Liking this thread. Good discussion. I'm making my first-ever hunter deck as a result.
I'm trying this out too. I haven't played Hunter since OTK was nerfed.
Edit: Have tried it out, but not being very successful. The matches have been close, so it's a problem of me figuring out how to effectively play the deck. Generally, what do you try to mulligan for? Generally, what are the first four turns of plays that you're looking for?
it just feels so counter-intuiitive when I play it, it fails to deck with high drops if you don't play deadly shot and I've lost to the majority of druids as well as mages/paladin for this reason.
When you're bad, it's always best to just blame the deck. /facepalm
This is more of a Meta related deck that seems to answer a lot of what is being played....I would not put a rag in this deck simply put....people expect and prepare for it....faceless bgh combo really makes Rag a liability....Right now the current power house in the meta is Druid...This deck does a lot to counter that....While allowing for a lot of flexibility...Not so sure on the bloodmage I mean its good for boosting up a spell and all and the card draw is nice but not sure it fits the whole deck...Then again what works for some may not work for others....All in all this is a really nice deck.
I am running 1x Hard Removal in all of my decks and 1x Faceless in all of my decks now for Druids
Liking this thread. Good discussion. I'm making my first-ever hunter deck as a result.
I'm trying this out too. I haven't played Hunter since OTK was nerfed.
Edit: Have tried it out, but not being very successful. The matches have been close, so it's a problem of me figuring out how to effectively play the deck. Generally, what do you try to mulligan for? Generally, what are the first four turns of plays that you're looking for?
Basically it comes down to smart usage of Traps in the early game, and slowly notching them. We were doing testing last night and if you manage your cards properly things feel like smooth sailing almost every game. What you want in your opening hand is completely dependant on the matchup, having a trap or two, and some draw power is more than enough to get you started, and there are tons of playable hands so it's kinda hard to find a shitty starting situation.
Liking this thread. Good discussion. I'm making my first-ever hunter deck as a result.
I'm trying this out too. I haven't played Hunter since OTK was nerfed.
Edit: Have tried it out, but not being very successful. The matches have been close, so it's a problem of me figuring out how to effectively play the deck. Generally, what do you try to mulligan for? Generally, what are the first four turns of plays that you're looking for?
Basically it comes down to smart usage of Traps in the early game, and slowly notching them. We were doing testing last night and if you manage your cards properly things feel like smooth sailing almost every game. What you want in your opening hand is completely dependant on the matchup, having a trap or two, and some draw power is more than enough to get you started, and there are tons of playable hands so it's kinda hard to find a shitty starting situation.
What you're looking for in your starting hand is Eaglehorn Bow,Explosive Trap, and some sort of draw engine. The idea is to be able to clear the board early of any rush decks with Explosive Trap and Eaglehorn Bow, while also drawing into the late game cards you'll need to control druid or paladin slow roll decks. Another card that's nice to have in your starting hand is Wild Pyromancer. I like having at least 1 part of his combo in my hand at all times so whenever anything big is played I have cheap removal that's also a mini threat if not removed instantly.
I always mulligan all traps and cards that aren't weapons,explosive traps, or draw cards.
My first 4 turns go typically something like this. Turn 1 nothing, Turn 2 if they played a minion turn 1 and 2 I may follow up with explosive trap if not I Hero Power, Turn 3 typically weapon, Turn 4 this is where I generally use explosive trap and hero power combined to buff up my weapon again.
Liking this thread. Good discussion. I'm making my first-ever hunter deck as a result.
I'm trying this out too. I haven't played Hunter since OTK was nerfed.
Edit: Have tried it out, but not being very successful. The matches have been close, so it's a problem of me figuring out how to effectively play the deck. Generally, what do you try to mulligan for? Generally, what are the first four turns of plays that you're looking for?
Basically it comes down to smart usage of Traps in the early game, and slowly notching them. We were doing testing last night and if you manage your cards properly things feel like smooth sailing almost every game. What you want in your opening hand is completely dependant on the matchup, having a trap or two, and some draw power is more than enough to get you started, and there are tons of playable hands so it's kinda hard to find a shitty starting situation.
What you're looking for in your starting hand is Eaglehorn Bow,Explosive Trap, and some sort of draw engine. The idea is to be able to clear the board early of any rush decks with Explosive Trap and Eaglehorn Bow, while also drawing into the late game cards you'll need to control druid or paladin slow roll decks. Another card that's nice to have in your starting hand is Wild Pyromancer. I like having at least 1 part of his combo in my hand at all times so whenever anything big is played I have cheap removal that's also a mini threat if not removed instantly.
I always mulligan all traps and cards that aren't weapons,explosive traps, or draw cards.
My first 4 turns go typically something like this. Turn 1 nothing, Turn 2 if they played a minion turn 1 and 2 I may follow up with explosive trap if not I Hero Power, Turn 3 typically weapon, Turn 4 this is where I generally use explosive trap and hero power combined to buff up my weapon again.
