The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to.
This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it.
Hunter Minions:
Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo.
Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.
Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn.
Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.
Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters.
Queen Carnassa* - Quest Hunter might be a viable deck after the release of Toxmonger and Wing Blast. Toxmonger turns those useless 1 mana minions into deadly killers. All the while you clear the enemy board with pesky minions, the Quest will be in progress. Once completed, you can buff the Queen herself and create a super fatigue deck. With 8 Queens, hilarity in ensured. The issue will be viable deck, lots of theory crafting will be done. Exciting times ahead!
Neutral Minions:
Swamp Leech**** - The new addition to the beast family, 1 mana 2/1 Lifesteal. The problem is early game it's too weak and dies easily. Midgame it's a very interesting choice since it provide Hunter's some crucial healing.
Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.
Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo.
Young Dragonhawk* - I missed this guy, girl? In my initial list. But this one makes a lot of sense. It doesn't have charge like the Boars, but it does have widfury. Making it ideal for an OTK deck with Rhinos. It's better then Angry Chicken because you don't need to Enrage them.
Vicious Scalehide****: The second beast added in the last cards in the upcoming WW expansion. This one is an interesting choice with lifesteal and rush. When buffed with Dire Frenzy, it's 4/6 lifesteal and rush, this makes it a very interesting target to buff. The issue will be draw, but with an all minion Dire Frenzy, it make an interesting target. 6 mana combo.
King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too.
Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late.
Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers.
Witchwood Grizzly****: Witchwood Grizzly will be an interesting beast to buff if you are going for a control Hunter deck. A proper control Hunter that is. 5 mana, 6/X (where X will be anywhere from 14-24 health) is an effing beast! This is a 9 mana combo, but due to the high health of the beast, you can expect it to live to the next turn. This will require some testing to understand the viability of the card.
So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks.
The Secret Hunter deck with minions for WW, will be a decent deck for lower level of ranked play.
The deck will be good against aggro and zoo decks. Might even take out control decks if you get good draws. The Spellstone pushes the deck but it will surely miss the great Cloaked Huntress for tempo.
Swamp Leech will provide some necessary heals vs. a similar midrange deck or aggro deck. When buffed with Houndmaster it is a 4/3 with taunt. Providing some decent heals midgame.
Verdict: Lower Tier 2 but most likely Tier 3 deck. However, it will provide quick ranking in the lower ranks.
Comes with lots of draw and removal. The combo pieces are simple. Get your Young Dragonhawk and Tundra Rhino. Go face. With three Young Dragonhawk you can do 3x4x2 + 2 = 26 damage, 8 mana combo. With 4, you do 4x4x2 + 2 = 34 damage. An OTK, only with 9 mana. If all fails, Mr. Deathknight to the rescue. Might add another Cult Master for more draw.
***Removed Tar Creeper, Hunter's Mark and Loot Hoarder, adding in Spellstone and Secret package as well as Stitched Tracker for better early board presence and more flexible draw. Added the second Cult Master due to early board presence and more chances of card draw. Now only using one Young Dragonhawk, since buff one will give you more anyways and you can buff those to get even more if you wish. You most likely need three max and some cases two.
Small minions. Removal. Draw. A buffed Queen. Charging broods. Fatigue deck. This one is very very interesting. Both the Queen and her brood can be buffed. Once buffed, you can start charging their face with Rhinos coming in. You don't need to worry about loosing minions with this deck. There just too many! Mr. Deathknight is here because he is only good Hunter legendary and probably one of the best legendaries ever. So I try to include him in every deck possible.
The deck design is based around popping out big dinosaurs from your deck to eat your opponents face. But this time these beast will be bigger and more hungry with a certain frenzy spell casted on them. Dire Frenzy makes the deck viable since you will have multiple dinosaurs in your deck and potentially never run out of them (this is simply not true). With two Charged Devilsaur and King Krush, as well as 6 other buffed dinosaurs, you have a solid 9 dinos to recruit. Since you are recruiting them, they can all go face regardless of the limitations of the Charged Devilsaur. A free 10/10 hitting face doesn't sound too shabby.
Verdict: The deck's performance will depend if the meta has silence minions in it (which seems like it will have due to Cubelock's popularity). High potential deck. Initially it will be a lower tier 3 or tier 4 deck. But due to it's potential, it might end up higher in the ranking as the meta progresses.
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I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I like the theorycrafting of this. I’m interested in making it work in a control cube hunter but one thing to note is that cube won’t give you back a buffed version. All buffs are lost when cube resummons. I don’t really think it’s necessary to combo this though. It’s a nice play to even just use it on whichever beasts survives a turn.
The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to.
This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it.
Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo.
Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.
Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn.
Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.
Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters.
Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.
Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo.
King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too.
Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late.
Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers.
So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks.
Yeah exactly, I have actually done a theory of what a quest hunter may look like in the expansion. Not sure if it will actually be viable but i remember back in the previous expansion (before kobolds) Frozen throne i think? That i did have a semi viable Quest hunter deck so i do think it will work. However if Cubelock is still the strongest deck in the meta idk what new deck may be able to top it.
