Ok so Stonetusk Boar was a bit problematic in the past, but right now it is only playable in 1 deck, which more 'meme' than top tier and which actually is built explicitly around this particular card (unlike Quest Rogue for example). I don't see a problem at the moment at least.
And dude, seriously, where did I say that Charge has to go entirely? Quote me on that, because I can't find it. And no one will touch your little piggy friends, at least not in the near future I guess...
Yeah because entering the thread lamenting that "again the charge mechanic is being abused" and wishing for Huffer, of all things, to be nerfed to rush definitely doesn't imply that charge has to go in your view... Dude c'mon.
Buffing a charge minion isn't an issue either. Taunts still stops them from going face. Even old school Miracle Rogue, one of the best combo decks in the game's history, could be stopped by a couple of taunts played at the right time.
Unless you also want to imply that combo decks shouldn't exist (and by "Combo decks" I mean the ones pulling some sort of OTK or big burst combo, not using your super broad definitions here), the real issue is how hard is a specific combo to pull off, in particular how many cards it needs, how many turns it has to be played over and how good is the class at drawing their pieces. This deck is far from being problematic... yet.
Rushingmonkey, are you seeing any different stuff post-season change? I'm finding what you're saying about the meta to be patently false, so it's clearly a bubble for one of us, so curious if it's different for you outside legend. Rogues have impressive early pressure, I find - often down to 15-20 by T4-5ish, because handling 1 or two 3/1s with stealth on T1? Nontrivial. Also finding your comments about no resurrect priests laughable (6 in a row at the start of the season. LIterally. Hence why I reincluded sporeling, purely for that MU, where the fellow can survive long enough to sometimes hit something - also does some work against facehunter's sandtroopers, and acts as a tempo gain early by forcing the opp to target it instead of building board, a la doomsayer), along with druids - so it's clearly a warped meta at low ranks, or post-legend. Also a load of DHs, but that's to be expected.
Overreliance on one or two (depending if you manage an ingenuity, often it's a two mana do nothing even if I aggressively mull for it/dig and away the boars) scrap shots really hinders the deck, I'm finding. 4 damage boars can OTK, but it's a bit ridiculous, needing 7 and HP/arcane, so needs wildtamer into double party and under two taunts, which is... not really happening. Usually T8-10 critical turns, which is slow, but managable sometimes against DH. I'm finding that usually I'm actually comboing for 23ish, which, with chip damage, is often enough sneaking lethal. Of course, the other thing hindering the deck is what I've been struggling with for the last few years - the proper control tools aren't there, the best you can really get is a slower midrange deck. You can make control work in Wild, with ghoul/arrow and sheep/PD, but not STD.
Rushingmonkey, are you seeing any different stuff post-season change? I'm finding what you're saying about the meta to be patently false, so it's clearly a bubble for one of us, so curious if it's different for you outside legend. Rogues have impressive early pressure, I find - often down to 15-20 by T4-5ish, because handling 1 or two 3/1s with stealth on T1? Nontrivial. Also finding your comments about no resurrect priests laughable (6 in a row at the start of the season. LIterally. Hence why I reincluded sporeling, purely for that MU, where the fellow can survive long enough to sometimes hit something - also does some work against facehunter's sandtroopers, and acts as a tempo gain early by forcing the opp to target it instead of building board, a la doomsayer), along with druids - so it's clearly a warped meta at low ranks, or post-legend. Also a load of DHs, but that's to be expected.
Overreliance on one or two (depending if you manage an ingenuity, often it's a two mana do nothing even if I aggressively mull for it/dig and away the boars) scrap shots really hinders the deck, I'm finding. 4 damage boars can OTK, but it's a bit ridiculous, needing 7 and HP/arcane, so needs wildtamer into double party and under two taunts, which is... not really happening. Usually T8-10 critical turns, which is slow, but managable sometimes against DH. I'm finding that usually I'm actually comboing for 23ish, which, with chip damage, is often enough sneaking lethal. Of course, the other thing hindering the deck is what I've been struggling with for the last few years - the proper control tools aren't there, the best you can really get is a slower midrange deck. You can make control work in Wild, with ghoul/arrow and sheep/PD, but not STD.
