Is this a tough matchup for Hunter? Warrior usually have an answer for most minions I put on the board. If I don't beat them early, it's usually a loss toward the end of the game.
How is everyone else doing with their Hunter v Warrior matchups?
According to stats, midrange hunter has about 54% WR vs control warrior, which means you should be favored.
I'm playing tons of midrange hunter atm and have 67% WR in that matchup, and my deck isn't even teched against it (I only run 1 highmane, 1 dire frenzy, 1 tundra rhino), so yeah, I think it's not a tough matchup.
What I think is that it's tough to maneuver, there's much more room for mistakes than vs other decks. You really need to know what to keep in the mulligan, what to dire frenzy, when to spaceyou threats or go all in, when to play zul'jin, etc.
Edit: if you need more help, you can link some replays and your decklist or ask specific questions about the matchup if you have any
u win vs warrior if u can put the dire frenzy spell on the unleash the beast spell minion. and then play Zuljin after those steps. ive played vs one hunter and he just did that turn 10, then he waited to get another dire frenzy and played zuljin. I just had to concede. no point in continue cause theres no amount of removal for so many buffed beasts
Midrange is supposed to beat control in general. The fact that Boom and the Omega cards make it so easy for Warrior to stabilize (nearly half the time) is grounds for corrective design action.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Midrange hunter vs control warrior is a super easy matchup. You have to dire frenzy your rhino twice or huffer (only that nothing else). The warrior does nothing during the whole game except removing your threats, sometimes i can spend 4 rounds only hero powering waiting to have my second dire frenzy or another huffer/rhino to buff (that's the drawback of only having removals). Don't ever cast a dire frenzy on any another beast. In this matchup you have all the time to choose precisely the beast you want to buff, it's not a tempo duel. If you have a dire frenzy + rhino in hand, wait to have 9 mana to buff the rhino in the same round so the warrior can't kill it. Don't cast dire frenzy on a highmane, it costs 6 mana and you can't rhino+ highmane on the same turn. A warrior can deal easily with a buff highmane. Once you dire frenzied twice rhino/huffer, you must have casted during the game an unleash the hounds (with a opponent minion on board), unleash the beast, animal companion before zuljin in order to have a target for the 2 dire frenzy zuljin will cast. Then it's champagne party, zuljin will cast 2 dire frenzy on a companion/wyvern/hound and refill your hands with the rhino/huffer you dire frenzied and the beasts he dire frenzied. You have know in your hand and in your deck a vast amount of pyroblast and you throw everything to your opponent face. buff rhino + buff wyvern = pyroblast on coke
Only use 1 tracking maximum vs a control warrior, zuljin will cast them a second time and you will burn your buffed beasts.
The few times i lost vs control warrior was because zuljin casted my 2 dire frenzy before casting any minion spell (animal companion/unleash the beast) so no buffed beasts.
This wasn't a game versus Control Warrior but Mech Hunter.
Not sure if there was a misplay that made it impossible to win.
I saw the replay, and this is my take on the things I think went wrong/could have been done differently:
Turn 5: there was a consideration to save the unleash (as in this matchup it becomes much more impactful later on), but I think it was still not too bad to play it (as you did) to deny magnetic shenanigans and get even further ahead on board.
Turn 6: I would have played master's call instead, I think it sets up better for later turns
Turn 7: the game is pretty much lost there, no way to answer it without springpaw or unleash, which could have been avoided by saving unleash or playing master's call earlier (as I said above). Again, it's kinda tricky because you can't know for sure what he's about to do, but still.
Turn 8: I would have picked springpaw off of tracking. It works better than unleash the beast against big boards and it combos better with the rest of the cards in you hand and your deck. Aside from that, I would have considered playing grizzly and heropowering to set up for lethal in two turns. Since you're pretty healthy and he didn't seem to have zilliax, it could have worked I think (although it's a risky choice).
This wasn't a game versus Control Warrior but Mech Hunter.
Not sure if there was a misplay that made it impossible to win.
I saw the replay, and this is my take on the things I think went wrong/could have been done differently:
Turn 5: there was a consideration to save the unleash (as in this matchup it becomes much more impactful later on), but I think it was still not too bad to play it (as you did) to deny magnetic shenanigans and get even further ahead on board.
Turn 6: I would have played master's call instead, I think it sets up better for later turns
Turn 7: the game is pretty much lost there, no way to answer it without springpaw or unleash, which could have been avoided by saving unleash or playing master's call earlier (as I said above). Again, it's kinda tricky because you can't know for sure what he's about to do, but still.
Turn 8: I would have picked springpaw off of tracking. It works better than unleash the beast against big boards and it combos better with the rest of the cards in you hand and your deck. Aside from that, I would have considered playing grizzly and heropowering to set up for lethal in two turns. Since you're pretty healthy and he didn't seem to have zilliax, it could have worked I think (although it's a risky choice).
