Welcome to my new Midrange Hunter deck. I went from rank 20 to 16 and 1 star with this deck prior to first loss with it. During which I played 3 Zoo-Locks, 1 Ramp Druid, and 3 Mage's (Aggro and Freeze).
General deck strategy entails using Webspinner (substitute for Stonetusk Boar if you haven't done the 2nd wing) for turn 1. If you didn't get it during mulligan just skip your first turn.
Turn 2 if it is not a Mage I'm playing and I have a Freezing Trap I'll normally set it. If I didn't have it regardless of any other cards I have I use my hero ability.
Turn 3 I play Eaglehorn Bow first and foremost if I got it during mulligan or thus far in the match. If not I play Animal Companion. If all else fails and I have neither of those then I just use my hero ability and a Flare if I have it provided I'm not playing a Hunter or Mage (If playing either I save my Flare for their traps).
Turn 4 I set a trap and use my hero ability almost always. If I don't have a trap I'll play Scavenging Hyena instead. On rare occasion when not playing a Mage I'll set my Snake Trap and summon my Starving Buzzard. An early 3 card draw on your opponents turn if they attack your Starving Buzzard is unexpected and can give you a strong advantage for turn 5.
Turn 5 I very rarely use my UTH + Buzzard Combo. Usually I play an Animal Companion + hero ability or Eaglehorn Bow if viable.
Turn 6. Ideally your opponent has 3 to 4 minions on the board and I have Starving Buzzard, Unleash the Hounds, and Timber Wolf in my hand. I bring them out in that order and draw 4-5 cards for this turn. Depending on the board and opponent I'm playing I will either use my 2/1 hounds to take board control (which is what I normally do) but if I can get my opponent to 10 hp or less I'll hit them in the face as much as possible here.
Turn 7 this is ideally the turn I finish on. In the event I couldn't pull off a decent turn 6 I'll use Leeroy Jenkings + Unleash the Hounds on this turn for what damage I can muster unless my hand offers a better combo here by waiting another turn or two. Often times I'll use this turn doing some combination of Kill Command and Oasis Snapjaw.
Turn 9 I look over my cards and figure out how to do the max damage to my opponent. I hate being on Turn 9 because that means the opponent likely has a powerful Legendary I'm going to lose to. Usually Turn 9 means I've lost if I can't do enough damage on this turn.
Turn 10+ If I've made it this far and still haven't died I pretty much rinse repeat my turn 9 strategy. I combo my cards for the max possible damage and I take out taunts/high attack threats from my opponent. Careful use of Hunter's Mark can take out a Ysera or Ragnaros the Firelord and still leave you a little breathing room to take some damage out on your opponent.
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BUDGET OPTIONS:
Snake Trap -- I personally really enjoy running one of these, I feel two is overkill but the card itself isn't a make or break for the deck. You can sub this card for a second Explosive Trap or a 2 drop such as River Crocolisk.
Leeroy Jenkings -- The only card that comes close to being in the range of competing with this spot is Argent Commander. You could use Arcane Golem if you didn't have an Argent Commander but either option doesn't carry the weight of Leeroy Jenkings and you should craft it as soon as you're able.
Webspinner -- This can be subbed for Stonetusk Boar (for beast symmetry), Argent Commander (great against Druids and Warriors), or Leper Gnome (for a free extra 2 damage each or waste of silence from your opponent).
Scavenging Hyena -- Admittedly I only really use this to scare my opponent into wasting a clear on it. You can swap it out for a different 2 drop without losing anything from this deck besides scaring the daylights out of your opponent.
Houndmaster -- The only card that can sub for this position is Defender of Argus. The advantage being you an give taunt to two minions over one with the same overall stat boost. Sometimes I run one of each.
Hey, friend. I really like your deck. It seems solid.
Let me suggest somethings:
Tracking. I believe you should have 2.
Hound Master and Snapjaw together are really strong, but I would rather have just one Snapjaw.
Why not Deadly Shot? It's pretty strong. Specially against handlocks.
And if you want to go traps, I wound lose a Eaglehorn bow and a trap for the 2 Trackings.
For the traps. I can't tell what is best. I, myself, rather use the explosive, but in truth, when I play against hunter, freezing trap fucks me up even more.
In my Hunter deck a run no weapon or trap, but I think I'll go back to that kind of meta.
The Leeroy play is extremely strong in this deck.
