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Un'Goro Giant Face-Hunt (Early/Mid/*Late Game*)

  • Last updated Apr 13, 2017 (Un'Goro Launch)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Face Hunter
  • Crafting Cost: 9320
  • Dust Needed: Loading Collection
  • Created: 4/13/2017 (Un'Goro Launch)
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  • Total Deck Rating

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Why I created this gargantuan ;D

I like to face hunt...This meta is one of taunts and late game...so how do I get past that? 
-  I like dealing damage.  Lots of it. To face. Consistently.
- I F***** hate the taunts popping up everywhere after the Un'Goro expansion
- tired of attempting to defend myself late game with the remnants of an early face hunter deck against better suited control classes.

Tempo Giant Face-Hunt ( or as I have it named on my Hearth account MEGA BEAST FACE RAWRRR)

Deck making process:
- I threw in a bunch of everyday used hunter cards along with big beasts such as King Krush, Swamp King Dred, etc.  The result that came out of this was that I started to realize the potential of hunting the opponent's end game health/taunts with the help of the "classics" mentioned about.  Hunters can now control late game by sheer force and "close-to-guaranteed" card draw during very critical moments of the late game

The release of Hemet, Jungle Hunter has made a late game control oriented hunter deck possible.  What's amazing is that it is not very defensive.. in fact is very offensive. My grandfather always told me this about sports (particularly football).  "the best defense is a good offense"
Why not apply that to hearth?
Hell, why not life?

Going into the late game, (turn6-7-8etc),  you are able to control the board by setting up your late game deck with the best conditions. If you wait until turn 8 to Hemet, You are almost guaranteed a very good card draw going into turn 9. (on or just below curve usually)

Tips n tricks:
- Play Hemet, Jungle Hunter no later than turn (8) if possible. The longer you wait, the more time the opponent has to gather cards, heal, etc.
- Swamp King Dred and King Krush show a tendency to appear in early game. It's okay if you feel inclined to keep big drops in starting hand. I've kept Swamp King Dred in starting hand before. Played Hemet by turn (6) with Swamp King Dred following turn (7), the Charger to clear minions (8), and King Krush (9) for that solid 8 to face.
- Deathwing is for that last push for a win if things are not going in your favor.
- Put your minions down asap in order to keep consistent pressure THROUGH the mid game.

 

Deck tweaks and analyses warmly welcomed and considered. Please let me know if you see better fits (minus Leeroy of course for Reckless...i know)

 

Thanks!