Hunter is quite like Warlock. They don't really fit into the definitions of most archetypes because of how exotic they are, and so they have rough equivalents of classic archetypes which play very differently.
Instead of aggro, Warlocks have Zoo, which uses an aggro-style deck to play a control game. Hunters have face hunter, which is a ridiculously fast variant of classic aggro.
Instead of midrange, Warlocks have Demonlock, which plays a tempo game until it gets the big beefcakes out and you get rekt. Hunters have Beast Hunter, which consistently buffs its minions, creating big threats which eventually overwhelm the opponent. Granted, Beast Hunter doesn't quite have the tools it needs, and so is scraping the bottom of the barrel at this point.
Instead of control, Warlocks have Handlock, which doesn't really need explaining, whereas Hunters have a Combo build which plays like control, but keeps mild pressure on the opponent's health with their hero power. Combo Hunter is pretty rare, but is remarkable in that it plays control, and at the drop of a hat extends its reach and kills you in 2 turns.
Hunter is already a non-aggro class. The real problem with Hunter is that its other archetypes are obscure and rarely used, so people just aren't familiar with the options the class has.
Face decks are still aggro. How can you type SO MUCH, but say nothing. It really baffles me.
I'm saying so much because there's so much to say about what Hunter can do. If you already knew about the unseen hunter archetypes, then congratulations, I would like to give you an award for being very smart.
I have seen them and played them, the main problem with ALL of them the inconsistent card drawing. That's an even bigger problem as the hero power has no board effect, so as far as any form of board presence is concerned, you're playing without it. Also, any non-aggro, playable niche is done better by another class. It just doesn't have the tools for anything, but heavy aggression. Even the Hunter's Mark - Wild Pyromancer combo isn't enough to justify a control hunter.
I'm sorry if I sounded harsh earlier, but I've heard this argument too many times.
If you have a viable non aggro hunter deck to show off, I'd like to see it.
Here you go. It has a pretty high winrate against everything but Zoo.
I'm saying so much because there's so much to say about what Hunter can do. If you already knew about the unseen hunter archetypes, then congratulations, I would like to give you an award for being very smart.
I have seen them and played them, the main problem with ALL of them the inconsistent card drawing. That's an even bigger problem as the hero power has no board effect, so as far as any form of board presence is concerned, you're playing without it. Also, any non-aggro, playable niche is done better by another class. It just doesn't have the tools for anything, but heavy aggression. Even the Hunter's Mark - Wild Pyromancer combo isn't enough to justify a control hunter.
I'm sorry if I sounded harsh earlier, but I've heard this argument too many times.
If you have a viable non aggro hunter deck to show off, I'd like to see it.
Here you go. It has a pretty high winrate against everything but Zoo.
I don't really like Mad Scientist, as it just takes up too much space. Sure, it's a nice tempo advantage, but I prefer to choose what traps I put down.
Trap hunter is nice synergy with the weapon; Rockin a glad bow as well would be pretty dope; misdirection is pretty reliable for clearing the board from a 2 for 1 or killing your opponent with his own minion for that added troll effect.
But overall hunter does not transition well late game and needs mid game control and if he can't have it the chances of him winning are very low, something that the trap hunter won't achieve very often.
Ive also found just loading a deck with taunts and wearing down with hero power/cobra can work nicely but the BRM cards they released are just reinforcing a play style that is opposite of this and its just futile to deny his capability in that play style in comparison to others.
Hard to take OP seriously with that suggestion ... anyway. The problem is indeed the hero power, so my suggestion is to change it to: Summon 1/1 beast with haste that dies at the end of the turn. The minion ignores taunt.
A new mechanic, ignoring taunt, and a new keyword, haste. That's a little far-fetched...
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Rawr I'm a dinosaur
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Here you go. It has a pretty high winrate against everything but Zoo.
Rawr I'm a dinosaur
If you want Hunter to be non-aggro, you have to change the hero power.
Feel free to add me if you play on NA! iMPose#1429
Hmm, looks pretty solid, what would you think about subbing in 2 Mad Scientists for a Dire Wolf Alpha and Tracking?
This is statement is false.
I don't really like Mad Scientist, as it just takes up too much space. Sure, it's a nice tempo advantage, but I prefer to choose what traps I put down.
Rawr I'm a dinosaur
Trap hunter is nice synergy with the weapon; Rockin a glad bow as well would be pretty dope; misdirection is pretty reliable for clearing the board from a 2 for 1 or killing your opponent with his own minion for that added troll effect.
But overall hunter does not transition well late game and needs mid game control and if he can't have it the chances of him winning are very low, something that the trap hunter won't achieve very often.
Ive also found just loading a deck with taunts and wearing down with hero power/cobra can work nicely but the BRM cards they released are just reinforcing a play style that is opposite of this and its just futile to deny his capability in that play style in comparison to others.
A new mechanic, ignoring taunt, and a new keyword, haste. That's a little far-fetched...
Rawr I'm a dinosaur