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Secret Hunter: Rank 16 to 5 HUGE wr [ also chea...

  • Last updated May 11, 2017 (Un'Goro Launch)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Secrets Hunter
  • Crafting Cost: 1400
  • Dust Needed: Loading Collection
  • Created: 5/11/2017 (Un'Goro Launch)
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Hello Guys,
My name is Finn and Im a legend player from Italy.
After achieving legend I decided to have some fun climbing the ladder, and since I was bored with all the meta stuff AKA SMUrloc Paladin, Burn Mage,
Pirate Warrior ecc... I decided to put together a funny custom list to climb the ladder.
Since the release of TGT I was in love with Mysterious Challenger, his quotes and art were simply amazing to me, so while I was thinking which class
to pick up, the choice was kinda easy.
My goal with this deck was to reach rank 5, so here is the list:

The Deck:
When I first came up with the list, it was more or less a SMOrc-ish version of the Midrange Hunter; including Leeroy Jenkins, Explosive Trap and other random chargers.
That brings me to rank 7,although i was stuck between 7-8. I decided then to change the deck a little bit, just to give it a more Midrange-ish/Tempo look,which Im more confident with. Leeroy was cut, Explosives and chargers too. I put in 2x of Savannah Highmane while replacing Explosives with Freezing Trap.
I needed also a "reliable" removal, so I ended up with Deadly Shot which is really the only small chance of comebacking from a shitty situation/a HUGE tempo play when played corretcly.
Jeweled Macaw was preferred to Fiery Bat since it can more or less fix the massive lack of card draw of the deck (RNG FTW!).

Secrets:
There is no specific rule to decide which secret is better and in which situation, feel free to adjust them as the meta shift.
Anywere here's my thoughs:
I've found Cat Trick to be the most useful secret Hunter has, it is worth it to pick 2 of them.
Explosive Trap is simply too slow and it doesn't bring the utility you expect for this kind of deck. 2 Damage AOE are not that much when the oppo is facing you with giants 5-5 murlocs.
Freezing Trap is a great tempo gain if played at the right time; you have to play smart in order to make it effective. Facing a Silence Priest/Murloc Paladin
and freeze the right minion at the right moment wins you the game.
Snipe is good as well, especially against Quest Rogue/ Miracle. I don't have any copy of Snake Trap but... I suppose it's not bad(?)                 

Mulligan:

The list runs A LOT of 1-drop-minions, it is really hard not to have one on the first turn. That said, you have 2 options for the mulligans: you can either go for the beast sinergy (Keep the Alleycat/Jeweled Macaw,Crackling Razormaw and a good 3 drop AKA Animal Companion) or the secrets one (Keep Secretkeeper,a secret of your choice and a
good 3 drop, Eaglehorn Bow is godlike). Keeping Dino + Cat Trick when going second is also fine, depending on your oponent's class.

Ultimately, this deck is not super-easy to play, it is not just about throwing secrets at random and playing on curve. It requires a bit of strategy. Knowing when to play a secret, when to save cards or play aggressive is the key to succeed with this deck.

Let's break the meta! :^)

 Proof

Turn 5 lethal? Yes please!