13 Minions
- 15 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Secrets Hunter
- Crafting Cost: 2320
- Dust Needed: Loading Collection
- Created: 8/12/2016 (Karazhan)
- bolsomitohs
- Registered User
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- 5
- 8
- 22
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Battle Tag:
bolsomito#11221
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Region:
US
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Total Deck Rating
115
My english is not that good so forgive any grammar errors!! Thx for Okimoto for helping me with this deck
The Return of the original face deck
-doing very well on the ladder at this moment, nothing could stop this beast yet;
- Very cheap and easy to craft, no legendary needed;
Main Strategy:
- Only do extreme valuable trades on turns 1-3, otherwise go face. This is VERY IMPORTANT most people try to keep the board control until turns 8-9, lose and complain "this deck isnt working" because they dont know how to play a FACE deck. Your minions dont have enough value to keep the board for too long, so you only use them to do maximum damage on the first turns so you can finish the game.
- Mulligan hard for Secretkeeper and Cloaked Huntress and at least 1 secret, my best opening was T1 secretkeeper T2 coin+cloaked+2 secrets;
- If you get 1-2 mana minions on opening hand you can keep them to start doing damage early, so a hand with Fiery Bat, Huge Toad and Knife Juggler is GOOD, don´t mulligan them out;
- Even if you get an empty hand after turn 5-6 there´s plenty of dmg to finish the game - 2 Kill Command 2 Quick Shot, 2 Eaglehorn Bow, a Call of the Wild and the op hero power;
CARDS BREAKDOWN (work in progress)
Abusive Sergeant only use turn 1 if you don´t have anything better to do, save for valuable trades early games, to remove annoying taunts or to do more damage to the FACEEEEEE;
Fiery Bat best drop 1 if you don´t have secrets in your hand. If you can hit twice face with him, your doing great in the game. Only trade t1-t2 if its a high value minion;
Secretkeeper One of the stars of this deck, not as dominant as it was on the secret pally, because you cant coin secretkeeper + secret turn 1, but its still very strong.
Dire Wolf Alpha i wish to have 2 of this card but could not find a place for it. Its a great card to combo with Snake Trap and Unleash the Hounds. You can use it to early value trades too.
Huge Toad Best drop 2 without the coin, it can cause decent damage, trade with most early minions and its a beast to activate Kill Command.
Knife Juggler This card shines with Snake Trap, many games were decided to my side after a coin turn 2 huntress + snake and turn 3 Juggler. Against Zoo a Turn 5 juggler + unleash can turn the table too.
Quick Shot Besides an early remove to keep the board and get more damage going face, if you manage to use it turn 5+ when you probably gonna have an empty hand, it gonna give you a card too. Awesome!
Cloaked Huntress The real MVP of the deck, 3 mana 3/4 and you can drop all your secrets for 0 cost. This is a game chance minion, if you get it on your hand with coin mulligan everything else to try for secrets, a snake + freezing can give you the tempo needed to do enough damage and finish the game and a explosive can cripple the zoo board for example.
Eaglehorn Bow ITs already great in a regular hunter deck, with 5 secrets this weapon can turn into a killing machine. USe it wisely, you can remove key enemy minions early on, but always save it for face damage later and try to combo with at least 1 secret.
Unleash the Hounds great turn 5 combo with juggler and great against other aggro decks. If i start to face a lot of control decks i can swap one for another Horserider.
Kill Command one of the finishers of this deck, avoid wasting it for early removals unless its totally essencial and gonna give you board and a lot of potential face damage
Testing the new secret atm
CLASS TIPS (work in progress)
Warrior
This deck is doing very well against dragon warrior and cthun warrior, but it has a hard time against control. We need a strong opening to have a chance and a bit of luck to keep the damage on face even with Ravaging Ghoul and Bloodhoof Brave. Maybe adding a 2nd COTW could improve this match up.
Druid
Most of the druids in ladder now are token (yogg) and beast and besides a extreme powerful opening (like innervate+coin+fandral turn 1 or 2 innervates+coin+5/10 taunt turn 2) you shouldn't have any issued doing enough damage early game to finish him between turns 7 and 9. Avoid using Secretkeeper Turn 1 because he can remove her easily with Living Roots or Wrath.
Rogue
Rogue is a favorable match up, I've faced nzoth and standard miracle and without heals and almost no taunts (nzoth sometimes has Defender of Argus) they are pretty much dead by turn 5-6. Watch out for that coin + Backstab + Preparation into a 10/10 Van cleef. Freezing Trap can be a life saver.
