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Private hunt begins! - Few minions deck

  • Last updated Dec 4, 2017 (Marin's Treasure)
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Wild

  • 6 Minions
  • 20 Spells
  • 4 Weapons
  • Deck Type: Theorycraft
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 7880
  • Dust Needed: Loading Collection
  • Created: 12/4/2017 (Marin's Treasure)
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  • Battle Tag:

    Anti#2768

  • Region:

    EU

  • Total Deck Rating

    59

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** This is a theorycraft deck and may be updated when all cards are revealed.

 

So, Hunter will have a terrible legendary weapon and one of the worst epics so far... I say no! A new mechanic is created and we are giving up even before we test it! Sure it looks crap, sure it seems underwhelming, but it's also an opportunity for being creative and making it work! To my side, players!

 

Hunter has a lot of spells that can generate minions, secrets like Cat Trick and new cards like Flanking Strike are good examples, and don't forget classics like Animal Companion. Also, Deathstalker Rexxar can craft new beasts from nowhere.

Hunter is receiving a strong Recruit card with Kathrena Winterwisp, which immediately puts a minion on bard and a second one when she dies. But, what is Recruit? It's a new keyword added with Kobolds & Catacombs, and it puts a minion (not a copy) from our deck to the board.

If we can control the number of minions in our deck, Recruit can give us heavy board presence summoning strong beasts with big numbers and effects. So, to achieve this situation, we will use only four different minions (a total of 6 cards):

Early game minion that will give us another beast to play, increasing our minions pool.

One of the strongest minions in the game.

Two (one if silenced) free minions, hopefully Savannah Highmane and/or King Krush.

Amazing if Recruited, a not-that-bad finisher if on hand.

 

But it's not all about Recruit, an effect that only one Hunter card has; it's also about a new legendary weapon called Rhok'delar. once we have cleaned our deck from minions, this card will give us a lot of new spells to burn, which means more direct damage and more minions summoned through those spells. Because we don't use a lot of high mana cost cards, we can easily empty (or partially empty) our hand before playing the weapon.

However, we will still need board presence during the course of the match, so we have these cards that can summon minions (and even do some direct damage for board control):

 

And now, it's time for some testing! This is the hardest part, where a primitive and rough idea is polished until it works and, then, until its performance is worthy, and trust me I will achieve it! No, not I... We will achieve it! What does the deck lacks? How can we improve it? What should we cut off? Ah, the magic of the deck building!

 

 

Note for Wild format: Bear Trap would be a good addition, and Lock and Load can give us a lot of cards with a heavy spells deck like this one, specially in combo with Rhok'delar.