I'm glad to read this. I played about 10 games last night and went about 4-6 (rank 11-12). From that short run, it seemed like my chances of winning were strongly influenced why whether or not I got an eaglehorn bow out quickly.
Hey guys, just wanted to post an update on how my deck is doing in the ladder. I've reached rank 4 now while still maintaining an extremely high win rate against all classes. Aggro decks with warlock and mage are by far the easiest match-up for me. Druids and Paladins you have to play more carefully and save your hunters mark for their big drops and try to maintain control of the board with explosive shot and explosive trap early on in the game.
All in all this deck has the ability to counter almost any deck played in the current meta if you play smart and play patiently.
Note: I've only played this deck from rank 12 to rank 4 and it took me just a short few days to get to this point. I don't play much if I did I could have achieved this rank much faster with this deck. If you're having issues in the ladder with any other deck I suggest giving this a chance, you wont be disappointed.
I posted a change to the deck on page 2. If you read through the post you will see the changes and the conversations on why I swapped him out. Also he helps more than 1 card in the deck. Explosive traps when procced he buffs the damage on it too.
If you control the board you can control when and how the traps are going to go off. They can guess what trap is what, But that's why you have to think it through and play the trap that best suits the situation..
Edit: One more question, I was reading through comments and it seems that this deck is "anti meta" mainly to deal with all the rush decks and very slow druid decks being played currently, how does this deck fair when trying to achieve ranking where things like Druids are far less common due how expensive they can be?
for replacing Leeroy I suggest using arcane golem. For tink and bloodMage id run 2 doomsayers in their place. And as for this deck going against other classes other than Druid. It's probably even better than the matchup with Druid. Warlock aggro decks and Mage decks I have a very high win rate against. Rogues and warriors are also rarely an issue. I've only seemed to ever struggle against the random well played priest.
So I had a Hunter quest today and I hopped into this forum to find a decent Hunter deck to quickly complete my 5 matches. I NEVER play Hunter so I have no clue.
This deck is so fun it's ridic. I can literally SMELL the frustration.
I don't have Black Knight so ran Sylvannas instead. I also ran 2 Snipes in the place of Argent Crusader and Gladiators Longbow. I don't know why, but I did.
Won games, completed quests, had loads of fun. Thumbs up all around.
No problem glad you enjoyed the fun. And yes frustration is about how I would phrase most of my games. I've had so many rage quits by turn 5 against aggro decks because they can't keep a single minion on the board ;)
I've been using your deck (don't have Tink replaced with Thalnos for the time being) and it's great Chug. Having a lot of fun playing it. Would you please explain why you've added Gladiator's Longbow? I've never used it in any of the games. I'm thinking about replacing it but I don't know what to replace it with. Any suggestions? I may not replace it depending on your answer to the question.
I have tried King Krush in the deck and at 9 mana he just doesn't fit. Leeroy and argent commander turn 10 is more damage or Leeroy arcane golem is a turn 7 10 damage. He can be used but there are better options. If you don't have some of the other cards he's not a bad option simply because he's a major threat on the board and with a weapon active that's a potential 11 or 13 damage to the face depending on what weapon you have active.
I've been using your deck (don't have Tink replaced with Thalnos for the time being) and it's great Chug. Having a lot of fun playing it. Would you please explain why you've added Gladiator's Longbow? I've never used it in any of the games. I'm thinking about replacing it but I don't know what to replace it with. Any suggestions? I may not replace it depending on your answer to the question.
I actually have recently swapped the longbow out for arcane golem or deadly shot depending on what I'm running into the most in the ladder. If I'm facing aloy of Druids I know they revolve around big 1 drops so I run a 2nd deadly shot for easy removal of their massive threats. And if I'm facing a lot of aggro I run arcane golem to combo with Leeroy turn 7 or later for a 10 damage finisher.
I'm trying this out too. I haven't played Hunter since OTK was nerfed.
Edit: Have tried it out, but not being very successful. The matches have been close, so it's a problem of me figuring out how to effectively play the deck. Generally, what do you try to mulligan for? Generally, what are the first four turns of plays that you're looking for?
Poetic.
Are you dumb? There's nothing at all similar between those two decks.
Poetic.
When you're bad, it's always best to just blame the deck. /facepalm
Poetic.
I am running 1x Hard Removal in all of my decks and 1x Faceless in all of my decks now for Druids
Basically it comes down to smart usage of Traps in the early game, and slowly notching them. We were doing testing last night and if you manage your cards properly things feel like smooth sailing almost every game. What you want in your opening hand is completely dependant on the matchup, having a trap or two, and some draw power is more than enough to get you started, and there are tons of playable hands so it's kinda hard to find a shitty starting situation.