This was mostly because of Warrior, which is the new top dog in town and it's just unwinnable with pure OTK. They can either greatly pressure you (and burst you down with combos too!) or play it slow and build 20+ armor with like a 4 cards combo they can tutor for. Can't really OTK them.
The hybrid list was good enough to easily carry me to Diamond 5 - which is not saying much with the star bonus if I'm being honest - but then I hit a wall.
As for matchups and the meta: I'm sorry you're getting all those Res Priest, but I can assure you that, at least on the EU server, every Priest I'm facing is running the Galakrond deck, sometimes highlander, but not Res. I'm also encountering them more often than a week ago - I guess they do pretty good against Warrior?
Less Rogues too, unfortunately... because I still think the matchup is decent. I never feel that pressured by Rogues, and not many people are running those 3/1s stealth either. Warrior is the biggest problem.
But yeah overall the deck lacks a bit of control tools to survive long enough to pull off the combo, and something to deal with taunts too. Many times I lost with 20+ damage in hand because of a taunt I couldn't remove. Double party I think is too much tho, one is enough.
Rushingmonkey, are you seeing any different stuff post-season change? I'm finding what you're saying about the meta to be patently false, so it's clearly a bubble for one of us, so curious if it's different for you outside legend. Rogues have impressive early pressure, I find - often down to 15-20 by T4-5ish, because handling 1 or two 3/1s with stealth on T1? Nontrivial. Also finding your comments about no resurrect priests laughable (6 in a row at the start of the season. LIterally. Hence why I reincluded sporeling, purely for that MU, where the fellow can survive long enough to sometimes hit something - also does some work against facehunter's sandtroopers, and acts as a tempo gain early by forcing the opp to target it instead of building board, a la doomsayer), along with druids - so it's clearly a warped meta at low ranks, or post-legend. Also a load of DHs, but that's to be expected.
Overreliance on one or two (depending if you manage an ingenuity, often it's a two mana do nothing even if I aggressively mull for it/dig and away the boars) scrap shots really hinders the deck, I'm finding. 4 damage boars can OTK, but it's a bit ridiculous, needing 7 and HP/arcane, so needs wildtamer into double party and under two taunts, which is... not really happening. Usually T8-10 critical turns, which is slow, but managable sometimes against DH. I'm finding that usually I'm actually comboing for 23ish, which, with chip damage, is often enough sneaking lethal. Of course, the other thing hindering the deck is what I've been struggling with for the last few years - the proper control tools aren't there, the best you can really get is a slower midrange deck. You can make control work in Wild, with ghoul/arrow and sheep/PD, but not STD.
This was mostly because of Warrior, which is the new top dog in town and it's just unwinnable with pure OTK. They can either greatly pressure you (and burst you down with combos too!) or play it slow and build 20+ armor with like a 4 cards combo they can tutor for. Can't really OTK them.
The hybrid list was good enough to easily carry me to Diamond 5 - which is not saying much with the star bonus if I'm being honest - but then I hit a wall.
As for matchups and the meta: I'm sorry you're getting all those Res Priest, but I can assure you that, at least on the EU server, every Priest I'm facing is running the Galakrond deck, sometimes highlander, but not Res. I'm also encountering them more often than a week ago - I guess they do pretty good against Warrior?
Less Rogues too, unfortunately... because I still think the matchup is decent. I never feel that pressured by Rogues, and not many people are running those 3/1s stealth either. Warrior is the biggest problem.
But yeah overall the deck lacks a bit of control tools to survive long enough to pull off the combo, and something to deal with taunts too. Many times I lost with 20+ damage in hand because of a taunt I couldn't remove. Double party I think is too much tho, one is enough.
Thanks for the response :)
I'll admit, I'm a combo player at heart. Old school freezemage was my first legend, and I've spent the last two years or so with wild MalySham being shockingly good, and a wild MalyHunt being... surprisingly okay, though also got a solider wild control hunter list. So I'll probably just stick with a pure combo build for now, hitting rank 0 hasn't been my goal for a while!
