I find it stupid that people are not talking more about the obvious OP zombeasts with this.
Vicious Fledgling + Stonetusk Boar with this means 7/7 charge that can adapt get windfury and adapt for more 7 damage. It also only costs 4, so you could play another one AND CAST THIS BUFF making it a 10/10 with charge and adapt.
The new legendary dragon can make this a 14/14 in your hand. And then you can have 2 14/14 charge with adapt in your hand for 8 mana.
Idk, this smells like a win condition to me. Biggest problem is getting over so many taunts from Control Lock.
Huffer should always be the primary choice. Dire Frenzy curves perfectly into it and 3 3 mana 7/5s with Charge is insane. Yes, it's random, but it's not like a 3 mana 7/7 with Taunt or a 3 mana 5/7 is a bad choice either.
I like some of the ideas in the quest hunter. My list is very similar with a few key changes. Toxmonger + Board/Archer is an awesome idea but I'm not a fan of those two minions on their own. It seems like most of your card draw/generation is coming from the hopes that you get a good Cult Master turn but that is far from assured in most games. I prefer going with the Tracking + Stitched Tracker combo. That way you can cut out a few of your 1-cost minions, making it far more likely that Tol'vir will draw something buffed by Dire Frenzy. I've always used Prince Keleseth in quest hunter to offset the fact that 1 drops and many of your later drops are pretty terrible. Seeing as how you only end up losing Rat Trap, it seems like a good tradeoff. And if you don't draw it early, you can play it later so that your raptors dodge some of the 2 damage AOEs. Other than that, our lists are pretty much aligned!
You can also "exodia" it. It gives 3 copies, so you can play 3 of them together for 9 mana. it's 9 mana 21 damage. With Emeris or whatever the dragon's name is it's 42 damage. you can have a weapon and use the last 1 mana with hunter's mark to take a taunt out of the way too.
This is going to be bonkers. Kinda like a good reason NOT to give hunter card draw
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.
It depends on the package you run. Dire Frenzy would be horrible in a cube list but, there are other lists. The one I like to play uses a secret package for early game and then the following core for the big beasts, Silver Vanguard, Seeping Oozeling, Play Dead to supplement Kathrena Winterwisp while running no other death rattles.
This version has a lot more cheat in it and from experience two common situations often crop up. You have a cheat rattle survive a turn and then you play dead, in which case Dire Frenzy lets your reload your cheat rattle to fire again. You play a cheat rattle and play dead on the same turn. Clearing your board entirely then becomes harder since your opponent needs to first kill the cheat and then have leftover to remove two big bodies. This leaves one body on board which is a decent enough Dire Frenzy target so you can reload your deck for the next cheat rattle you draw.
Finally don't discount big bodies. I have out ground control decks with my current big beast list that runs Giant Sand Worm instead of Dire Frenzy which will take its place. Drop enough 8 drop beef and even the controllingest of decks runs out of removal at some point.
I like some of the ideas in the quest hunter. My list is very similar with a few key changes. Toxmonger + Board/Archer is an awesome idea but I'm not a fan of those two minions on their own. It seems like most of your card draw/generation is coming from the hopes that you get a good Cult Master turn but that is far from assured in most games. I prefer going with the Tracking + Stitched Tracker combo. That way you can cut out a few of your 1-cost minions, making it far more likely that Tol'vir will draw something buffed by Dire Frenzy. I've always used Prince Keleseth in quest hunter to offset the fact that 1 drops and many of your later drops are pretty terrible. Seeing as how you only end up losing Rat Trap, it seems like a good tradeoff. And if you don't draw it early, you can play it later so that your raptors dodge some of the 2 damage AOEs. Other than that, our lists are pretty much aligned!
I might add another Cult Master for more consistency. I agree with your point of adding in too many 1 drops, making the deck weak, this is why Toxmonger makes them very solid and a consistent threat plus strong removals when it comes to Archer and Boar.
Stitched Tracker sounds awesome and is a card I might add to give more draws but I am not sure about Tracking. You might loose some important cards because of it. It is amazing in a mid-range or aggro deck as you find an answer to your problems but Quest Hunter is a hybrid of combo and control, for the most part, and your strategy is to stall the game before you go BEAST MODE!