The Animal Copanions are all an easy choice since theyre already undercosted you get even more value. Second should be Hound.
Imo way better than stonetusk since you already play unleash and dont want stonetusk boar in your starting list.
Hunting Mastiff is super great (yes i know the echo`d ones wont get the buff) but its still a 2 mana 5/4 Rush that lets you refill the board with small anoying minions. 5x2/1s will often bait AOE.
Jewled Macaw is also great, not only gives pseudo card draw but that + 1 mana 4/4 tempo is just insane. Tempo+value what do you want more?!
Maybe some sort of weird King Krush thing? Any charging beast could use it; even Stonetusk Boar is kinda scary at 4/4 charge for 1.
I know it's not the best choice, but in Wild for some reason I want to do Tomb Spiders with this :p
Dispatcher Kodo would LOVE the buff. No idea if he's still in standard after rotation, though; I play wild.
Buffing Zombeast is fun, but I don't think they will be great, because you need to draw them. That means a deck styled towards heavy draw that Hunter's cannot support when it comes to large minions.
Kodo is great, but rotates, so unfortunately, it is out.
The Animal Copanions are all an easy choice since theyre already undercosted you get even more value. Second should be Hound.
Imo way better than stonetusk since you already play unleash and dont want stonetusk boar in your starting list.
Hunting Mastiff is super great (yes i know the echo`d ones wont get the buff) but its still a 2 mana 5/4 Rush that lets you refill the board with small anoying minions. 5x2/1s will often bait AOE.
Jewled Macaw is also great, not only gives pseudo card draw but that + 1 mana 4/4 tempo is just insane. Tempo+value what do you want more?!
Companions are good, but they are random. Which means that you will need to alter your game to ones you get. You will need to alter your game too much.
Hounds are interesting. Will try to think about that one.
I see the hype, but the combo required is too complicated. Dragonhawks do the job and with less complications. So I think they are naturally better choice for the deck. It gives you enough options to add removal and draw too. Check out my list in the OP.
The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone.
The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone.
Anyway I'm waiting since JtU to find a deck where use the Quest, so I'm looking forward to this, nice idea man.
Hahaha! I completely forget about that card. It was so long ago.
Quest deck is not final. I'm trying to find more removal to add. With Cube Lock, you will need alot more removal. Good thing they don't run alot of removal, so it will be difficult for them to kill small poisonous minions without suffering consequences. Also Priests and Paladin decks will have a lot of minions so will Warrior.
Charged Devilsaur or King Krush For cube hunter. just having more copies of them in your deck ensures you can get those kathreena combo's out.
Charged Devilsaur, Swamp King Dred and King Krush are extremely expensive beasts. You need to wait the next turn to get the buff going. Your opponent will try to remove them asap and that is a major problem.
The second problem is recruiting them. Kath can only recruit enough. Meaning you need to play the rest yourself. This is the main reason why I didn't include high cost beasts.
Highmane is a bad target for the same reason. It's a 10 mana combo.
The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to.
This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it.
Hunter Minions:
Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo.
Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.
Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn.
Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.
Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters.
Queen Carnassa* - Quest Hunter might be a viable deck after the release of Toxmonger and Wing Blast. Toxmonger turns those useless 1 mana minions into deadly killers. All the while you clear the enemy board with pesky minions, the Quest will be in progress. Once completed, you can buff the Queen herself and create a super fatigue deck. With 8 Queens, hilarity in ensured. The issue will be viable deck, lots of theory crafting will be done. Exciting times ahead!
Neutral Minions:
Swamp Leech**** - The new addition to the beast family, 1 mana 2/1 Lifesteal. The problem is early game it's too weak and dies easily. Midgame it's a very interesting choice since it provide Hunter's some crucial healing.
Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.
Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo.
Young Dragonhawk* - I missed this guy, girl? In my initial list. But this one makes a lot of sense. It doesn't have charge like the Boars, but it does have widfury. Making it ideal for an OTK deck with Rhinos. It's better then Angry Chicken because you don't need to Enrage them.
Vicious Scalehide****: The second beast added in the last cards in the upcoming WW expansion. This one is an interesting choice with lifesteal and rush. When buffed with Dire Frenzy, it's 4/6 lifesteal and rush, this makes it a very interesting target to buff. The issue will be draw, but with an all minion Dire Frenzy, it make an interesting target. 6 mana combo.
King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too.
Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late.
Arfus - ??? Naaa.
Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers.
Witchwood Grizzly****: Witchwood Grizzly will be an interesting beast to buff if you are going for a control Hunter deck. A proper control Hunter that is. 5 mana, 6/X (where X will be anywhere from 14-24 health) is an effing beast! This is a 9 mana combo, but due to the high health of the beast, you can expect it to live to the next turn. This will require some testing to understand the viability of the card.
So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks.
Possible Decks*:
Secret Hunter****:
The Secret Hunter deck with minions for WW, will be a decent deck for lower level of ranked play.