Overall it is a solid and good deck. Winning in a streak from 20 to 16 doesn't proof it is good. Even so, you can go below 10 with it, even further.
Hey, friend. I really like your deck. It seems solid.
Let me suggest somethings:
Tracking. I believe you should have 2.
Hound Master and Snapjaw together are really strong, but I would rather have just one Snapjaw.
Why not Deadly Shot? It's pretty strong. Specially against handlocks.
And if you want to go traps, I wound lose a Eaglehorn bow and a trap for the 2 Trackings.
For the traps. I can't tell what is best. I, myself, rather use the explosive, but in truth, when I play against hunter, freezing trap fucks me up even more.
In my Hunter deck a run no weapon or trap, but I think I'll go back to that kind of meta.
The Leeroy play is extremely strong in this deck.
Overall it is a solid and good deck. Winning in a streak from 20 to 16 doesn't proof it is good. Even so, you can go below 10 with it, even further.
Thank you for your feedback.
I ended up removing Tracking because it was too situational when I would actually use it. I always saved them for late game and the times it helped were far outweighed by the times it did not.
I opted not to run Multi-Shot or Deadly Shot for the same reason; the mana cost to benefit are rarely in my favor when I can play 2-3 cards in combo to greater effect for the same mana. Couple that with the random factor and I find myself losing out when using either.
If I want to go traps why not drop the bow and a trap? That doesn't make a lot of sense. I like the Synergy between the bow and traps and have ran even more traps in the past but found myself wishing for more minions. This deck is a much better balance in my opinion.
I said that if you want to go traps, I'd rather lose a bow and a trap. I'm sorry, I didn't mean to make a deck around traps, but still have them. I thinking about it. I don't run traps, but sometimes I get my ass handed to me for the lack of response to a full board. No Timber Wolf and no Unleash, Zoo becomes even harder.
Definately get two Trackings back, they are really important. It doesn't help you, if ouy have alot of great cards in your deck but don't get the cards you need right now. I would remove the Snake Trap, nobody ever attacks a minion if a trap and a Starving Buzzard is on the board.
Definately get two Trackings back, they are really important. It doesn't help you, if ouy have alot of great cards in your deck but don't get the cards you need right now. I would remove the Snake Trap, nobody ever attacks a minion if a trap and a Starving Buzzard is on the board.
You'd be surprised how often they do.
I played 4 games last night where I had Snake Trap and Starving Buzzard out. In 3 of those the combo was triggered and in one of those I actually got to keep my Starving Buzzard (thanks to Freezing Trap) and I played Unleash the Hounds on my next turn with an Explosive Trap. It's situational sure, but it works more often than not. Worst way to look at it is that Snake Trap gives you 3 1/1 for 2 mana. ...and they're beasts which means you get that synergy as well.
Definately get two Trackings back, they are really important. It doesn't help you, if ouy have alot of great cards in your deck but don't get the cards you need right now. I would remove the Snake Trap, nobody ever attacks a minion if a trap and a Starving Buzzard is on the board.
You'd be surprised how often they do.
I played 4 games last night where I had Snake Trap and Starving Buzzard out. In 3 of those the combo was triggered and in one of those I actually got to keep my Starving Buzzard (thanks to Freezing Trap) and I played Unleash the Hounds on my next turn with an Explosive Trap. It's situational sure, but it works more often than not. Worst way to look at it is that Snake Trap gives you 3 1/1 for 2 mana. ...and they're beasts which means you get that synergy as well.
No offense, but this doesn't happen in ranks 5+. Do you really want to rely on "stupid" mistakes? Of course everybody wins because of (small) mistakes from the opponent, but tbh I wouldn't reyl on this one. If the opponent plays smart, he knows what ttrap it is pretty fast (attacking you hero, then playing a minion). He could even use this for his own purpose (i.e. activating the trap for his own Unleash the Hounds). As 3 1/1s it's just not worth a card.
If I couldn't convince you on this one, please at least add Tracking again ^^
No offense, but this doesn't happen in ranks 5+. Do you really want to rely on "stupid" mistakes? Of course everybody wins because of (small) mistakes from the opponent, but tbh I wouldn't reyl on this one. If the opponent plays smart, he knows what ttrap it is pretty fast (attacking you hero, then playing a minion). He could even use this for his own purpose (i.e. activating the trap for his own Unleash the Hounds). As 3 1/1s it's just not worth a card.