Deck has potential for future. Got a few options for tweaking, might be worth something like a mark or two in there for the big taunts, though the weakness to control warrior is always an issue - seen very few of them, and those I've seen haven't been a problem. You'll always get those CWs that don't know how to play, particularly at lower ranks, where I am. Heck, I have won multiple games with freeze against CW in the past, and that was absolutely crushing if the warr had any idea what to do (spoiler - it involved that big hero power button :P Probably similar MU with this deck, 5%ish winrate). Just have to tweak for the meta I see, and hope that the abeyance of res priests this afternoon holds :)
I like the reliability of double party in a pure combo build; you're not OTKing without one in most situations, though you can hit the common 23 with two buffs, double ramkahen and the HP, and I have hit a 3 buffs, double ramkahen godhand. If you need two, you're in trouble, and with the tempo loss there, you're probably lost anyway. Just that reliability of hitting one party is good, along with avoiding horrific trackings.
Rushingmonkey, are you seeing any different stuff post-season change? I'm finding what you're saying about the meta to be patently false, so it's clearly a bubble for one of us, so curious if it's different for you outside legend. Rogues have impressive early pressure, I find - often down to 15-20 by T4-5ish, because handling 1 or two 3/1s with stealth on T1? Nontrivial. Also finding your comments about no resurrect priests laughable (6 in a row at the start of the season. LIterally. Hence why I reincluded sporeling, purely for that MU, where the fellow can survive long enough to sometimes hit something - also does some work against facehunter's sandtroopers, and acts as a tempo gain early by forcing the opp to target it instead of building board, a la doomsayer), along with druids - so it's clearly a warped meta at low ranks, or post-legend. Also a load of DHs, but that's to be expected.
Overreliance on one or two (depending if you manage an ingenuity, often it's a two mana do nothing even if I aggressively mull for it/dig and away the boars) scrap shots really hinders the deck, I'm finding. 4 damage boars can OTK, but it's a bit ridiculous, needing 7 and HP/arcane, so needs wildtamer into double party and under two taunts, which is... not really happening. Usually T8-10 critical turns, which is slow, but managable sometimes against DH. I'm finding that usually I'm actually comboing for 23ish, which, with chip damage, is often enough sneaking lethal. Of course, the other thing hindering the deck is what I've been struggling with for the last few years - the proper control tools aren't there, the best you can really get is a slower midrange deck. You can make control work in Wild, with ghoul/arrow and sheep/PD, but not STD.
This was mostly because of Warrior, which is the new top dog in town and it's just unwinnable with pure OTK. They can either greatly pressure you (and burst you down with combos too!) or play it slow and build 20+ armor with like a 4 cards combo they can tutor for. Can't really OTK them.
The hybrid list was good enough to easily carry me to Diamond 5 - which is not saying much with the star bonus if I'm being honest - but then I hit a wall.
As for matchups and the meta: I'm sorry you're getting all those Res Priest, but I can assure you that, at least on the EU server, every Priest I'm facing is running the Galakrond deck, sometimes highlander, but not Res. I'm also encountering them more often than a week ago - I guess they do pretty good against Warrior?
Less Rogues too, unfortunately... because I still think the matchup is decent. I never feel that pressured by Rogues, and not many people are running those 3/1s stealth either. Warrior is the biggest problem.
But yeah overall the deck lacks a bit of control tools to survive long enough to pull off the combo, and something to deal with taunts too. Many times I lost with 20+ damage in hand because of a taunt I couldn't remove. Double party I think is too much tho, one is enough.
Thanks for the response :)
I'll admit, I'm a combo player at heart. Old school freezemage was my first legend, and I've spent the last two years or so with wild MalySham being shockingly good, and a wild MalyHunt being... surprisingly okay, though also got a solider wild control hunter list. So I'll probably just stick with a pure combo build for now, hitting rank 0 hasn't been my goal for a while!
Deck has potential for future. Got a few options for tweaking, might be worth something like a mark or two in there for the big taunts, though the weakness to control warrior is always an issue - seen very few of them, and those I've seen haven't been a problem. You'll always get those CWs that don't know how to play, particularly at lower ranks, where I am. Heck, I have won multiple games with freeze against CW in the past, and that was absolutely crushing if the warr had any idea what to do (spoiler - it involved that big hero power button :P Probably similar MU with this deck, 5%ish winrate). Just have to tweak for the meta I see, and hope that the abeyance of res priests this afternoon holds :)
I like the reliability of double party in a pure combo build; you're not OTKing without one in most situations, though you can hit the common 23 with two buffs, double ramkahen and the HP, and I have hit a 3 buffs, double ramkahen godhand. If you need two, you're in trouble, and with the tempo loss there, you're probably lost anyway. Just that reliability of hitting one party is good, along with avoiding horrific trackings.