Prince Keleseth is a card I hate. But it is not the reason I didn't add the card to the deck. I genuinely believe Rat Trap is a solid card and will force your opponent to slow down their game, eventually you benefit because it gives you more time to complete the quest and have more card draws as well. I believe the trap will benefit you more then +1/+1 to minions, because you will have insane amount of minions anyways, if you loose them, it will not be that big of a deal. You can replay the Queen and get more.
Overall, there are many views on the deck. I am not discarding your points, it might be that your deck design is better then mine, so we need to play test all the possible styles to see which one is best. The thing is, Quest Hunter seems extremely viable at this point, which is very encouraging.
I find it stupid that people are not talking more about the obvious OP zombeasts with this.
Vicious Fledgling + Stonetusk Boar with this means 7/7 charge that can adapt get windfury and adapt for more 7 damage. It also only costs 4, so you could play another one AND CAST THIS BUFF making it a 10/10 with charge and adapt.
The new legendary dragon can make this a 14/14 in your hand. And then you can have 2 14/14 charge with adapt in your hand for 8 mana.
Idk, this smells like a win condition to me. Biggest problem is getting over so many taunts from Control Lock.
The thing about buffing Zombeast is that you have unlimited of them. They are there to give you an answer to the current situation. The addition of DK in the decks is to provide you a Pan B. Rexxar is the best Plan B because he is a deck all by himself. So you don't need to do extra stuff with him. Of course if you can get an awesome Zombeast to buff, go ahead and make your opponent cry. But your strategy should always be to focus on your plan. If you wait for DK, you might not be able to get what the deck is designed to do.
kathreena's deathrattle can bring them out for free, did you read the part about kathreena?
Kath can get them with the deathrattle. But you only have one Kath with Play Dead as the only activator. All others rotate if I'm not wrong. Maybe the 3/3 minion is still in Standard. If something happens to your Kath. You are done. You have a bunch of Charged Devilsaur that can't even go face. Again the main issue is buffing the big beast. You need to wait a turn to do it. The deck can be made with Sweeping Ozling, to get Kath's deathrattle earlier. But if you draw Kath, the Ozlings are a waste. I might still try to make a deck out of her, because I love the card design, but on paper it doesn't look very viable as of right now.
It depends on the package you run. Dire Frenzy would be horrible in a cube list but, there are other lists. The one I like to play uses a secret package for early game and then the following core for the big beasts, Silver Vanguard, Seeping Oozeling, Play Dead to supplement Kathrena Winterwisp while running no other death rattles.
This version has a lot more cheat in it and from experience two common situations often crop up. You have a cheat rattle survive a turn and then you play dead, in which case Dire Frenzy lets your reload your cheat rattle to fire again. You play a cheat rattle and play dead on the same turn. Clearing your board entirely then becomes harder since your opponent needs to first kill the cheat and then have leftover to remove two big bodies. This leaves one body on board which is a decent enough Dire Frenzy target so you can reload your deck for the next cheat rattle you draw.
Finally don't discount big bodies. I have out ground control decks with my current big beast list that runs Giant Sand Worm instead of Dire Frenzy which will take its place. Drop enough 8 drop beef and even the controllingest of decks runs out of removal at some point.
I might add another Cult Master for more consistency. I agree with your point of adding in too many 1 drops, making the deck weak, this is why Toxmonger makes them very solid and a consistent threat plus strong removals when it comes to Archer and Boar.
Stitched Tracker sounds awesome and is a card I might add to give more draws but I am not sure about Tracking. You might loose some important cards because of it. It is amazing in a mid-range or aggro deck as you find an answer to your problems but Quest Hunter is a hybrid of combo and control, for the most part, and your strategy is to stall the game before you go BEAST MODE!
Prince Keleseth is a card I hate. But it is not the reason I didn't add the card to the deck. I genuinely believe Rat Trap is a solid card and will force your opponent to slow down their game, eventually you benefit because it gives you more time to complete the quest and have more card draws as well. I believe the trap will benefit you more then +1/+1 to minions, because you will have insane amount of minions anyways, if you loose them, it will not be that big of a deal. You can replay the Queen and get more.
Fair enough on those points. I don't think Toxmonger is good enough though with your other one drops as not having charge or innate damage means they can be easily removed, particularly by things like Defile or tokens from paladin before doing any real damage. Squire has a bit more staying power though so perhaps this would work out. I have yet to be fully convinced though but it is something I'm open to.