If I couldn't convince you on this one, please at least add Tracking again ^^
Fair enough, what do you feel should be trimmed to add in the Tracking?
Snapjaw is to slow for my taste, i prefer boar, dire wolf & haunted creeper over it due to their cost. On the later turns i really want to drop highmane (which is in your deck but not mentioned in your strategy for whatever reason?!).
Leeroy: i'm running without traps currently and have to use uth earlier to clear the board early, do you really can pull a lethal combo with him and doggies off consistently? Between kill commands and hero power i rarely feel the need for another finisher.
This is admittedly a slower deck style than I prefer, but it works much better. Always mulligan the snapjaw for late game.
Leeroy wins battles. Hands down. The combo that is most ideal is turn 9 when I can play Leeroy (4mana) + Starving Buzzard (2mana - 6total) + Unleash the Hounds (3mana - 9 total) and COIN + Timber Wolf (1mana - 10total) or turn 10 and that same combo. Basically gives you a minimum of 6dmg from Leeroy and 4dmg from Unleash the Hounds + Timber Wolf so 10 dmg. (realistically you should get 14-20dmg on this turn alone though)
Leeroy must be played at turn seven with Hounds and preferly as a finisher. Gotta be patient as a hunter.
About the slowliness of cards: What you guys think of Stampeding Kodo vs Hound Master?
And for the traps, I don't like the snake trap either. Freezing or Explosive are the ones to work around IMO.
I think an extra Deadly Shot could be not efficient. Hunter's Mark is already there, but... I don't know. It's something to think about it. I run only one Deadly Shot and it is a card that I don't fency that much.
Kodo vs Houndmaster is a toss up. In the end I think the Houndmaster is more versatile and would deserve a spot over a Kodo. My current deck runs two Houndmasters and one Kodo, a balance which I think is very successful.
I personally only run one Tracking in my deck. The good, is that it can win you games as you hvae an increased chance to draw for that one out you need. That being said, in slower/mid-ranged hunter decks, you shouldn't have to be constantly drawing for outs. For that reasoning is why I only run copy. I often find myself seeing is as a dead card (in the slower decks).
I would also consider adding two Haunted Creeper althoug that may not fit your playstyle, it's an amazing card in a mid-range hunter.
About the slowliness of cards: What you guys think of Stampeding Kodo vs Hound Master?
Given all the beast synergy in my, and most, hunter decks I would say Hound Master is by far the better of the two if I had to chose. Personally I don't really care for Stampeding Kodo. I think it's too expensive for what it does despite the bulk it brings to the table.
Tundra Rhino can be valuable, but it is also a target because of its value. Expect it to be targeted if you have no other larger threats on the field. One of the best plays I ever had was Scavenging Hyena + Tundra Rhino + Unleash the Hounds.
Since Tundra Rhino is such a silence draw I wouldn't suggest building a whole deck around it though, experienced players will remove it quickly.
kodo and haunted creepers are good to add in your deck. i personally like 1 flare 1 tracking rather than 2 of either. and snake trap isn't too good imo. you might wanna squeeze 1 owl as well or even 2 with all the silence targets available.
kodo and haunted creepers are good to add in your deck. i personally like 1 flare 1 tracking rather than 2 of either. and snake trap isn't too good imo. you might wanna squeeze 1 owl as well or even 2 with all the silence targets available.
What exactly would you swap around and for what reasons? Bearing in mind it would still need to maintain Midrange.
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Get with it.
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Welcome to my new Midrange Hunter deck. I went from rank 20 to 16 and 1 star with this deck prior to first loss with it. During which I played 3 Zoo-Locks, 1 Ramp Druid, and 3 Mage's (Aggro and Freeze).
CHANGE LOG:
-1 Oasis Snapjaw for +1 Deadly Shot (better coverage for handlocks and zoolocks). Alternatively you can use a Multi-Shot instead of Deadly Shot.
General deck strategy entails using Webspinner (substitute for Stonetusk Boar if you haven't done the 2nd wing) for turn 1. If you didn't get it during mulligan just skip your first turn.
Turn 2 if it is not a Mage I'm playing and I have a Freezing Trap I'll normally set it. If I didn't have it regardless of any other cards I have I use my hero ability.
Turn 3 I play Eaglehorn Bow first and foremost if I got it during mulligan or thus far in the match. If not I play Animal Companion. If all else fails and I have neither of those then I just use my hero ability and a Flare if I have it provided I'm not playing a Hunter or Mage (If playing either I save my Flare for their traps).