I consider myself a combo player too. Good ol' Miracle Rogue is my favorite deck ever, played a lot the Malygos variant too. I'm also a returning player, and very disappointed in seeing the sorry state Rogue is in now as a class - yes it's a top tier class, but the entire Gala/lackey package is just so dumb. When this last expansion hit, I played almost exclusively Combo DH (Kaelthas + double Twin Slice/Inner Demon), unfortunately Blizzard decided to do a series of nerfs that had not such a great impact on Tempo/Aggro DH but completely destroyed Combo, so yeah... Boar Hunter it is lol.
Anyways, back to Boar OTK: Hunting Party is definitely the weakest link in the chain imho. The card just costs too much - first because you can't afford a turn 5 doing literally nothing unless you're playing against Priest; second because, considering you wanna hit at least 2 Boars with it, hoping to play it on the combo turn basically means playing it on turn 9 or 10 with no mana leftovers for Kill Commands / Hero Power / whatever else. I often had games where 1) I had 3/4 buffed Boars and Hunting Party in hand, but I had to play something else or I was dead to the board or 2) again 3/4 Boars and Hunting Party in hand, but my hand size was 9/10 so I couldn't play it.
The card is mostly just bad. The only reason to run it is because sometimes you draw your pieces in the wrong order - yesterday I tried the "full" OTK list again, and I had a game against Priest where I draw both Boars without Scavenger's and a single Ramkahen. So once I drew my Scrap Shots, Hunting Party helped me go "quantity over quality" so to speak (I had six 4/4 boars instead of the usual three 7/7, which is more likely). However, this is just because I was against a very slow deck that allowed me to play a turn 5 or 6 Party and just pass.
Imho, cutting one Party is for the best. The only reason to run 2 would be to ensure you draw at least one (since you're also burning some cards with Tracking), but tbh Party isn't really even needed most of the times - the most likely sequences you're gonna hit are either Scavenger > Scrap Shot > double Ramkahen for three 7/7 Boars or Scavenger > double Scrap + 1 Ram for two 10/10 Boars - both are usually enough to close the game with other chip damage or the opponent not able to deal with the board). Hunting Party is just there for "emergencies" like that Priest game, ie I don't mind burning one or even both via Tracking against DH, because there's just no way in hell I'll have the time to play it.
Also sometimes you have to drop whatever OTK play you had in mind (or hand) and just play all the Boars you have and hope the opponent can't deal with that. It works too lol. I suggest you to give a shot to that hybrid list I linked in my previous post, even if you want to mainly play OTK in the future. With that list, you play basically the Dragon package and whatever half-combo you have asap for Tempo, send the Boars to opponent's face and basically tell him "ok, now you deal with it". ie turn 4 Ram + one 4/4 Boar followed by turn 5 second Ram + two 4/4 Boars is an absolutely killer play, you'll be surprised how often the opponent just can't come back from it, and it will help you recognize which situations / turns / against which classes even an half-combo can win you the game.
Currently hit D2 with that list and 3 wins away from legend, hoping I don't bounce back (not many Warriors yesterday for some reason :S)
Just a warning, the deck's a bit more aggressive than you may like, being a combo player. It's definitely viable in the current meta, but don't expect it to be a meta-crusher. In fact absolutely DO NOT play it if you're seeing a lot of Tempo Warriors. I kept playing it because the last couple of days they seemed less frequent, and today in particular they just weren't around for some reason.
Just a warning, the deck's a bit more aggressive than you may like, being a combo player. It's definitely viable in the current meta, but don't expect it to be a meta-crusher. In fact absolutely DO NOT play it if you're seeing a lot of Tempo Warriors. I kept playing it because the last couple of days they seemed less frequent, and today in particular they just weren't around for some reason.
Gz on the legend :) I'll probably see how far I can take the pure combo one to start, with some more tweaks. Might switch to the more tempo-y build when this starts faltering; we'll see how i feel :)
Also, can add quest paladins to (basically) unwinnable list. Looks like they've switched to reborn taunts to abuse with the HP, plus libram of Hope. No way to plough through that.