Appreciate the feedback, very helpful to go over.
I've only now realized the fact that Mid Range Hunter is not as easy a deck to pilot as it might appear to be.
If you play 2x highmane, they should win the matchup for you most of the time. With dire frenzy on they tremble!
The casters and languagehacker disagreed with that game plan at the Worldchampionship. As the casters suggested languagehacker went for a burst from the hand over several turns plan. Dire Frenzy goes onto Thundra Rhino and if you run a second, put that onto cheap tokens (Lynx, unleash the hounds).
This wasn't a game versus Control Warrior but Mech Hunter.
Not sure if there was a misplay that made it impossible to win.
I can give you my point of view if you want. I played a lot of midrange hunter lately.
Your mulligan is good. Vs an aggressive deck we want shimmerfly, springpaw, 2 drop or master's call.
Turn 2 : first mistake for me, hatchet was a better choice than hyena, you must kill every minion in order to prevent your opponent from magnetizing his mech. You let the kangoo bot deathrattle alive and your opponent was able to magnetize his venomizer and kill your hyena.
Turn 5 : the unleash was good here if you can combo it with hyena, always keep hyena + unleash/springpaw if you have other T2 to play instead
turn 6 : you lost the game here i think, picking revenge of the wild was the best choice and you should have used it killing all your beasts to clean the opponent's minion + deathrattle and cast revenge of the wild, you clean the board and your board is full ready to counter any minion turn 7
If you play 2x highmane, they should win the matchup for you most of the time. With dire frenzy on they tremble!
The casters and languagehacker disagreed with that game plan at the Worldchampionship. As the casters suggested languagehacker went for a burst from the hand over several turns plan. Dire Frenzy goes onto Thundra Rhino and if you run a second, put that onto cheap tokens (Lynx, unleash the hounds)
I think it depends, but frenzy on Highmana does work very well when you are ahead and can go face with a 9/8 lion. As for the tokens, I run a boar for that synergy, and it is surprizingly strong imo and has won me many games!
You either dire frenzy a one mana thing, draw them, and burst with Rhino, or you dire frenzy the Rhino and continually burst them down. Doesn't matter if they have rush when you have charge.
The early game is just about pushing some chip damage, maybe getting a Hyena play, and making sure they don't win the board.
You finish them with burst. It's not a super easy matchup because you have to play around a lot of things and set things up, but it's favored for the hunter.
Is this a tough matchup for Hunter? Warrior usually have an answer for most minions I put on the board. If I don't beat them early, it's usually a loss toward the end of the game.
How is everyone else doing with their Hunter v Warrior matchups?
If I don't beat them early, it's usually a loss toward the end of the game.
That's actually what's supposed to happen, i mean card draw or late game should be weakness of aggro decks (especially card draw) but nowadays it's not their weakness anymore like you clear the board they flood it again, they have no cards in hand? no problem they have card draw. Sometimes it feels like even 30 card of removals not enough. 😂
Is this a tough matchup for Hunter?
Warrior usually have an answer for most minions I put on the board. If I don't beat them early, it's usually a loss toward the end of the game.
How is everyone else doing with their Hunter v Warrior matchups?
that's pretty much what's supposed to happen. You either overwhelm them early or they stabilize and you lose
I tried having fun once. It was awful.
According to stats, midrange hunter has about 54% WR vs control warrior, which means you should be favored.
I'm playing tons of midrange hunter atm and have 67% WR in that matchup, and my deck isn't even teched against it (I only run 1 highmane, 1 dire frenzy, 1 tundra rhino), so yeah, I think it's not a tough matchup.
What I think is that it's tough to maneuver, there's much more room for mistakes than vs other decks. You really need to know what to keep in the mulligan, what to dire frenzy, when to spaceyou threats or go all in, when to play zul'jin, etc.
Edit: if you need more help, you can link some replays and your decklist or ask specific questions about the matchup if you have any
u win vs warrior if u can put the dire frenzy spell on the unleash the beast spell minion. and then play Zuljin after those steps. ive played vs one hunter and he just did that turn 10, then he waited to get another dire frenzy and played zuljin. I just had to concede. no point in continue cause theres no amount of removal for so many buffed beasts
Midrange is supposed to beat control in general. The fact that Boom and the Omega cards make it so easy for Warrior to stabilize (nearly half the time) is grounds for corrective design action.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Midrange hunter vs control warrior is a super easy matchup.
