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Transformation Quest - Change your deck styles ...

  • Last updated Apr 18, 2017 (Un'Goro Launch)
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Wild

  • 23 Minions
  • 4 Spells
  • 3 Weapons
  • Deck Type: Theorycraft
  • Deck Archetype: Face Hunter
  • Crafting Cost: 11380
  • Dust Needed: Loading Collection
  • Created: 4/11/2017 (Un'Goro Launch)
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  • Total Deck Rating

    46

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If you're like me and too lazy to read the whole summary, read the stuff in bold. 

This deck changes from Quest - Zoo - Mid control - control - zoo/blitz during each phase of the game accordingly.

SHORT AND SWEET

- It's hard to master. 

- The deck is designed to transform. Use it.
- There are five possible forms that can occur during any particular game:
(1) - starting deck (early-mid)
(2) - Carnassa mixed replace (inconsistent mid-closer) 

(3) - Carnassa pure replace (consistent mid game closer) *"sweet spot" 
(4) - The "sweet spot" (2-3 turns after Hemet, Jungle Master is played where you are guaranteed to draw at least one of your game-changers before playing Queen Carnassa)
(5) - Quest bail / Hemet lethal setup (CAN BACKFIRE)

GAMEPLAY

- Keep card draw or cycles (i.e. Youthful Brewmaster, Coldlight Oracle, Tracking, etc.)
----- They are sparse and important to completing your quest 
- Do not keep Tundra Rhino. srsly. dont do it


Early
- Play your quest. Coin appropriate minion (more offensive/defensive in stats).
- Control the board with consistent damage early and good minion trades.
- Always play your card draw or cycles BEFORE playing a 1-mana minion.
- Build a hand.
- Think control/attack depending on matchup and board control. Your 1- mana minions take of things pretty well when played right.
- When you complete the quest, early game is over.

Mid

- Transform your deck as appropriate
- Use Hemet, Jungle Hunter no later than turn (7) if in hand. This guarantees you draw big cards during the transition to the end game. It's a failsafe that turns your deck of small drops into a guaranteed draw of your strongest cards (exclude Tundra) that can be used to end the game. You're still a hunter afterall ;)
- "The sweet zone" where you finish the quest by turn (4), (5), or (6), and play Hemet, Jungle Hunter before you play Queen Carnassa. This gives you two options over the next few turns:  either gather your stronger cards such as Call of the Wild, Tundra Rhino, or King Krush, etc. before playing Queen Carnassa to refill your deck, or you can choose to play Queen Carnassa [/card]the following turn to start the flooding madness with [card]Tundra Rhino at bay (insane chance for 20 burst combo with Tundra Rhino).

Late Game
- Control of the game through sheer number and force

This sweet zone is where you are in control of the game's fate.

**Warning: Waiting to play Queen Carnassa until too late in the "sweet zone" CAN result in a loss.

Long summary (It's reaaaaally in depth...)

The Process of Creation (Intro)skip to "pros" if not interested in creation story

Suh dutes,
I made this deck for fun after obsessing with the riddle of the Hunter quest for a few days. After fiddling with the contents of the Hunter quest since the release of Un'Goro, I've found that this deck is the most consistent in terms of damage, completing the quest early, and destroying the late game.

I think when Blizzard releases cards, it's a lot of fun to see how the cards interact. Upon getting the Hunter Quest, I became intrigued and then obsessed with solving its peculiar puzzle of a deck build. It called for a strong early game with consistent ability to swarm and overwhelm the enemy, even into late game. The Marsh Queen was able to provide the low cost big swarm of late game, but the next question was how to I make a deck that consistently supports her..?

After several failed attempts including: Mid-range, Zoo, Dyno-control, Elemental, Secret, etc., I came upon the realization that the release of Swamp King Dred in conjunction with The Marsh QueenQueen Carnassa, did it make sense. Add King Krush. There's the trio.

From this idealization I built a deck with ideas from the zoo-style failure, as it seemed to have the quickest guarantee of finishing the quest. It failed in sustaining into the late game, which is where most of the meta decks of lately succeed.

Having the trio plus Hemet allows the hunter to transform decks during mid-game to establish a very strong Hunter Control/ Blitz deck. The control aspect starts in the early game by managing the opponent's board. From mid-game - on you are forcing the opponent to deal with your board while you decide to either switch decks (Carnassa), or go for the kill during the Sweet spot of turn (7), (8), (9), etc.  Then, your opponent becomes overwhelmed by either your BIG board, or your smaller-big board, depending on your choice.

Here's a few things I've noticed over the course of playing this deck

- Hemet, Jungle Hunter PROS
- Allows for up to two transformations in your deck
- Changes the game for quest hunters.
- Time based skill card
- Can be used at any time to "bail" from quest or Carnassa deck to go for lethal in the next few turns.
- If you think you can get lethal by turn 9 or 10, PLAY HEMET BY TURN 7. 