I highly recommend running Tracking. There are very few cards in this deck that you would be absolutely devastated to lose (even DK isn't always necessary), and it's a deck thinner for getting to raptors or your Dire Frenzy minion faster. The extra draw is really helpful. I've played probably 75+ games with quest hunter since Un'Goro and have had it as a regular inclusion.
As for Rat Trap, that might be a meta call. Warlocks certainly won't be playing more than 2 cards per turn for a good portion of the game, while paladins will often play that by T5. I am really interested in the card but it doesn't do much toward helping your board state early game which is often crucial for quest hunter. Keleseth, on the other hand, turns a ton of minions with meh stats into actual pressure.
Again, I'm no expert, and our lists aren't terribly different, but those are my counter-points. Either way, excited to theorycraft with others!
I might add another Cult Master for more consistency. I agree with your point of adding in too many 1 drops, making the deck weak, this is why Toxmonger makes them very solid and a consistent threat plus strong removals when it comes to Archer and Boar.
Stitched Tracker sounds awesome and is a card I might add to give more draws but I am not sure about Tracking. You might loose some important cards because of it. It is amazing in a mid-range or aggro deck as you find an answer to your problems but Quest Hunter is a hybrid of combo and control, for the most part, and your strategy is to stall the game before you go BEAST MODE!
Prince Keleseth is a card I hate. But it is not the reason I didn't add the card to the deck. I genuinely believe Rat Trap is a solid card and will force your opponent to slow down their game, eventually you benefit because it gives you more time to complete the quest and have more card draws as well. I believe the trap will benefit you more then +1/+1 to minions, because you will have insane amount of minions anyways, if you loose them, it will not be that big of a deal. You can replay the Queen and get more.
Fair enough on those points. I don't think Toxmonger is good enough though with your other one drops as not having charge or innate damage means they can be easily removed, particularly by things like Defile or tokens from paladin before doing any real damage. Squire has a bit more staying power though so perhaps this would work out. I have yet to be fully convinced though but it is something I'm open to.
I highly recommend running Tracking. There are very few cards in this deck that you would be absolutely devastated to lose (even DK isn't always necessary), and it's a deck thinner for getting to raptors or your Dire Frenzy minion faster. The extra draw is really helpful. I've played probably 75+ games with quest hunter since Un'Goro and have had it as a regular inclusion.
As for Rat Trap, that might be a meta call. Warlocks certainly won't be playing more than 2 cards per turn for a good portion of the game, while paladins will often play that by T5. I am really interested in the card but it doesn't do much toward helping your board state early game which is often crucial for quest hunter. Keleseth, on the other hand, turns a ton of minions with meh stats into actual pressure.
Again, I'm no expert, and our lists aren't terribly different, but those are my counter-points. Either way, excited to theorycraft with others!
Share your deck, it will be good for the discussion.
I agree that some of the cards will not be final. I believe Blizzard's release of new 1 drops will change our outlook on Toxmonger. Maybe Blizzard will release a 1 drop that synergies great with it along with Boar, Archer and Light Girl. The other 1 drops are vulnerable of course, but still will be difficult for the opponent to remove when there are so many of them.
What I am worried about is mass minions. Like vs. Paladin it will be very difficult to control. Paladin is loosing some cards so their power level will be lower, they will still be able to flood the board. But you can content the board. Their Legendaries are just too powerful though.
Warlock will continue with Lacky + Voidlord combo. It's just too good even after loosing N'Zoth. You are looking at a possibility of facing 8 Voidlord. That's alot of Voidlord. Need to find ways to kill them all!
I think Hunters will be able to contest Priest fairly well. Same with Warrior. Rogues and Mages will be easy. Shaman will be RNG dependent.
It's facing all these various decks that has made me appreciate Deathstalker Rexxar. The guy carries answers to pretty much all problems. With the new beasts added to the pool, he will be even better.
Still time for 2 more Hunter cards. Hope Blizzard gives them more unique styled removal. Even if it's single target, as long as it's effective vs. bigger minions, it will be great.
Genuine Question: like what where you thinking? Just a first draft. I know cards will change.