Turn 4 I set a trap and use my hero ability almost always. If I don't have a trap I'll play Scavenging Hyena instead. On rare occasion when not playing a Mage I'll set my Snake Trap and summon my Starving Buzzard. An early 3 card draw on your opponents turn if they attack your Starving Buzzard is unexpected and can give you a strong advantage for turn 5.
Turn 5 I very rarely use my UTH + Buzzard Combo. Usually I play an Animal Companion + hero ability or Eaglehorn Bow if viable.
Turn 6. Ideally your opponent has 3 to 4 minions on the board and I have Starving Buzzard, Unleash the Hounds, and Timber Wolf in my hand. I bring them out in that order and draw 4-5 cards for this turn. Depending on the board and opponent I'm playing I will either use my 2/1 hounds to take board control (which is what I normally do) but if I can get my opponent to 10 hp or less I'll hit them in the face as much as possible here.
Turn 7 this is ideally the turn I finish on. In the event I couldn't pull off a decent turn 6 I'll use Leeroy Jenkings + Unleash the Hounds on this turn for what damage I can muster unless my hand offers a better combo here by waiting another turn or two. Often times I'll use this turn doing some combination of Kill Command and Oasis Snapjaw.
Turn 8 I'll use Houndmaster on Oasis Snapjaw either entirely on this turn or if I have an Oasis Snapjaw from Turn 7 I'll use one Houndmaster, set one trap, and use my hero ability.
Turn 9 I look over my cards and figure out how to do the max damage to my opponent. I hate being on Turn 9 because that means the opponent likely has a powerful Legendary I'm going to lose to. Usually Turn 9 means I've lost if I can't do enough damage on this turn.
Turn 10+ If I've made it this far and still haven't died I pretty much rinse repeat my turn 9 strategy. I combo my cards for the max possible damage and I take out taunts/high attack threats from my opponent. Careful use of Hunter's Mark can take out a Ysera or Ragnaros the Firelord and still leave you a little breathing room to take some damage out on your opponent.
** *** ** *** ** *** **
BUDGET OPTIONS:
Snake Trap -- I personally really enjoy running one of these, I feel two is overkill but the card itself isn't a make or break for the deck. You can sub this card for a second Explosive Trap or a 2 drop such as River Crocolisk.
Leeroy Jenkings -- The only card that comes close to being in the range of competing with this spot is Argent Commander. You could use Arcane Golem if you didn't have an Argent Commander but either option doesn't carry the weight of Leeroy Jenkings and you should craft it as soon as you're able.
Webspinner -- This can be subbed for Stonetusk Boar (for beast symmetry), Argent Commander (great against Druids and Warriors), or Leper Gnome (for a free extra 2 damage each or waste of silence from your opponent).
Scavenging Hyena -- Admittedly I only really use this to scare my opponent into wasting a clear on it. You can swap it out for a different 2 drop without losing anything from this deck besides scaring the daylights out of your opponent.
Houndmaster -- The only card that can sub for this position is Defender of Argus. The advantage being you an give taunt to two minions over one with the same overall stat boost. Sometimes I run one of each.
Get with it.
I would really appreciate feedback for this deck.
Get with it.
Hey, friend. I really like your deck. It seems solid.
Let me suggest somethings:
Tracking. I believe you should have 2.
Hound Master and Snapjaw together are really strong, but I would rather have just one Snapjaw.
Why not Deadly Shot? It's pretty strong. Specially against handlocks.
And if you want to go traps, I wound lose a Eaglehorn bow and a trap for the 2 Trackings.
For the traps. I can't tell what is best. I, myself, rather use the explosive, but in truth, when I play against hunter, freezing trap fucks me up even more.
In my Hunter deck a run no weapon or trap, but I think I'll go back to that kind of meta.
The Leeroy play is extremely strong in this deck.
Overall it is a solid and good deck. Winning in a streak from 20 to 16 doesn't proof it is good. Even so, you can go below 10 with it, even further.
Thank you for your feedback.
I ended up removing Tracking because it was too situational when I would actually use it. I always saved them for late game and the times it helped were far outweighed by the times it did not.
I opted not to run Multi-Shot or Deadly Shot for the same reason; the mana cost to benefit are rarely in my favor when I can play 2-3 cards in combo to greater effect for the same mana. Couple that with the random factor and I find myself losing out when using either.