Hemet, Jungle Hunter CONS
- If played prematurely during the Carnassa mixed deck to transform your deck to lethal opponent can deal with your heavy hitters. gg fatigue.
- If played too late, opponent can get board control and win.

- Deck Pros 
- consistent early game leading into late game (8/10 games)
- Reliable quest completion
- It transforms
- good card draw 
- insane late game control/win conditions
- Hemet is versatile in use, can guarantee lethal if dropped before turn 9. Use him to plan lethal.
- hella fun to play

- Deck Cons
- Hand sometimes starts bad and you can't finish the quest. You can still winPlay Hemet. SCREW THE QUEST. GO FACE.

Strengths 
- Finishing the quest and getting to mid game.
- Consistent board control
- Deck control

Weakness
- Human error
- Hard to come back from lost early game unless Hemet is drawn no later than turn (7)

Legendary Choices Explained...

The Marsh Queen "Queen Carnassa"  - "Question: What's Scarier, one giant angry dinosaur or 15 smaller vicious ones?" 

Answer: Three giant angry dinosaurs..and Hemet!

Hemet, Jungle Hunter (HJH) -

- This deck would not be viable without it.  It is the fail safe and the closer. HJH can be used during any point of the game to thin out your deck if you need to turn the game around. Once activated, the deck is left with its heaviest hitting cards to assure you're getting big drops on curve.

The Black Knight

- This card only comes into play during taunt metas. Big taunts are a Hunter's worst nightmare... Do I need say more?

Swamp King Dred -

- The start of the control part of your game. This thing clears minions while you do the face hunting. The opponent's board should be dwindled by this point.  He can be quite the nuisance and have hard removal used on him. Try to set him up after removal has been used.

The Curator -

- Helps pull the Coldlight Oracle if you need the card draw + pulls another beast from deck(even after Hemet! Woohoo!)

King Krush

- Used mostly as a closer or to get through a taunt. Good ole' King Krush :D

One Drop Minions-

Most of these one drops are commonly used in any given aggro-style deck. I figured why not throw them together? ("Battlecry" in the following can and should be targeted by brewmaster)

- Abusive Sergeant - Help deal with early board. Finish Quest. Battlecry
- Alleycat - 2 for 1. Solid board presence. Beast
- Argent Squire - Nuisance. Hard to remove.
- Elven Archer - Acquiring or keeping board control, 1 damage targeted. Battlecry
- Emerald Reaver - Nuisance. Damage stats. Beast. Battlecry
- Fire Fly - Gives a one drop to hand. BEST brewmaster target to complete quest.
- Glacial Shard - Nuisance. Damage stats. Battlecry
- Raptor Hatchling - Damage stats. Cycles one drop into deck. Beast

Card Draw/Commons -

It is very important for every card besides the endgame to assist in completing the quest as soon as possible. I present to you the backbone of this deck.

- Tracking - should be used around turn 2-4 if in hand in order to continue playing one drops or find more card draw. Do not be afraid to burn cards. Remember, your goal is to complete the quest.
- Novice Engineer - Draw a card. Find a one drop.
- Youthful Brewmaster - Can target any one drop in order to play the same one drop again (adding to quest). Firefly is your best option for turn 4 quest completion, but don't be picky.
- Coldlight Oracle - pretty useful in dire situations. Use accordingly.
- Tundra Rhino - Great for your late game with cycling raptors. Can be used mid game for some clear with a few of the smaller beast on turn-6ish. Try to keep at least one for late game.
- Call of the Wild - Too bad you can't have two King Krushes *rip*

Gameplay

The starting goal of the deck is to finish the quest by turn 4, 5, or 6.  The end goal of this deck is find lethal as early as turn 9.  

This being said, the deck has many ways of winning and several come from control-like styles of play.

Early Game -

Complete the quest as soon as possible.

Do not be afraid to keep one (or two) card draw in starting hand as there are (14) one-mana minions. You are very likely to draw them during your next turns. Save the card draw for when you are looking for 1-mana minions to fully use your mana on turn-3 or 4. Always keep firefly or a nuisance in your starting hand if possible.

Go face (try not to use hero power)

Mid Game -

Gain control of the board

With Queen Carnassa in hand, deal with the board appropriately and use card draw as much as possible to find HJH. If you cannot find Hemet, Jungle Hunter by the next turn or two, play Queen Carnassa. Her raptors will give you plenty of card draw to go through your remaining deck (along with other card draw etc).  Try not to play Queen Carnassa on turn 5. Your deck is too full to give you reliable raptor draws. Turn 7 seems to be perfect.

Hemet, Jungle Hunter can be played a turn before Queen Carnassa in order to: destroy your early game deck, guarantee a big draw into Carnassa, and replace the deck with cycling raptors (that conveniently draw you into your other big drops such as King Krush or Tundra Rhino)

Go face (use hero power when possible)

Late Game -

Win