But Barnes work even without pulling out a good minion, at least in stats, and its good if it bring a taunt or a beast to give it taunt too. Its like a low cost high reward.
In the deck post I explain that when you don't draw the combo you could still play it like a normal midrange controlish deck.
And having two Ooze works because it's a battlecry the deathrattle they gain, so while they are in the deck they don't have deathrattle, only when they are played.
I understand is would not be a 100% winrate deck, but I think it can be a tier 3 or even tier 2 deck, I don't know, maybe xD
But Barnes work even without pulling out a good minion, at least in stats, and its good if it bring a taunt or a beast to give it taunt too. Its like a low cost high reward.
In the deck post I explain that when you don't draw the combo you could still play it like a normal midrange controlish deck.
And having two Ooze works because it's a battlecry the deathrattle they gain, so while they are in the deck they don't have deathrattle, only when they are played.
I understand is would not be a 100% winrate deck, but I think it can be a tier 3 or even tier 2 deck, I don't know, maybe xD
I don't know...
Firstly 'normal midrange controlish deck' isn't a working deck for hunter. Midrange controls the board in the early game and switches to a killing blow in the midgame. Control holds the opponent down with crazy value over the long haul. This deck does none of that.
The deck has this for a main win condition: Setup a situation where Ooze draws deathwing's deathrattle, then summons a mass of dragons for a crazy tempo swing.
The problems with that though:
1. It takes multiple cards to pull it off: The ooze at 6 and multiple big dragons in hand. This is on top of having a good curve to maintain tempo for 6 turns as you can't pull back the tempo once you lose it and you're dead by turn 6 if you lose it.
2. No card draw. It's effectively a combo deck with no way to pull the cards. You have to naturally pull everything just in time off of the natural card draw. That just doesn't work. Try playing a highlander priest with NO card draw mechanics and see how fast the deck falls apart.
3. It really doesn't have a win condition beyond the combo. It doesn't have fast minions as an aggro deck. The early game isn't threatening enough nor is there enough cards on curve for tempo. Outside the combo it only has scalebane for an attempt as a midrange burst (without a strong curve to ensure minions are on the board by then). It has big boy late game cards but no healing/defense/aoe to tear down an opponent's tempo like control decks. It has no card draw for combo
If your true goal is the combo, you need the deck to BE a combo deck and go all in on the Combo. That's card draw, removal mechanics, anything that'll stall and let you get to those cards you need. Forget tempo, forget aggression. Go for it all.
Having alternative combos will help too. Something else the ooze can pull that, while not dragonlord, can be devastating.
If you don't want to rely all out on the combo you could try to make it a Big Hunter deck. You can keep the Very Few deathrattles to try for ooze but have a few more good minions like Lich King or Silver Vanguard. Y'saarj would be an option too then. From there focus on spells to drag the fight out until the late game when you can drop bombs from your hand naturally.
Hmm wonder about using recruit cards as a deck thinner. Cards like Guild Recruiter to pull small minions out so your future draws become your removal and big boys.
Always love a good theorydeck! Good job man! If i may make a few critical points, though?...
You only have the one minion in the deck that has a Deathrattle, and if you pull that from the deck within the first 5 turns (VERY likely), you lose both your primary win condition and neutralise two important cards in your deck.
It also relies on you having many dragons in hand at the time, which means either not playing them, or devaluing your hand tempo, etc.
I would consider what other Deathrattles are available that would add to this - in particular, I can think of 1. Bone Drake - this will not only solve the problem of not enough dragons in your hand, but also it provides options for other dragons that might help you.
First, thanks to all for the help. Taking into account your advices I made this change: -2 Bearshark +1 Stitched Tracker +1 Bone Drake. It lose some beast synergy but gains card draw and consistency with the deathrattles. Here the deck:
First, thanks to all for the help. Taking into account your advices I made this change: -2 Bearshark +1 Stitched Tracker +1 Bone Drake. It lose some beast synergy but gains card draw and consistency with the deathrattles. Here the deck:
Again thanks to all and I hope it will work somehow xD
Hmm so going for the combo route. Alright.
Wondering if Houndmaster isn't necessary now. Yes, if you get a good curve of beast beast beast hound it's great but if that combo fails then the beast synergy is dead and you end up with meh cards.
So for me I'd:
Drop the Macaws: you don't need more value here, you need tempo killers and card draw. Macaw hurts your tempo and adds something you don't need most of the time.
Consider the crawlers as a tech: That is if you aren't facing a lot of pirates (I'm not currently) then feel free to drop them.
Drop the Houndmasters: Even before what I suggest there's just nothing to reliably link to. This is a dragon/combo deck, not a beast deck.
Which then makes even Razormaw a possible removal unless we add more beasts somewhere. The problem is that most beasts are..just bad for tempo nowadays. Normal hunter relies on a mass of early beasts being JUST sticky enough to get buffed.
Grandma might be an option along with keeping the allycats and crawlers. Then the razormaw can stay as well.
Might also consider doomsayer as an option. The goal is to Not Die until turn 6 while drawing the cards you need. Then letting your big threats..err.. threaten.
Anyone able to see some removal spells that could help? Snipe or freezing trap or something?
I keep the macaw because of the curve and the beast synergy, and I think the tracker also help to get that synergy.
I think with this number of beasts it can work (or maybe still only one tracker and one bearshark is the way to go)
If you don't play the beast synergy, then as you say you can drop the macaw, golakka, razormaw, kill command and houndmasters.