The deck will be good against aggro and zoo decks. Might even take out control decks if you get good draws. The Spellstone pushes the deck but it will surely miss the great Cloaked Huntress for tempo.
Swamp Leech will provide some necessary heals vs. a similar midrange deck or aggro deck. When buffed with Houndmaster it is a 4/3 with taunt. Providing some decent heals midgame.
Verdict: Lower Tier 2 but most likely Tier 3 deck. However, it will provide quick ranking in the lower ranks.
Young Dragonhawk OTK Deck:
Comes with lots of draw and removal. The combo pieces are simple. Get your Young Dragonhawk and Tundra Rhino. Go face. With three Young Dragonhawk you can do 3x4x2 + 2 = 26 damage, 8 mana combo. With 4, you do 4x4x2 + 2 = 34 damage. An OTK, only with 9 mana. If all fails, Mr. Deathknight to the rescue. Might add another Cult Master for more draw.
***Removed Tar Creeper, Hunter's Mark and Loot Hoarder, adding in Spellstone and Secret package as well as Stitched Tracker for better early board presence and more flexible draw. Added the second Cult Master due to early board presence and more chances of card draw. Now only using one Young Dragonhawk, since buff one will give you more anyways and you can buff those to get even more if you wish. You most likely need three max and some cases two.
Quest Hunter:
Small minions. Removal. Draw. A buffed Queen. Charging broods. Fatigue deck. This one is very very interesting. Both the Queen and her brood can be buffed. Once buffed, you can start charging their face with Rhinos coming in. You don't need to worry about loosing minions with this deck. There just too many! Mr. Deathknight is here because he is only good Hunter legendary and probably one of the best legendaries ever. So I try to include him in every deck possible.
**Removed Jeweled Macaw for Stitched Tracker.
Jurassic Hunter****:
The deck design is based around popping out big dinosaurs from your deck to eat your opponents face. But this time these beast will be bigger and more hungry with a certain frenzy spell casted on them. Dire Frenzy makes the deck viable since you will have multiple dinosaurs in your deck and potentially never run out of them (this is simply not true). With two Charged Devilsaur and King Krush, as well as 6 other buffed dinosaurs, you have a solid 9 dinos to recruit. Since you are recruiting them, they can all go face regardless of the limitations of the Charged Devilsaur. A free 10/10 hitting face doesn't sound too shabby.
Verdict: The deck's performance will depend if the meta has silence minions in it (which seems like it will have due to Cubelock's popularity). High potential deck. Initially it will be a lower tier 3 or tier 4 deck. But due to it's potential, it might end up higher in the ranking as the meta progresses.
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* The first update to the list.
** Second update.
*** Third update.
****Forth update: Added WW beasts and two new decks Midrange Hunter and Jurassic Hunter.
Don't forget Queen Carnassa and/or Carnassa's Brood from the Hunter Quest. I can haz all da raptors!
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I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Huffer SMOrc
LEEEEEEEEEEEERROY JEKINS !!!!!
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I like the theorycrafting of this. I’m interested in making it work in a control cube hunter but one thing to note is that cube won’t give you back a buffed version. All buffs are lost when cube resummons. I don’t really think it’s necessary to combo this though. It’s a nice play to even just use it on whichever beasts survives a turn.
Zombeasts would be my favourite!
Maybe some sort of weird King Krush thing? Any charging beast could use it; even Stonetusk Boar is kinda scary at 4/4 charge for 1.
I know it's not the best choice, but in Wild for some reason I want to do Tomb Spiders with this :p
Dispatcher Kodo would LOVE the buff. No idea if he's still in standard after rotation, though; I play wild.
The Animal Copanions are all an easy choice since theyre already undercosted you get even more value. Second should be Hound.
Imo way better than stonetusk since you already play unleash and dont want stonetusk boar in your starting list.
Hunting Mastiff is super great (yes i know the echo`d ones wont get the buff) but its still a 2 mana 5/4 Rush that lets you refill the board with small anoying minions. 5x2/1s will often bait AOE.
Jewled Macaw is also great, not only gives pseudo card draw but that + 1 mana 4/4 tempo is just insane. Tempo+value what do you want more?!
OH :/
Angry Chicken!
Companions are good, but they are random. Which means that you will need to alter your game to ones you get. You will need to alter your game too much.
Hounds are interesting. Will try to think about that one.
I see the hype, but the combo required is too complicated. Dragonhawks do the job and with less complications. So I think they are naturally better choice for the deck. It gives you enough options to add removal and draw too. Check out my list in the OP.
Snowflipper Penguin 0 mana 4/4
Well this won't work for me because I'm making an odd only quest hunter. Maybe I'll have 2 quest hunter decks.
For what profit is it to a man, if he gains the world and loses his own soul?
Charged Devilsaur or King Krush For cube hunter. just having more copies of them in your deck ensures you can get those kathreena combo's out.
Why u hav to be mad? is only card gaem.