I guess you mean midrange hunter, som good tech cards to consider might be: Acidic swamp ooze and/or harrison jones for spirit claws.
unleash the hounds and hunters mark are good for when the board goes to big with totems and thing from below, (maybe even dreadsteed, but it only deals 1 damage across the board, but it can set up some nice trades)
Shaman blows up hunter but if you want to tech against them early weapon removal is key, like acidic swamp ooze. Otherwise board control is great but you don't have great options as hunter. Baron geddon is the choice more endgame decks are looking for. Hounds is great as well.
Play 2 copies of unleash the hounds and, Harrison Jones. Replace eater of secrets with something better cause you already have 2 flares . Maybe run deadly shot instead ?
Play 2 copies of unleash the hounds and, Harrison Jones. Replace eater of secrets with something better cause you already have 2 flares . Maybe run deadly shot instead ?
I'd recommend Ooze over Harrison for shaman specifically.
Harrison is great in the overall meta but for hunter that wants to play early game minions specifically against shaman, i think Ooze will perform better. Most shamans get their Claw value very early, most shamans equip claws on turn 1.
This is only for midrange obviously. If you run into more aggro then Harrison is amazing versus aggro shaman and doomhammer.
I have found unleash the hounds to be quite useful against shaman as well. They often add at least 1 minion a turn to the board, so being able to instantly burst down a big threat has saved me on numerous occasions.
I have started playing a Secret/Face deck recently in standard (so might not be applicable to your question). I have generally found that going face and not trading has worked better. Shaman will always outvalue you in trades as they can regenerate a board with their hero power. Let your explosive trap take care of their board, and try to force them to make trades by having the more threatening board. Also save Quick shot/Kill command for removing taunts, or preferably, to burst them down at the end.
-1 explosive trap, + 1 snipe. to completely deny shamans their turn 2 and make them just heropower turn 3, by that time you have basically won as normal hunter.
your kind of hunter is simply to slow to compete with shaman
Hi guys,
i play midrange hunter in wild this season, and i have a great win rate (~60%), but against shaman, 0%.
Any ideas on improvements of win rate against shaman pests?
I guess you mean midrange hunter, som good tech cards to consider might be: Acidic swamp ooze and/or harrison jones for spirit claws.
unleash the hounds and hunters mark are good for when the board goes to big with totems and thing from below, (maybe even dreadsteed, but it only deals 1 damage across the board, but it can set up some nice trades)
Acidic Swamp Ooze
Greetings, traveler.
Let's make Hunter great.
Shaman blows up hunter but if you want to tech against them early weapon removal is key, like acidic swamp ooze. Otherwise board control is great but you don't have great options as hunter. Baron geddon is the choice more endgame decks are looking for. Hounds is great as well.
Play 2 copies of unleash the hounds and, Harrison Jones. Replace eater of secrets with something better cause you already have 2 flares . Maybe run deadly shot instead ?
Thats how it starts. The fever, the rage, the feeling of powerlessness that turns a good men...cruel.
I have found unleash the hounds to be quite useful against shaman as well. They often add at least 1 minion a turn to the board, so being able to instantly burst down a big threat has saved me on numerous occasions.
I have started playing a Secret/Face deck recently in standard (so might not be applicable to your question). I have generally found that going face and not trading has worked better. Shaman will always outvalue you in trades as they can regenerate a board with their hero power. Let your explosive trap take care of their board, and try to force them to make trades by having the more threatening board. Also save Quick shot/Kill command for removing taunts, or preferably, to burst them down at the end.
-1 explosive trap, + 1 snipe. to completely deny shamans their turn 2 and make them just heropower turn 3, by that time you have basically won as normal hunter.
your kind of hunter is simply to slow to compete with shaman
Thanks guys, i had to switch to freeze on rank 10, that helped me pass the barrier. I'll try it again now, there's a lot less shamans at 7.