You have to dire frenzy your rhino twice or huffer (only that nothing else). The warrior does nothing during the whole game except removing your threats, sometimes i can spend 4 rounds only hero powering waiting to have my second dire frenzy or another huffer/rhino to buff (that's the drawback of only having removals). Don't ever cast a dire frenzy on any another beast. In this matchup you have all the time to choose precisely the beast you want to buff, it's not a tempo duel. If you have a dire frenzy + rhino in hand, wait to have 9 mana to buff the rhino in the same round so the warrior can't kill it. Don't cast dire frenzy on a highmane, it costs 6 mana and you can't rhino+ highmane on the same turn. A warrior can deal easily with a buff highmane.
Once you dire frenzied twice rhino/huffer, you must have casted during the game an unleash the hounds (with a opponent minion on board), unleash the beast, animal companion before zuljin in order to have a target for the 2 dire frenzy zuljin will cast.
Then it's champagne party, zuljin will cast 2 dire frenzy on a companion/wyvern/hound and refill your hands with the rhino/huffer you dire frenzied and the beasts he dire frenzied. You have know in your hand and in your deck a vast amount of pyroblast and you throw everything to your opponent face. buff rhino + buff wyvern = pyroblast on coke
Only use 1 tracking maximum vs a control warrior, zuljin will cast them a second time and you will burn your buffed beasts.
The few times i lost vs control warrior was because zuljin casted my 2 dire frenzy before casting any minion spell (animal companion/unleash the beast) so no buffed beasts.
https://hsreplay.net/replay/wEpkzvFXVoaSrDdDhwDAgV
This wasn't a game versus Control Warrior but Mech Hunter.
Not sure if there was a misplay that made it impossible to win.
I saw the replay, and this is my take on the things I think went wrong/could have been done differently:
Turn 5: there was a consideration to save the unleash (as in this matchup it becomes much more impactful later on), but I think it was still not too bad to play it (as you did) to deny magnetic shenanigans and get even further ahead on board.
Turn 6: I would have played master's call instead, I think it sets up better for later turns
Turn 7: the game is pretty much lost there, no way to answer it without springpaw or unleash, which could have been avoided by saving unleash or playing master's call earlier (as I said above). Again, it's kinda tricky because you can't know for sure what he's about to do, but still.
Turn 8: I would have picked springpaw off of tracking. It works better than unleash the beast against big boards and it combos better with the rest of the cards in you hand and your deck. Aside from that, I would have considered playing grizzly and heropowering to set up for lethal in two turns. Since you're pretty healthy and he didn't seem to have zilliax, it could have worked I think (although it's a risky choice).
Appreciate the feedback, very helpful to go over.
I've only now realized the fact that Mid Range Hunter is not as easy a deck to pilot as it might appear to be.
If you play 2x highmane, they should win the matchup for you most of the time. With dire frenzy on they tremble!
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
The casters and languagehacker disagreed with that game plan at the Worldchampionship. As the casters suggested languagehacker went for a burst from the hand over several turns plan. Dire Frenzy goes onto Thundra Rhino and if you run a second, put that onto cheap tokens (Lynx, unleash the hounds).
If you have dire frenzy and/or the hyena then its gg ez game
I can give you my point of view if you want. I played a lot of midrange hunter lately.
Your mulligan is good. Vs an aggressive deck we want shimmerfly, springpaw, 2 drop or master's call.
Turn 2 : first mistake for me, hatchet was a better choice than hyena, you must kill every minion in order to prevent your opponent from magnetizing his mech. You let the kangoo bot deathrattle alive and your opponent was able to magnetize his venomizer and kill your hyena.
Turn 5 : the unleash was good here if you can combo it with hyena, always keep hyena + unleash/springpaw if you have other T2 to play instead
turn 6 : you lost the game here i think, picking revenge of the wild was the best choice and you should have used it
killing all your beasts to clean the opponent's minion + deathrattle and cast revenge of the wild, you clean the board and your board is full ready to counter any minion turn 7
I think it depends, but frenzy on Highmana does work very well when you are ahead and can go face with a 9/8 lion. As for the tokens, I run a boar for that synergy, and it is surprizingly strong imo and has won me many games!
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Dire Frenzy, Master's call, Zul'jin.
You either dire frenzy a one mana thing, draw them, and burst with Rhino, or you dire frenzy the Rhino and continually burst them down. Doesn't matter if they have rush when you have charge.
The early game is just about pushing some chip damage, maybe getting a Hyena play, and making sure they don't win the board.
You finish them with burst. It's not a super easy matchup because you have to play around a lot of things and set things up, but it's favored for the hunter.
Thanks for the tips on this thread, they work and it's very enjoyable beating control warrior with hunter.
That's actually what's supposed to happen, i mean card draw or late game should be weakness of aggro decks (especially card draw) but nowadays it's not their weakness anymore like you clear the board they flood it again, they have no cards in hand? no problem they have card draw. Sometimes it feels like even 30 card of removals not enough. 😂