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69% WR to legend! Insane! midrange Hunter, meta...

  • Last updated Aug 20, 2016 (Karazhan)
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Wild

  • 14 Minions
  • 14 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 5080
  • Dust Needed: Loading Collection
  • Created: 8/20/2016 (Karazhan)
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Made this jewel yesterday and got from rank 7 to 3 in no time. At the moment stats are 27/8, Upvote and I'll write an extensive guide.

 

Update:

v 1.1:  -2 Huge Toad; + deadly shot, + tundra rhino.

I reached legend just now.  Rank 7 to legend in 7 hours, 76 games, 69% winrate, that's just insane. How can someone read this and not upvote, I don't understand, this deck is pure savage! If you are confused that I play only three secrets and huntress upvote and I'll explain why.

Update 2: Here is the guide:

Quick guide for Insane midrange Hunter (Savageoneeleven)

General:

This is a midrange Deck. It is NOT SMOrc and it is not control. It is inbetween, which means you decide dynamically if you want to be the aggressor in a game or the control deck in a game. This depends on machup, board state, hand, and your mood. In general you want to mulligan for two drops, namely Elekk, Quick shot and Kindly Grandmother. KEEP YOUR HIGH MANA CARDS IN YOUR DECK. High mana refers to everything above three (besides Barnes). In general, reroll secrets, except you have the weapon or huntress in your starting hand. For a detailed mulligan guide depending on the matchup see below. I will now talk about the card choices and make a discussion about why some cards are not in the deck, and I will also discuss how you can tune this deck to your personal preferance. Afterwards I will give a mulligan guide for the decks / classes currently in the meta.

Cards:

Secrets:

I think three secrets it the sweet spot for this deck. With this amount, one can somehow ensure that the secrets generate value without compromising consistency and you still can often get value out of huntress. Secrets synergies with the Bow and Huntress, so you rarely end up in a situation where your secrets do nothing. For which secrets to use, feel free to try a little bit. I think both freezing traps are almost mandatory, because that's basically a removal. Your opp can play the card you freezed again later in the game, so you spend a card and gain nothing (maybe a weapon charge), wheras the card is not lost for your opponent. If this happens you have bigger problems, because at the time opp can cast the freezed stuff again you should have won already. I am not sure about Explosive Trap, Snake Trap might be better. Just experience a little bit with the secrets and think about what you want to achive with it . Tempo: Freezing Trap, Bear trap. Board control: Snake Trap, Explosive Trap. If you want to try more than three secrets I would cut Rhino and / or maybe a 4 drop. That might be worth it, but in general, your secret is not worth very much, if it is not freezing trap.

Kindly Grandmother:

This card is really good. It is basically an ordinary 2 drop, but you get a lot of extra benefits. One extra dmg, from the 1/1. You can drop the Rhino and get 4 dmg of burst for board control, and it is hard to remove which is good for Houndmaster, if you get it out of Barnes, that's great!

King's Elekk:

I've felt a lot like this card has not really found it's place. You play it in basically every Hunter deck and it rarely fetches anything, because as a hunter you want to be fast, you want to go face. So, this card felt like it did not belong here. However, in this deck I've tried to get a lot of value out of it and it works very very well. If you look at the decklist, you'll notice that there are not a lot of creatures in it, there are spells, which generate creatures (unleash, animal companion). So if you just play 4 creature two drops, and no 1 drops, you always hit a 4, 5 or 6 drop, so often you just draw a card. This cards dominates mirror and shaman matchup. If you don't get value out of it, it is a beast two drop, which is exactly what you want on turn two, if you don't have quick shot.

Quick Shot.

Insane. I could not imagine this card to be that good. You can remove: Flame Imp, Tunnel Trogg, Elekk / Toad , Alextrasa's Champignong, Northshire Cleric, Feral Spirit Wolf. Furthermore, you get burst potential for sudden lethal and a draw condition for late game in a stalled matchup. It is good early, midgame and lategame. Always keep this on your starting hand.

Cloaked Huntress:

So, here it gets intersting. Huntress is a really really really good card. You don't have to get secret value out of it, it is enough on it's own. BUT, sometimes you'll get value out of it and that's just gamewinning insane. Huntress is NOT a beast, but most of the time you don't have problems to come up with a beast for the three cards which synergise with it. Huntress, Secret and Bow just win games togther but on their own, they are still pretty good cards. That is part of what makes this deck powerful. Insane synergies, while still managing to keep integrety without synergistic interactions. Don't dillue your deck with garbage. Three secrets is enough. You also need to note, that you can get surpise hunterss out of barnes, which is awesome. Huntress on it's own is good. On turn 2/3 you often have the option to play her or animal companion, and if huntress is enough for the current board, you can save your charge / buff / taunt for later when it's more value. 3/4 is a solid three drop. That's it. But... It is more.

Deadly shot:

I am not really sure about this. The first version of this deck did not run this card, because on paper, Freezing Trap and Sylvanas are doing the same as this card, but with more synergies. But in practice this card performes really well, you can use it to remove the 4 mana 7/7, hellscream, or just anything when two creatures are on the board and you want to freezing trap one of them. It performes a lot better than I would have expected, but feel free to try another removal instead. Powershot and Explosive Shot might be better, but that depends on the matchup.

Unleash the Hounds

I've often considered running just one copy of this, but in practice it is just always awesome. This card is good if you are behind, it is good against all the annoying 2/3s, It is good because you can't ping, but get extra dmg out of this. You can Hounmaster + Unleash on 7 and in the lategame, the hounds are often the beast you need for Kill Command. If you are ahead, Unleash is often a dead card, but if you are ahead, than that does not matter. Consider keeping this against Zoo / Shaman, if you have a two drop already.