If I want to go traps why not drop the bow and a trap? That doesn't make a lot of sense. I like the Synergy between the bow and traps and have ran even more traps in the past but found myself wishing for more minions. This deck is a much better balance in my opinion.
Get with it.
I said that if you want to go traps, I'd rather lose a bow and a trap. I'm sorry, I didn't mean to make a deck around traps, but still have them. I thinking about it. I don't run traps, but sometimes I get my ass handed to me for the lack of response to a full board. No Timber Wolf and no Unleash, Zoo becomes even harder.
CHANGE LOG:
-1 Oasis Snapjaw for +1 Deadly Shot (better coverage for handlocks and zoolocks). Alternatively you can use a Multi-Shot instead of Deadly Shot.
Get with it.
Definately get two Trackings back, they are really important. It doesn't help you, if ouy have alot of great cards in your deck but don't get the cards you need right now. I would remove the Snake Trap, nobody ever attacks a minion if a trap and a Starving Buzzard is on the board.
- senti
You'd be surprised how often they do.
I played 4 games last night where I had Snake Trap and Starving Buzzard out. In 3 of those the combo was triggered and in one of those I actually got to keep my Starving Buzzard (thanks to Freezing Trap) and I played Unleash the Hounds on my next turn with an Explosive Trap. It's situational sure, but it works more often than not. Worst way to look at it is that Snake Trap gives you 3 1/1 for 2 mana. ...and they're beasts which means you get that synergy as well.
Get with it.
No offense, but this doesn't happen in ranks 5+. Do you really want to rely on "stupid" mistakes? Of course everybody wins because of (small) mistakes from the opponent, but tbh I wouldn't reyl on this one. If the opponent plays smart, he knows what ttrap it is pretty fast (attacking you hero, then playing a minion). He could even use this for his own purpose (i.e. activating the trap for his own Unleash the Hounds). As 3 1/1s it's just not worth a card.
If I couldn't convince you on this one, please at least add Tracking again ^^
- senti
Fair enough, what do you feel should be trimmed to add in the Tracking?
Get with it.
Get with it.
Leeroy must be played at turn seven with Hounds and preferly as a finisher. Gotta be patient as a hunter.
About the slowliness of cards: What you guys think of Stampeding Kodo vs Hound Master?
And for the traps, I don't like the snake trap either. Freezing or Explosive are the ones to work around IMO.
I think an extra Deadly Shot could be not efficient. Hunter's Mark is already there, but... I don't know. It's something to think about it. I run only one Deadly Shot and it is a card that I don't fency that much.
Kodo vs Houndmaster is a toss up. In the end I think the Houndmaster is more versatile and would deserve a spot over a Kodo. My current deck runs two Houndmasters and one Kodo, a balance which I think is very successful.
I personally only run one Tracking in my deck. The good, is that it can win you games as you hvae an increased chance to draw for that one out you need. That being said, in slower/mid-ranged hunter decks, you shouldn't have to be constantly drawing for outs. For that reasoning is why I only run copy. I often find myself seeing is as a dead card (in the slower decks).
I would also consider adding two Haunted Creeper althoug that may not fit your playstyle, it's an amazing card in a mid-range hunter.
Given all the beast synergy in my, and most, hunter decks I would say Hound Master is by far the better of the two if I had to chose. Personally I don't really care for Stampeding Kodo. I think it's too expensive for what it does despite the bulk it brings to the table.
Get with it.
I was thinking of it because of Deathlord. I believe Deathlord will have a big role in the metagame. Stampeding Kodo is a good answear for it.
And what about Tundra Rhino. Not for this special deck in the threat, but as an overall card.
Tundra Rhino can be valuable, but it is also a target because of its value. Expect it to be targeted if you have no other larger threats on the field. One of the best plays I ever had was Scavenging Hyena + Tundra Rhino + Unleash the Hounds.
Since Tundra Rhino is such a silence draw I wouldn't suggest building a whole deck around it though, experienced players will remove it quickly.
I've ran Tundra Rhino instead of Oasis Snapjaw but waiting the extra turn for it is painful.
Get with it.
kodo and haunted creepers are good to add in your deck. i personally like 1 flare 1 tracking rather than 2 of either. and snake trap isn't too good imo. you might wanna squeeze 1 owl as well or even 2 with all the silence targets available.
What exactly would you swap around and for what reasons? Bearing in mind it would still need to maintain Midrange.
Get with it.