Whenever I play the face hunter deck with arcane golems and wolfriders I am unsure whether to go full face every turn or to not attack the handlock when he is close to 10 health.
Is it best to let him be at 15 health for a turn or should I drop him to 10 and below asap?
Whenever I play the face hunter deck with arcane golems and wolfriders I am unsure whether to go full face every turn or to not attack the handlock when he is close to 10 health.
Is it best to let him be at 15 health for a turn or should I drop him to 10 and below asap?
I only played facehunter for dailies, but against handlock you always want your squishy faceminions out before he gets his taunts up. Means Arcane Golem and Wolfriders should be played earlier than usual. Giving him a crystal sucks, but every little damage helps and it's certainly better than a dead Arcane Golem / Wolfrider in your hand after the Handlock gets his tauntwall up.
So yeah, kill hi mas fast as possible and keep your Kill commands for the final phase of the game.
Generally you want to wait one turn and end your turn with him at a health total where he can't Molten+Sunfury (eg turn 5 knock him to 14), then go full face the next turn and finish with hero power before he can deal 30 to you. If you have a Kill Command this decision is even easier.
I mostly play a midrange build hunter, so this may not apply to face hunter, but... I see a lot of people on these forums saying that hunter vs. handlock is an easy win for hunter and you just beat them down as fast as possible. But this has been the complete opposite of my experience. I changed my strategy when playing hunter and instead of taking them down as fast as possible I let them linger at 16 for a few turns while I build up enough burst to take them down in one turn, which helped my winrate in this matchup a bit. Honestly this fails sometimes, though, since they have pretty strong AOE removals with shadowflame and even an ancient watcher taunt wall can ruin those plans pretty quickly. I'd rather have to break through ancient watchers than molten giants, sure, but then you're missing a few minions and it sets you back a few turns. Shadowflame is devastating if you have too many minions on the board, as well.
I've had the same experience playing as handlock against hunters. Pretty easy win for me as handlock. Only lost a couple of these matchups and it's because I either got a terrible opening hand and they had a perfect one, or because they managed to get out 2x kill command before I could bring a healbot out. But still, winning against hunter the vast majority of the time.
Running Hunter's Mark and an Owl definitely helps against Handlock if you haven't been already. Generally, yeah, you always want to think about what the Handlock player can do with a Molten Giant if you're bursting them down. You never want to set them at an HP total to where they either taunt + molten or molten + board clear.
Also, make sure to ALWAYS be conscious of the coin and what they can do with that extra mana if they have it and haven't used it yet..
Burn them down. As a face hunter you cant afford to give them time to draw into that healbot, belcher or take them a step closer to turn 9 for jaraxxus. Sure maybe on that particular turn play say a creeper and a loot horder instead of an arcane golem if its the difference between putting them to say 10-15 but definitely don't hold off from attacking. You should have them down before they've drawn half their deck so the chances they have 2 moltens and a taunt is low. an owl/minions already on the board should handle 1 taunt - or at worst should give u time to get that last hero power/kc off.
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December rank 74 legend :)
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Whenever I play the face hunter deck with arcane golems and wolfriders I am unsure whether to go full face every turn or to not attack the handlock when he is close to 10 health.
Is it best to let him be at 15 health for a turn or should I drop him to 10 and below asap?
I only played facehunter for dailies, but against handlock you always want your squishy faceminions out before he gets his taunts up. Means Arcane Golem and Wolfriders should be played earlier than usual. Giving him a crystal sucks, but every little damage helps and it's certainly better than a dead Arcane Golem / Wolfrider in your hand after the Handlock gets his tauntwall up.
So yeah, kill hi mas fast as possible and keep your Kill commands for the final phase of the game.
Generally you want to wait one turn and end your turn with him at a health total where he can't Molten+Sunfury (eg turn 5 knock him to 14), then go full face the next turn and finish with hero power before he can deal 30 to you. If you have a Kill Command this decision is even easier.
I mostly play a midrange build hunter, so this may not apply to face hunter, but... I see a lot of people on these forums saying that hunter vs. handlock is an easy win for hunter and you just beat them down as fast as possible. But this has been the complete opposite of my experience. I changed my strategy when playing hunter and instead of taking them down as fast as possible I let them linger at 16 for a few turns while I build up enough burst to take them down in one turn, which helped my winrate in this matchup a bit. Honestly this fails sometimes, though, since they have pretty strong AOE removals with shadowflame and even an ancient watcher taunt wall can ruin those plans pretty quickly. I'd rather have to break through ancient watchers than molten giants, sure, but then you're missing a few minions and it sets you back a few turns. Shadowflame is devastating if you have too many minions on the board, as well.
I've had the same experience playing as handlock against hunters. Pretty easy win for me as handlock. Only lost a couple of these matchups and it's because I either got a terrible opening hand and they had a perfect one, or because they managed to get out 2x kill command before I could bring a healbot out. But still, winning against hunter the vast majority of the time.
Running Hunter's Mark and an Owl definitely helps against Handlock if you haven't been already. Generally, yeah, you always want to think about what the Handlock player can do with a Molten Giant if you're bursting them down. You never want to set them at an HP total to where they either taunt + molten or molten + board clear.
Also, make sure to ALWAYS be conscious of the coin and what they can do with that extra mana if they have it and haven't used it yet..
Burn them down. As a face hunter you cant afford to give them time to draw into that healbot, belcher or take them a step closer to turn 9 for jaraxxus. Sure maybe on that particular turn play say a creeper and a loot horder instead of an arcane golem if its the difference between putting them to say 10-15 but definitely don't hold off from attacking. You should have them down before they've drawn half their deck so the chances they have 2 moltens and a taunt is low. an owl/minions already on the board should handle 1 taunt - or at worst should give u time to get that last hero power/kc off.
December rank 74 legend :)