I don't think Ashmore will work in the deck because it's too slow. If she had taunt, it was a different story. Curator had taunt and hardly saw any play outside a couple of Paladin decks.
I would also take 1 mana 1/2 or 1/3 minion over 2/1 minions. 1/2, 1/3 or Argent Squire have a better chance of survival and early board control. They are also better with Toxmonger due to sticky nature.
With you going
Turn 1: Quest
Turn 2: Most likely hero power or a 1 drop
You will be extremely behind tempo wise. So you need sticky minions. This is why the Turn 3 cards will be crucial to regain tempo (something that most people are ignoring). Turn 4 to solidify the board or make a good Cult Master play, only possible due to strong 1 mana minions. If your Master draws 1 card, it's a 2.5 mana 4/2, not bad. If two cards, it's a 1 mana 4/2, which is great (assuming 3 mana to draw 2 cards as the standard).
Quest Hunter will play as a control deck. Contrary to popular belief that it will be an aggro deck. It cannot survive as an aggro deck, so higher health minions are key.
Genuine Question: like what where you thinking? Just a first draft. I know cards will change.
I don't think Ashmore will work in the deck because it's too slow. If she had taunt, it was a different story. Curator had taunt and hardly saw any play outside a couple of Paladin decks.
I would also take 1 mana 1/2 or 1/3 minion over 2/1 minions. 1/2, 1/3 or Argent Squire have a better chance of survival and early board control. They are also better with Toxmonger due to sticky nature.
With you going
Turn 1: Quest
Turn 2: Most likely hero power or a 1 drop
You will be extremely behind tempo wise. So you need sticky minions. This is why the Turn 3 cards will be crucial to regain tempo (something that most people are ignoring). Turn 4 to solidify the board or make a good Cult Master play, only possible due to strong 1 mana minions. If your Master draws 1 card, it's a 2.5 mana 4/2, not bad. If two cards, it's a 1 mana 4/2, which is great (assuming 3 mana to draw 2 cards as the standard).
Quest Hunter will play as a control deck. Contrary to popular belief that it will be an aggro deck. It cannot survive as an aggro deck, so higher health minions are key.
I will have to play test a bit, the idea was to try and have her draw a frenzied 1-drop or even 2, but maybe that is a pipe dream. I do agree the deck needs some early game tempo, so I added Tar Creepers. That should help slow down aggro decks until the deck hits it's stride. I am also tempted to remove 1 of the stonetusk boars for another unleash since I can always Frenzy a hound for the same 1 mana 4/4 charge. I give up a bit of toxmonger synergy but I still have late game toxmonger + shaw + raptors.
Genuine Question: like what where you thinking? Just a first draft. I know cards will change.
I don't think Ashmore will work in the deck because it's too slow. If she had taunt, it was a different story. Curator had taunt and hardly saw any play outside a couple of Paladin decks.
I would also take 1 mana 1/2 or 1/3 minion over 2/1 minions. 1/2, 1/3 or Argent Squire have a better chance of survival and early board control. They are also better with Toxmonger due to sticky nature.
With you going
Turn 1: Quest
Turn 2: Most likely hero power or a 1 drop
You will be extremely behind tempo wise. So you need sticky minions. This is why the Turn 3 cards will be crucial to regain tempo (something that most people are ignoring). Turn 4 to solidify the board or make a good Cult Master play, only possible due to strong 1 mana minions. If your Master draws 1 card, it's a 2.5 mana 4/2, not bad. If two cards, it's a 1 mana 4/2, which is great (assuming 3 mana to draw 2 cards as the standard).
Quest Hunter will play as a control deck. Contrary to popular belief that it will be an aggro deck. It cannot survive as an aggro deck, so higher health minions are key.
I will have to play test a bit, the idea was to try and have her draw a frenzied 1-drop or even 2, but maybe that is a pipe dream. I do agree the deck needs some early game tempo, so I added Tar Creepers. That should help slow down aggro decks until the deck hits it's stride. I am also tempted to remove 1 of the stonetusk boars for another unleash since I can always Frenzy a hound for the same 1 mana 4/4 charge. I give up a bit of toxmonger synergy but I still have late game toxmonger + shaw + raptors.
I also need to update my list. Need to make a few changes to my OTK and Quest decks. Quest Hunter will need a lot of testing so will all other decks haha!