Paladin
Against a divine shield pally just play the standard match up of keeping the board for 2-3 turns then go face, because he does not have any healing (most of them don´t even use the 4/2 weapon) or taunt besides the 1/1 ooze from the murloc. The trouble starts when you face a nzoth or combo murloc paladin, because now they have 6-7 forms of healing (Lay on Hands, Forbidden Healing, light ragnaros, 4/2 weapon and the new horse that discover a spell and heal its cost). Against this archetypes you have to play really really aggressive and using everything that you can to try to score a kill before turn 7. Playing this way makes you get exposed to a Consecrate or even Wild Pyromancer + Equality but its the best way i found to score a kill before than can start healing like hell and get a Ragnaros or Tirion down.
Shaman
Most of the shamans you going to face are still SMOrc so its a question about who´s gonna hit face harder. In this match up the board on the first three turns is very important, because it´s gonna dictate who´s is doing damage! After turn three, just watch out for his taunts and try to go full face and use your traps + weapons + cotw to finish the game.
Gonna try to play more and make some adjusts to the deck, If you guys have any question about the deck i´m here to help!
STREAM - https://www.twitch.tv/bolsomitohs (the main language is portuguese but if you ask something in english ill try to answer)
How important is unleash the hounds? It is probably the card the loses me the most games as it is a dead card in 7/10 matchups for me. Thinking about 1 or 2 trackings in place.
I feel your pain but it remains dead in my hand only against control warrior and priest and it gets value against the new taunt warrior and the standard aggro match ups (zoo, aggro shaman) and tempo decks (mage, dragon warrior). I was trying -1 unleash +1 cotw or +1 horserider but could not find whats better yet. You´re welcome to help me if you like =)
Behold the new cancer deck! I've just faced this and 0 mana secrets is just about as bad as secret paladin was! Guy unloaded 4 secrets in my face turn 3!! Cancerous much??
behold the might of rexxar! The cancer is back =)
just making fun, no stress dude, glad you like the deck
There should always be two [card]Call of the Wild[/card]s. Yous have one. You are not good enough -_-
I wish to use 2 but didnt find a perfect spot yet.. still trying
Having two CotW in your hand seems good but it's really slow
yep and it happened 2 times to me while i was testing... If you get 2 in a midrange hunter you gonna have strong turns 7-8 (with coin) to turn the table of the game but in a face hunter is almost an automatic loss. So im thinking about keep only 1 and maybe get a Tracking to help me find it
I've been playing with the deck and I just feel like leeroy is better than CotW, He's less mana intensive and hit's about as hard, plus he's got some synergy with Unleash the Hounds
I think leeroy has 3 points in its favor: less cost, more single damage and synergy with unleash but cotw has 4 points: can be used in turn 8 and not only as a finisher, has a synergy with any mobs in the field, buffing its dmg, gives you a taunt to survive one more round and they are beasts, to ensure a kill command use on the next turn.
I don´t think leeroy is bad but in every game i used it to win i see i could have used a cotw too and in some games where it was dead in my hand a cotw could have turned the table in my favor.
I have a Question in my Mind, what makes Face Hunter unplayable for me and within this Deck is. How can you make sure you draw enough Cards? often its a loss after Round6-8 lost Steam because of Carddraw especially against Classes who can heal themself and the second thing is after Owl nerf and you dont have Hunters Mark in this Deck how remove Taunts effectifly? Of course there isnt that much taunt like in wild was but still Freeze Trap isnt helping that much. It remains as a luck Draw weak Deck, no matter how good this Guide is but ty anyways for your work you put in this Guide.
The answer about card drawing is simple and i've put it on the guide: you probably gonna have your hand empty by turn 5-7. But, at this point, you should have caused enough damage on your opponent so you can finish him off with your hp and one of the many damage cards: 2 Kill Command 2 Quick Shot, 2 Eaglehorn Bow, a Call of the Wild The main issue i see is people dont know how to place a face deck and keep wasting resources going for board control after turn 3 when you should not do it. A good example is the new warrior taunt deck, i've faced it 3 times and im 3-0 against it because i did so much damage early on that i was topdecking for a kill command + hp to finish the game.
It´s not easy and for sure you gonna lose some games even if you play right but statistics is on our side when we are topdecking for damage after a decent opening.
Nice deck dude I even beat a Mage who used Ice Block and Ice Barrier in one game.
Glad you liked, mages are a very good matchup for us =)
Perfectly viable. Cat Trick will be useful too.
yeah for sure there´s a spot in the deck for Cat Trick. Glad you liked it =)
seems to work fine, I've changed Leeroy Jenkin
for a Call of the Wild
this deck version 1.0 had a cotw and and i changed for leeroy but i went back for call of the skill too