What you're looking for in your starting hand is Eaglehorn Bow,Explosive Trap, and some sort of draw engine. The idea is to be able to clear the board early of any rush decks with Explosive Trap and Eaglehorn Bow, while also drawing into the late game cards you'll need to control druid or paladin slow roll decks. Another card that's nice to have in your starting hand is Wild Pyromancer. I like having at least 1 part of his combo in my hand at all times so whenever anything big is played I have cheap removal that's also a mini threat if not removed instantly.
I always mulligan all traps and cards that aren't weapons,explosive traps, or draw cards.
My first 4 turns go typically something like this. Turn 1 nothing, Turn 2 if they played a minion turn 1 and 2 I may follow up with explosive trap if not I Hero Power, Turn 3 typically weapon, Turn 4 this is where I generally use explosive trap and hero power combined to buff up my weapon again.
I'm glad to read this. I played about 10 games last night and went about 4-6 (rank 11-12). From that short run, it seemed like my chances of winning were strongly influenced why whether or not I got an eaglehorn bow out quickly.
Hey guys, just wanted to post an update on how my deck is doing in the ladder. I've reached rank 4 now while still maintaining an extremely high win rate against all classes. Aggro decks with warlock and mage are by far the easiest match-up for me. Druids and Paladins you have to play more carefully and save your hunters mark for their big drops and try to maintain control of the board with explosive shot and explosive trap early on in the game.
All in all this deck has the ability to counter almost any deck played in the current meta if you play smart and play patiently.
Note: I've only played this deck from rank 12 to rank 4 and it took me just a short few days to get to this point. I don't play much if I did I could have achieved this rank much faster with this deck. If you're having issues in the ladder with any other deck I suggest giving this a chance, you wont be disappointed.
i dont understandt he point of thalnos conisdering it only helps out 1 card in the deck
I posted a change to the deck on page 2. If you read through the post you will see the changes and the conversations on why I swapped him out. Also he helps more than 1 card in the deck. Explosive traps when procced he buffs the damage on it too.
But you can't control when and how the traps explode and most people are smart enough to play around that.
I think Doomsayers are good in hunter control decks.
If you control the board you can control when and how the traps are going to go off. They can guess what trap is what, But that's why you have to think it through and play the trap that best suits the situation..
I want to try this deck but unfortunately don't have the appropiate legendaries, I was wondering If I could get your opinion on my replacements...
Bloodmage - Kobold
OverSpark - Windrunner
Leroy - Arcane golem/reckless rocketeer ( can't decide )
Edit: One more question, I was reading through comments and it seems that this deck is "anti meta" mainly to deal with all the rush decks and very slow druid decks being played currently, how does this deck fair when trying to achieve ranking where things like Druids are far less common due how expensive they can be?
for replacing Leeroy I suggest using arcane golem. For tink and bloodMage id run 2 doomsayers in their place. And as for this deck going against other classes other than Druid. It's probably even better than the matchup with Druid. Warlock aggro decks and Mage decks I have a very high win rate against. Rogues and warriors are also rarely an issue. I've only seemed to ever struggle against the random well played priest.
So I had a Hunter quest today and I hopped into this forum to find a decent Hunter deck to quickly complete my 5 matches. I NEVER play Hunter so I have no clue.
This deck is so fun it's ridic. I can literally SMELL the frustration.
I don't have Black Knight so ran Sylvannas instead. I also ran 2 Snipes in the place of Argent Crusader and Gladiators Longbow. I don't know why, but I did.
Won games, completed quests, had loads of fun. Thumbs up all around.
Thank you.
No problem glad you enjoyed the fun. And yes frustration is about how I would phrase most of my games. I've had so many rage quits by turn 5 against aggro decks because they can't keep a single minion on the board ;)
I've been using your deck (don't have Tink replaced with Thalnos for the time being) and it's great Chug. Having a lot of fun playing it. Would you please explain why you've added Gladiator's Longbow? I've never used it in any of the games. I'm thinking about replacing it but I don't know what to replace it with. Any suggestions? I may not replace it depending on your answer to the question.
I have tried King Krush in the deck and at 9 mana he just doesn't fit. Leeroy and argent commander turn 10 is more damage or Leeroy arcane golem is a turn 7 10 damage. He can be used but there are better options. If you don't have some of the other cards he's not a bad option simply because he's a major threat on the board and with a weapon active that's a potential 11 or 13 damage to the face depending on what weapon you have active.
I actually have recently swapped the longbow out for arcane golem or deadly shot depending on what I'm running into the most in the ladder. If I'm facing aloy of Druids I know they revolve around big 1 drops so I run a 2nd deadly shot for easy removal of their massive threats. And if I'm facing a lot of aggro I run arcane golem to combo with Leeroy turn 7 or later for a 10 damage finisher.
Thanks for the reply Chug I appreciate it.