I am in D4 rank right now and it is full of Rogues, I guess that's why he picked Flare(+ the card draw)
So I crafted the above deck but with 2xImprisoned Felmaw in place of 2xFlare for some extra early-game punch, played some games mostly in Casual mode and I have to say it is a huge meme deck:
Once every 20+ games the stars align and you are able to play Scavenger's Ingenuity on turn 2, Scrap Shot on turn 4, another Scrap Shot on turn 5, followed by double Ramkahen Wildtamer on turn 6 and Hunting Party later on to get 6-7 9/9 Boars on the board at some point, which is exactly the reason to play this deck - the memes.
Usually you just draw some of these cards only in which case in order to win you need to get every little bit of face damage in there, from spells, weapon, boars, the dormant minion, hero power etc... Most of the time you just lose to a faster aggro deck or any deck that can play a big taunt, so pretty much everyone
Another meme is that this is maybe the only deck that can literally lose on turn 1. Happened to me that I play Tracking on turn 1 and I am offered Scavenger's Ingenuity and 2xStonetusk Boar. Insta-concede:)
I am in D4 rank right now and it is full of Rogues, I guess that's why he picked Flare(+ the card draw)
So I crafted the above deck but with 2xImprisoned Felmaw in place of 2xFlare for some extra early-game punch, played some games mostly in Casual mode and I have to say it is a huge meme deck:
Once every 20+ games the stars align and you are able to play Scavenger's Ingenuity on turn 2, Scrap Shot on turn 4, another Scrap Shot on turn 5, followed by double Ramkahen Wildtamer on turn 6 and Hunting Party later on to get 6-7 9/9 Boars on the board at some point, which is exactly the reason to play this deck - the memes.
Usually you just draw some of these cards only in which case in order to win you need to get every little bit of face damage in there, from spells, weapon, boars, the dormant minion, hero power etc... Most of the time you just lose to a faster aggro deck or any deck that can play a big taunt, so pretty much everyone
Another meme is that this is maybe the only deck that can literally lose on turn 1. Happened to me that I play Tracking on turn 1 and I am offered Scavenger's Ingenuity and 2xStonetusk Boar. Insta-concede:)
Pretty sure the meta has shifted quite a bit since this was posted...
True, but this is just a bad meme deck, never a meta one and not affected too much by meta shifts (although it did get even worse from Scavenger's Ingenuity getting nerfed). Anyway just wanted to share some fun (good and bad) moments that can arise playing it
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Ok so Stonetusk Boar was a bit problematic in the past, but right now it is only playable in 1 deck, which more 'meme' than top tier and which actually is built explicitly around this particular card (unlike Quest Rogue for example). I don't see a problem at the moment at least.
Yeah because entering the thread lamenting that "again the charge mechanic is being abused" and wishing for Huffer, of all things, to be nerfed to rush definitely doesn't imply that charge has to go in your view... Dude c'mon.
Buffing a charge minion isn't an issue either. Taunts still stops them from going face. Even old school Miracle Rogue, one of the best combo decks in the game's history, could be stopped by a couple of taunts played at the right time.
Unless you also want to imply that combo decks shouldn't exist (and by "Combo decks" I mean the ones pulling some sort of OTK or big burst combo, not using your super broad definitions here), the real issue is how hard is a specific combo to pull off, in particular how many cards it needs, how many turns it has to be played over and how good is the class at drawing their pieces. This deck is far from being problematic... yet.
Rushingmonkey, are you seeing any different stuff post-season change? I'm finding what you're saying about the meta to be patently false, so it's clearly a bubble for one of us, so curious if it's different for you outside legend. Rogues have impressive early pressure, I find - often down to 15-20 by T4-5ish, because handling 1 or two 3/1s with stealth on T1? Nontrivial. Also finding your comments about no resurrect priests laughable (6 in a row at the start of the season. LIterally. Hence why I reincluded sporeling, purely for that MU, where the fellow can survive long enough to sometimes hit something - also does some work against facehunter's sandtroopers, and acts as a tempo gain early by forcing the opp to target it instead of building board, a la doomsayer), along with druids - so it's clearly a warped meta at low ranks, or post-legend. Also a load of DHs, but that's to be expected.