Then you can fill thats gaps with doomsayers, historians, deadly shot, maybe unleash and DK, The Curator, and taunt minions.
But when I tried that cards in Control Hunter, be it with N'Zoth or not, they usually don't work against things like Jade Druid or Highroll Decks.
Thats why I usually go for a midrange approach even in my controlish decks, so I have a chance to go or the pressure plan when I need or go for the control plan if I can.
And I know Hunter is a meme class now itself, but have hope xD
Hi, i made a deck around Seeping Oozeling which I think could work but I want to know others point of views.
Here the deck:
What do you think? Will this card work in this kind of deck or won't be possible?
Everybody knows that...
https://hearthcards.ams3.digitaloceanspaces.com/ce/c0/bc/8a/cec0bc8a.png
But Barnes work even without pulling out a good minion, at least in stats, and its good if it bring a taunt or a beast to give it taunt too. Its like a low cost high reward.
In the deck post I explain that when you don't draw the combo you could still play it like a normal midrange controlish deck.
And having two Ooze works because it's a battlecry the deathrattle they gain, so while they are in the deck they don't have deathrattle, only when they are played.
I understand is would not be a 100% winrate deck, but I think it can be a tier 3 or even tier 2 deck, I don't know, maybe xD
Everybody knows that...
https://hearthcards.ams3.digitaloceanspaces.com/ce/c0/bc/8a/cec0bc8a.png
I don't know...
Firstly 'normal midrange controlish deck' isn't a working deck for hunter. Midrange controls the board in the early game and switches to a killing blow in the midgame. Control holds the opponent down with crazy value over the long haul. This deck does none of that.
The deck has this for a main win condition: Setup a situation where Ooze draws deathwing's deathrattle, then summons a mass of dragons for a crazy tempo swing.
The problems with that though:
1. It takes multiple cards to pull it off: The ooze at 6 and multiple big dragons in hand. This is on top of having a good curve to maintain tempo for 6 turns as you can't pull back the tempo once you lose it and you're dead by turn 6 if you lose it.
2. No card draw. It's effectively a combo deck with no way to pull the cards. You have to naturally pull everything just in time off of the natural card draw. That just doesn't work. Try playing a highlander priest with NO card draw mechanics and see how fast the deck falls apart.
3. It really doesn't have a win condition beyond the combo. It doesn't have fast minions as an aggro deck. The early game isn't threatening enough nor is there enough cards on curve for tempo. Outside the combo it only has scalebane for an attempt as a midrange burst (without a strong curve to ensure minions are on the board by then). It has big boy late game cards but no healing/defense/aoe to tear down an opponent's tempo like control decks. It has no card draw for combo
If your true goal is the combo, you need the deck to BE a combo deck and go all in on the Combo. That's card draw, removal mechanics, anything that'll stall and let you get to those cards you need. Forget tempo, forget aggression. Go for it all.
Having alternative combos will help too. Something else the ooze can pull that, while not dragonlord, can be devastating.
If you don't want to rely all out on the combo you could try to make it a Big Hunter deck. You can keep the Very Few deathrattles to try for ooze but have a few more good minions like Lich King or Silver Vanguard. Y'saarj would be an option too then. From there focus on spells to drag the fight out until the late game when you can drop bombs from your hand naturally.
Hmm wonder about using recruit cards as a deck thinner. Cards like Guild Recruiter to pull small minions out so your future draws become your removal and big boys.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Always love a good theorydeck! Good job man!
If i may make a few critical points, though?...
You only have the one minion in the deck that has a Deathrattle, and if you pull that from the deck within the first 5 turns (VERY likely), you lose both your primary win condition and neutralise two important cards in your deck.
It also relies on you having many dragons in hand at the time, which means either not playing them, or devaluing your hand tempo, etc.
I would consider what other Deathrattles are available that would add to this - in particular, I can think of 1. Bone Drake - this will not only solve the problem of not enough dragons in your hand, but also it provides options for other dragons that might help you.
First, thanks to all for the help. Taking into account your advices I made this change: -2 Bearshark +1 Stitched Tracker +1 Bone Drake. It lose some beast synergy but gains card draw and consistency with the deathrattles. Here the deck:
Everybody knows that...
https://hearthcards.ams3.digitaloceanspaces.com/ce/c0/bc/8a/cec0bc8a.png
Nice one! :-)
Let me know how it goes when the expansion hits (if you get a chance to try it)
Would be interested to try it out myself.
One does not simply walk into Mordor,
unless they want to be the best they can be.
I keep the macaw because of the curve and the beast synergy, and I think the tracker also help to get that synergy.
I think with this number of beasts it can work (or maybe still only one tracker and one bearshark is the way to go)
If you don't play the beast synergy, then as you say you can drop the macaw, golakka, razormaw, kill command and houndmasters.
Then you can fill thats gaps with doomsayers, historians, deadly shot, maybe unleash and DK, The Curator, and taunt minions.
But when I tried that cards in Control Hunter, be it with N'Zoth or not, they usually don't work against things like Jade Druid or Highroll Decks.
Thats why I usually go for a midrange approach even in my controlish decks, so I have a chance to go or the pressure plan when I need or go for the control plan if I can.
And I know Hunter is a meme class now itself, but have hope xD
Everybody knows that...
https://hearthcards.ams3.digitaloceanspaces.com/ce/c0/bc/8a/cec0bc8a.png
These decks are going to completely depend on how good the hunter weapon is and if Hunter can keep itself alive on board until turn 5+.
I wont Bother with oozeling, Summoner + cotw looks more promising to me.