Uploaded two new decks people, so check them out!
Edit: This is not as easy as it seems. Maybe a bigger PC might solve problems. Laptop is just too small...
I find it stupid that people are not talking more about the obvious OP zombeasts with this.
Vicious Fledgling + Stonetusk Boar with this means 7/7 charge that can adapt get windfury and adapt for more 7 damage. It also only costs 4, so you could play another one AND CAST THIS BUFF making it a 10/10 with charge and adapt.
The new legendary dragon can make this a 14/14 in your hand. And then you can have 2 14/14 charge with adapt in your hand for 8 mana.
Idk, this smells like a win condition to me. Biggest problem is getting over so many taunts from Control Lock.
Huffer should always be the primary choice. Dire Frenzy curves perfectly into it and 3 3 mana 7/5s with Charge is insane. Yes, it's random, but it's not like a 3 mana 7/7 with Taunt or a 3 mana 5/7 is a bad choice either.
I like some of the ideas in the quest hunter. My list is very similar with a few key changes. Toxmonger + Board/Archer is an awesome idea but I'm not a fan of those two minions on their own. It seems like most of your card draw/generation is coming from the hopes that you get a good Cult Master turn but that is far from assured in most games. I prefer going with the Tracking + Stitched Tracker combo. That way you can cut out a few of your 1-cost minions, making it far more likely that Tol'vir will draw something buffed by Dire Frenzy. I've always used Prince Keleseth in quest hunter to offset the fact that 1 drops and many of your later drops are pretty terrible. Seeing as how you only end up losing Rat Trap, it seems like a good tradeoff. And if you don't draw it early, you can play it later so that your raptors dodge some of the 2 damage AOEs. Other than that, our lists are pretty much aligned!
You can also "exodia" it. It gives 3 copies, so you can play 3 of them together for 9 mana. it's 9 mana 21 damage. With Emeris or whatever the dragon's name is it's 42 damage. you can have a weapon and use the last 1 mana with hunter's mark to take a taunt out of the way too.
This is going to be bonkers. Kinda like a good reason NOT to give hunter card draw
kathreena's deathrattle can bring them out for free, did you read the part about kathreena?
Why u hav to be mad? is only card gaem.
This version has a lot more cheat in it and from experience two common situations often crop up. You have a cheat rattle survive a turn and then you play dead, in which case Dire Frenzy lets your reload your cheat rattle to fire again. You play a cheat rattle and play dead on the same turn. Clearing your board entirely then becomes harder since your opponent needs to first kill the cheat and then have leftover to remove two big bodies. This leaves one body on board which is a decent enough Dire Frenzy target so you can reload your deck for the next cheat rattle you draw.
Finally don't discount big bodies. I have out ground control decks with my current big beast list that runs Giant Sand Worm instead of Dire Frenzy which will take its place. Drop enough 8 drop beef and even the controllingest of decks runs out of removal at some point.
Shimmering Courser......if only Hunter had 1 more good minion buff
In this kind of "buff hunter" deck you might also be able to try and get Cave Hydra to work lol
In Wild, you can use it on Nightmare Amalgam and then draw the buffed ones with The Curator (at least 2 if you don't run murlocs or dragons)
here is my take: I went for tutoring card draw in my quest hunter, also I think Countess Ashmore and Witchwood Piper are overlooked as options.
Alright guys, with all the cards released, I will update the current decks and add in new decks.
Please keep in mind all these decks are for fun but some might actually see competitive play or spring on new and better versions of themselves.
Just a heads up on what decks I'm going for:
Big Hunter
QH with Carrion Drake
Mid-range with Carrion Drake
OTK with Carrion Drake
O.o
Hyena with Dire Frenzy
Stranglethorn Tiger with Dire Frenzy
Baku Hunter with Carrion Drake
Greymann Hunter
Just think that Carrion Drake is a great card. Solid mid-range presence that can take out big minions or a removal, which is not bad.
Unfortunate Blizzard didn't release a good 1 drop this expansion. Swamp Leech is very weak.
Stay tuned.
the new lifesteal beast seems real good, the problem is draw consistency
Edit: This is not as easy as it seems. Maybe a bigger PC might solve problems. Laptop is just too small...