69% winrate Druid Hunter
- Last updated Sep 1, 2017 (Frozen Throne)
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Wild
- 24 Minions
- 4 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Hunter
- Crafting Cost: 5020
- Dust Needed: Loading Collection
- Created: 9/1/2017 (Frozen Throne)
- AJAvalanche
- Registered User
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- 2
- 20
- 37
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
22
This deck is WiP. I'll be updating it later on. If the deck gets traction I'll write a bigger guide.
Some card choices:
Doomsayer - here's how Hunter plays out against aggro - you fight for the board, if you loose the board, even marginally, your opponent snowballs and you loose. Doomsayer gives you a way to come back onto the board if they can't kill it, you usually follow it with a strong minion that can't be answered by the board and aggro runs little removal.
Bearshark - can't be removed through spells, good follow up to turn 2 Doomsayer. Insanely strong if followed up by a Houndmaster or Crackling Razormaw
Vicious Fledgling - don't know why other hunters don't run this minion. if it dies, it's a solid 3-drop, if it survives it just carries you to wins.
Bittertide Hydra - best curve card on 5. If they're removing this, they're not removing your Highmane. Insanely strong with proper adapts (windfury!).
pirate package - a good aggressive opening that curves nicely into Gollacka Crawler when facing a non-pirate match-up.
Flare - tech choice, I'm running into some mages, sometimes you use it to get to a stealthed fledgling or Finja. In other aspects a 2-mana cycle is better than 4 mana 2/4.
which ranks did you advance with this deck?
season day 1: rank 18 to rank 15 in 16 games (11-5)
loses: token shaman, mid hunter, control: paladin, mage and rogue all 5 with dk played
season day 2: rank 15 to rank 12 in 20 games (13-7)
loses:
token shaman - some minor misplays on my part
aggro druid - opponent had very good hand, my was midiocre, should have coined the doomsayer turn 1
pirate warrior - easily stabilized, but in mid game I drew pirate1-drops for 3 turns in a row with opponent not playing weapons.
pirate warrior - bad opening hand (nothing lower than 3) against a good hand and good draws, still with a taunt adapt could have stabilized
jade druid - tunnel visioned during mulligan expecting aggro resulting in bad plays against an excellent opener (Wild Growth, Innervate, Jade Behemoth, Fandral, Wrath)
aggro druid - close game decided by my doomsayer going down to a crazed alchemist
mid hunter - minor misplay, should have played doomsayer turn 2, though didn't have a follow up, generaly worse curve, stuck with 2 houndmasters with no beasts, game deciding doomsayer going down to a spellbreaker
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currently rank 10, though pushed with paladin for quests
If they can kill the doomsayer on turns 2-5, you're just dead as a hunter. It's mostly to take control of these smaller disadvantages. Besides that, you sometimes will need to sacrifice something more than the doomsayer. For example I've played games where turn 5 I would go Doomsayer + Fledgling with a Highmane in hand. If they can produce 10 damage, then I was already dead. If they kill just the doomsayer, I've "healed" for 7 and got a fledgling on board. If they go face and pass, I'm getting a Highmane on an empty board.
Traps - the higher I climb the less useful they become. Most players just play around them and it's hard to set them up. Consider that if your opponent has 2 tokens on board and sees a trap, he will just trigger it and play his stuff - you're not getting the board back, you're just killing 2 tokens. If he has more he will wait until he can use them to clear or buff outside 2 damage range. Doomsayer gives the initiative back to you.
Deadly shot is something I consider a tech choice against slower decks - against bunch of tokens it's just no good. Still I think Spellbreaker might be better.
Golakka is staple - there are loads of pirates on ladder and actually eating your own patches is good in matchups where the opponent doesn't run pirates.