Overreliance on one or two (depending if you manage an ingenuity, often it's a two mana do nothing even if I aggressively mull for it/dig and away the boars) scrap shots really hinders the deck, I'm finding. 4 damage boars can OTK, but it's a bit ridiculous, needing 7 and HP/arcane, so needs wildtamer into double party and under two taunts, which is... not really happening. Usually T8-10 critical turns, which is slow, but managable sometimes against DH. I'm finding that usually I'm actually comboing for 23ish, which, with chip damage, is often enough sneaking lethal. Of course, the other thing hindering the deck is what I've been struggling with for the last few years - the proper control tools aren't there, the best you can really get is a slower midrange deck. You can make control work in Wild, with ghoul/arrow and sheep/PD, but not STD.
When all the planets align...
First of all, I've switched to a more tempo-oriented build, it's basically an hybrid dragon deck which includes the combo, a list I found on this very site: https://www.hearthpwn.com/decks/1345464-tempo-boar-hunter-legend-deck-65-win-rate-not-otk#c11
This was mostly because of Warrior, which is the new top dog in town and it's just unwinnable with pure OTK. They can either greatly pressure you (and burst you down with combos too!) or play it slow and build 20+ armor with like a 4 cards combo they can tutor for. Can't really OTK them.
The hybrid list was good enough to easily carry me to Diamond 5 - which is not saying much with the star bonus if I'm being honest - but then I hit a wall.
As for matchups and the meta: I'm sorry you're getting all those Res Priest, but I can assure you that, at least on the EU server, every Priest I'm facing is running the Galakrond deck, sometimes highlander, but not Res. I'm also encountering them more often than a week ago - I guess they do pretty good against Warrior?
Less Rogues too, unfortunately... because I still think the matchup is decent. I never feel that pressured by Rogues, and not many people are running those 3/1s stealth either. Warrior is the biggest problem.
But yeah overall the deck lacks a bit of control tools to survive long enough to pull off the combo, and something to deal with taunts too. Many times I lost with 20+ damage in hand because of a taunt I couldn't remove. Double party I think is too much tho, one is enough.
Thanks for the response :)
I'll admit, I'm a combo player at heart. Old school freezemage was my first legend, and I've spent the last two years or so with wild MalySham being shockingly good, and a wild MalyHunt being... surprisingly okay, though also got a solider wild control hunter list. So I'll probably just stick with a pure combo build for now, hitting rank 0 hasn't been my goal for a while!
Deck has potential for future. Got a few options for tweaking, might be worth something like a mark or two in there for the big taunts, though the weakness to control warrior is always an issue - seen very few of them, and those I've seen haven't been a problem. You'll always get those CWs that don't know how to play, particularly at lower ranks, where I am. Heck, I have won multiple games with freeze against CW in the past, and that was absolutely crushing if the warr had any idea what to do (spoiler - it involved that big hero power button :P Probably similar MU with this deck, 5%ish winrate). Just have to tweak for the meta I see, and hope that the abeyance of res priests this afternoon holds :)
I like the reliability of double party in a pure combo build; you're not OTKing without one in most situations, though you can hit the common 23 with two buffs, double ramkahen and the HP, and I have hit a 3 buffs, double ramkahen godhand. If you need two, you're in trouble, and with the tempo loss there, you're probably lost anyway. Just that reliability of hitting one party is good, along with avoiding horrific trackings.
I consider myself a combo player too. Good ol' Miracle Rogue is my favorite deck ever, played a lot the Malygos variant too. I'm also a returning player, and very disappointed in seeing the sorry state Rogue is in now as a class - yes it's a top tier class, but the entire Gala/lackey package is just so dumb. When this last expansion hit, I played almost exclusively Combo DH (Kaelthas + double Twin Slice/Inner Demon), unfortunately Blizzard decided to do a series of nerfs that had not such a great impact on Tempo/Aggro DH but completely destroyed Combo, so yeah... Boar Hunter it is lol.
Anyways, back to Boar OTK: Hunting Party is definitely the weakest link in the chain imho. The card just costs too much - first because you can't afford a turn 5 doing literally nothing unless you're playing against Priest; second because, considering you wanna hit at least 2 Boars with it, hoping to play it on the combo turn basically means playing it on turn 9 or 10 with no mana leftovers for Kill Commands / Hero Power / whatever else. I often had games where 1) I had 3/4 buffed Boars and Hunting Party in hand, but I had to play something else or I was dead to the board or 2) again 3/4 Boars and Hunting Party in hand, but my hand size was 9/10 so I couldn't play it.