Barnes

This is OP. Blizzard, pls nerf, I've instantly crafted this golden. Sometimes a 1/1 Sylvanas on turn 4 is better than a 5/5 Sylvanas on turn 4 because opp can't just trade his board into it. Let this sink into your mind. This card can be better than a 4 mana Sylvanas............. In this particular deck, you are happy with any fetch, besides Elekk and Houndmaster. Keep in mind that you can fetch Huntress for free secret value. (My Barnes always get's Houndmaster, don't craft a golden one, I suspect hat this is the downside. Houndmaster I love this card. I would really like to play two of them, but I think one is better. One could consider swapping a Infested Wolf for it but that does not seem right. Houndmaster is not good if you are behind, Infested Wolf is really good if you are behind. Infested Wolf from Barnes is really good, Houndmaster is not. Maybe cou could even cut the one off for another card.

Tundra Rhino

This is the card I am mostly torned about, that is basically the 30th card. I won quit a few games because of it but it is often a dead card. I included it because its a 5 drop. It is the only 5 drop, so on turn 5 you have to play this or a 2 and a 3 drop (or 2 2's). This card helps to get a better turn 5 and it is awesome with the deathrattle cards (Grandmother, Infested Wolf, Highmane) . You can get it out of Barnes and just dominate everything. It is a high priority target for your opp because if you play this and then Highmane or Call of the Wild, that's just inane. So it helps to take over the board on turn 6-8 when your late game kicks off. I've often thought about running Kodo instead, but always when I am thinking: 'Would I rather have a Kodo right now' the answer is: NO, NO, NO.

Sylvanas:

I think three 6 drops is the sweet spot for this deck. You could run two 6 drops. Sylvanas hard counters a lot of important cards in the meta, i.e. Highmane, Tyrion, Giants, Ragnaros. Sylvanas is not a beast and that is the worst think I can say about her. She is awesome with Barnes and Elekk, I would totally do her, and there is not much bad to say about her. Maybe run Rag instead of her but 3 8 drops really feels scetchy.

Call of the Wild

That is your win Condition. This is so strong. It is maybe the best cards out of 'Whispers'. Always mulligan, you will draw it on turn 8 and you will win with it. Well, most of the time. In a mirror match, the hunter with the most Call of the Wilds will win. If both Hunters have both both Call of the Wild's then the one who casted the first one will win 90% of the time.

Mulligan guide: NO GREEDY. SEE HUNTRESS AS AN ORDINARY THREE DROP.

The Coin:

Wait, what? You can't mulligan the coin, why is this here??? I think the right handeling of the coin is really important in this deck so I've placed this text here that you read it. If you don't have the coin, that's fine. Starting first is better. If you start second, that's awesome, the coin is really good in this deck. Here is how to use it: If you can get board control without the coin, then don't use the coin. If you need the coin to get board control, then do it!, board control is everything. But you will often manage to save it until turn 5-7. If you do this you basically have won, because if you go coin hymane into hymane, or hymane into call of the wild, or call of the wild into call of the wild opp can just 1: lie down. 2: try not to cry. 3: cry a lot. With one of this you'll always win mirror. Don't hesitate to use the coin on turn 1 against shaman or warlock if you have two 2 drops on your hand. If you don't, don't hesitate to use it on turn two to chain two 3 drops, which is also really good.

General Mulligan (Quick Shot is 2 drop / secrets are not):

If you have no 2 drop: Mulligan everything. If you have any two of these: huntress, secret, axe. Keep them, mulligan the rest. This is better if you go second, if you go first, and in doubt, mulligan everything for a two drop. If you have Huntress and no secret and no two drop: Mulligan Huntress. If you have a two drop and Huntress: Keep them. If you have Bow and Secret: Keep when going second, Mulligan when going first and in doubt.

Basically, If in doubt, then mulligan. Always mulligan everything above three mana, besides Barnes. Keep Barnes, if you get a good curve (2,3,barnes /2,coin + barnes).

Matchups:

Zoo:

You are very favored in this matchup. Mulligan for 2 drop, if you have a two drop you can keep Unleash, which is awesome.

Shaman:

There are different shamans out there which makes this a little bit tricky. Quick shot is really good to deal with early threads, try to not prog Grandmother to play arount lightning storm, keep deadly shot if you have a 2 drop to deal with dr. 4. Bow is also really good in this matchup.

Druid:

Always keep Unleash to answer Violet Teacher. Beware of turn 1 Living Roots.

Warrior:

Mulligan Unleash, Keep three drop if you go second or if you have a two drop. Try to bait out Ghoul early, then you are free to reign death and destruction. Play into Fiery War Axe, because you have to. Go face if you fight a control deck, this plays around shield slam. Deadly shot is good against warrior.

Hunter

I have not faced this deck before, because I am writing this guide right now, and no one has red it. Against the Hunters out there now: gg ez! Laugh very loud if you face Fiery Bat and remember to use emotes to remind your opp who dominated him / her.

Paladin:

SMOrc, while playing around removal, then win. If aggro / zoo Paladin, then always play for board control.

Rouge:

Mulligan for two drop, keep deadly shot if possible.

Priest:

lol

Mage:

This matchup is the toughest atm. I think there is a really really good mage deck out there which has not been discovered quit yet. Anyhow, Unleash helps with the 0/2 taunts, Bow is good, do everything for board control. If you manged to get board control and opp plays flamestrike on 7, then rage quit and blame blizzard for designing this bs.