The card is mostly just bad. The only reason to run it is because sometimes you draw your pieces in the wrong order - yesterday I tried the "full" OTK list again, and I had a game against Priest where I draw both Boars without Scavenger's and a single Ramkahen. So once I drew my Scrap Shots, Hunting Party helped me go "quantity over quality" so to speak (I had six 4/4 boars instead of the usual three 7/7, which is more likely). However, this is just because I was against a very slow deck that allowed me to play a turn 5 or 6 Party and just pass.
Imho, cutting one Party is for the best. The only reason to run 2 would be to ensure you draw at least one (since you're also burning some cards with Tracking), but tbh Party isn't really even needed most of the times - the most likely sequences you're gonna hit are either Scavenger > Scrap Shot > double Ramkahen for three 7/7 Boars or Scavenger > double Scrap + 1 Ram for two 10/10 Boars - both are usually enough to close the game with other chip damage or the opponent not able to deal with the board). Hunting Party is just there for "emergencies" like that Priest game, ie I don't mind burning one or even both via Tracking against DH, because there's just no way in hell I'll have the time to play it.
Also sometimes you have to drop whatever OTK play you had in mind (or hand) and just play all the Boars you have and hope the opponent can't deal with that. It works too lol. I suggest you to give a shot to that hybrid list I linked in my previous post, even if you want to mainly play OTK in the future. With that list, you play basically the Dragon package and whatever half-combo you have asap for Tempo, send the Boars to opponent's face and basically tell him "ok, now you deal with it". ie turn 4 Ram + one 4/4 Boar followed by turn 5 second Ram + two 4/4 Boars is an absolutely killer play, you'll be surprised how often the opponent just can't come back from it, and it will help you recognize which situations / turns / against which classes even an half-combo can win you the game.
Currently hit D2 with that list and 3 wins away from legend, hoping I don't bounce back (not many Warriors yesterday for some reason :S)
Hey, if you're still interested, just wanted to say (and brag a bit :P) that I finally got to legend with that hybrid dragon/boar deck! Il re-post the list just in case: https://www.hearthpwn.com/decks/1345464-tempo-boar-hunter-legend-deck-65-win-rate-not-otk#c11
Just a warning, the deck's a bit more aggressive than you may like, being a combo player. It's definitely viable in the current meta, but don't expect it to be a meta-crusher. In fact absolutely DO NOT play it if you're seeing a lot of Tempo Warriors. I kept playing it because the last couple of days they seemed less frequent, and today in particular they just weren't around for some reason.
Gz on the legend :) I'll probably see how far I can take the pure combo one to start, with some more tweaks. Might switch to the more tempo-y build when this starts faltering; we'll see how i feel :)
Also, can add quest paladins to (basically) unwinnable list. Looks like they've switched to reborn taunts to abuse with the HP, plus libram of Hope. No way to plough through that.
So I crafted the above deck but with 2xImprisoned Felmaw in place of 2xFlare for some extra early-game punch, played some games mostly in Casual mode and I have to say it is a huge meme deck:
Once every 20+ games the stars align and you are able to play Scavenger's Ingenuity on turn 2, Scrap Shot on turn 4, another Scrap Shot on turn 5, followed by double Ramkahen Wildtamer on turn 6 and Hunting Party later on to get 6-7 9/9 Boars on the board at some point, which is exactly the reason to play this deck - the memes.
Usually you just draw some of these cards only in which case in order to win you need to get every little bit of face damage in there, from spells, weapon, boars, the dormant minion, hero power etc... Most of the time you just lose to a faster aggro deck or any deck that can play a big taunt, so pretty much everyone
Another meme is that this is maybe the only deck that can literally lose on turn 1. Happened to me that I play Tracking on turn 1 and I am offered Scavenger's Ingenuity and 2xStonetusk Boar. Insta-concede:)
Pretty sure the meta has shifted quite a bit since this was posted...
True, but this is just a bad meme deck, never a meta one and not affected too much by meta shifts (although it did get even worse from Scavenger's Ingenuity getting nerfed). Anyway just wanted to share some fun (good and bad) moments that can arise playing it