This deck revolves around secrets for removal and for your hero to deal roughly a quarter to half your damage. The other minions are Spiteful Smith and Pirate Cards (minus Bloodsail corsair) due to their good synergy with weapons, and Secretkeeper due to the many secrets. Weapons are 1 gladiator longbow for attacking minions, and eaglehorn bows for sustained damage.
These are the updates I have made since I have been playing it in Beta (THANKS HEARTHPWN GIVEAWAY)
Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.
Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect. Can also be used turn 1 in case you need removal.
2 Drops
Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.
Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board. May backfire and cause a minion to bypass a taunt minion.
Bloodsail Raider Very good drop for any turn both early and late game. With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3. Play with almost or completely free Dread Corsairs for cover.
Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions. I usually save the second for very late game removal.
Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana. It prevents damage from going through as well.
Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it. This both allows for your turn 3 aggression and your own hero's sense of safety.
3 Drops
Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.
Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right. Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions. Buffing it with Spiteful Smith can make it wreck for a couple of turns.
Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.
Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow. Play it when you have extra mana or there are tiny minions that you need to deal with.
Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect. When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns. Activate by attacking trash minions or with Elven Archer's battlecry.
7 Drops
Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.
Opening Draw Problems and how to deal with them
Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.
If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in. If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest. Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.
NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.
That is basically it, play the hand you are dealt and you should be fine.
The bow and traps work together well enough to not warrant beasts, and considering that not many people play to have weapon removal could be fun. Maybe a couple of slightly larger cost minions though .
maybe the other brewmaster, for a little more damage, and you have up to 4 bows to go thru, 2 of which gain an addition shot every time a secret is triggered
Interesting build. Ultimately though I think it would fair poorly in the early game. It also has too few odd numbered cards, so you're going to often end turns wasting one mana. Lastly, while I love weapons, you still have to burn through any taunts the other player tosses up.
Do you think maybe you'd benefit from swapping out Southsea Deckhands for either Loot Hoarder or Novice Engineer? You seem light on draw/card replacement and you can't even benefit from the charge till turn 4 (or 3 if you use the Coin to play your Eaglehorn Bow). Being light on draw you might also want to replace a pirate or two with Gadgetzan Auctioneer as he'll let you draw off every secret you play. And finally since your deck is so centered around weapons and you only have 3 in the deck you might want to find room for Tracking in case you don't draw one early.
Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.
Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect. Can also be used turn 1 in case you need removal.
2 Drops
Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.
Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board. May backfire and cause a minion to bypass a taunt minion.
Bloodsail Raider Very good drop for any turn both early and late game. With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3. Play with almost or completely free Dread Corsairs for cover.
Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions. I usually save the second for very late game removal.
Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana. It prevents damage from going through as well.
Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it. This both allows for your turn 3 aggression and your own hero's sense of safety.
3 Drops
Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.
Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right. Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions. Buffing it with Spiteful Smith can make it wreck for a couple of turns.
Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.
Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow. Play it when you have extra mana or there are tiny minions that you need to deal with.
Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect. When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns. Activate by attacking trash minions or with Elven Archer's battlecry.
7 Drops
Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.
Stratedgy
Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.
If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in. If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest. Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.
NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.
That is basically it, play the hand you are dealt and you should be fine.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
RECENTLY UPDATED AFTER PLAYING WITH IT ON BETA, ORIGINAL POST IS IN THE SPOILER BELOW.
Last of the decks I felt were worth sharing. Here is a hunter deck that doesn't revolve around beasts.
This deck revolves around secrets for removal and for your hero to deal roughly a quarter to half your damage. The other minions are Spiteful Smith and Pirate Cards (minus Bloodsail corsair) due to their good synergy with weapons, and Secretkeeper due to the many secrets. Weapons are 1 gladiator longbow for attacking minions, and eaglehorn bows for sustained damage.
These are the updates I have made since I have been playing it in Beta (THANKS HEARTHPWN GIVEAWAY)
1 Drops
Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.
Tracking : Card is mainly here in case you do not get Eaglehorn Bow on opening draws. It is also very useful to get Captain Greenskin on turn 5.
Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect. Can also be used turn 1 in case you need removal.
2 Drops
Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.
Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board. May backfire and cause a minion to bypass a taunt minion.
Bloodsail Raider Very good drop for any turn both early and late game. With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3. Play with almost or completely free Dread Corsairs for cover.
Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions. I usually save the second for very late game removal.
Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana. It prevents damage from going through as well.
Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it. This both allows for your turn 3 aggression and your own hero's sense of safety.
3 Drops
Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.
Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right. Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions. Buffing it with Spiteful Smith can make it wreck for a couple of turns.
Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.
Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow. Play it when you have extra mana or there are tiny minions that you need to deal with.
5 Drops
Captain Greenskin Only other draw power besides Tracking, and in itself a powerful attack card, especially when cover by Dread Corsairs and buffed by Southsea Captain. Try to keep it alive as long as possible.
Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect. When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns. Activate by attacking trash minions or with Elven Archer's battlecry.
7 Drops
Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.
Opening Draw Problems and how to deal with them
Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.
The ideal first hand is:
Secretkeeper, Snipe, Eaglehorn Bow
Being played in that order.
If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in. If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest. Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.
NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.
That is basically it, play the hand you are dealt and you should be fine.
The bow and traps work together well enough to not warrant beasts, and considering that not many people play to have weapon removal could be fun. Maybe a couple of slightly larger cost minions though .
maybe the other brewmaster, for a little more damage, and you have up to 4 bows to go thru, 2 of which gain an addition shot every time a secret is triggered
beast > all
the point of this deck was to offer a different playstyle of hunter other than beast
Interesting build. Ultimately though I think it would fair poorly in the early game. It also has too few odd numbered cards, so you're going to often end turns wasting one mana. Lastly, while I love weapons, you still have to burn through any taunts the other player tosses up.
Beta progress: Hunter level 26
Do you think maybe you'd benefit from swapping out Southsea Deckhands for either Loot Hoarder or Novice Engineer? You seem light on draw/card replacement and you can't even benefit from the charge till turn 4 (or 3 if you use the Coin to play your Eaglehorn Bow). Being light on draw you might also want to replace a pirate or two with Gadgetzan Auctioneer as he'll let you draw off every secret you play. And finally since your deck is so centered around weapons and you only have 3 in the deck you might want to find room for Tracking in case you don't draw one early.
Going to edit the original to include these updates since I have been playing it in Beta (THANK HEARTHPWN GIVEAWAY)
1 Drops
Secretkeeper : Best turn one minion for this deck, even with coin. The ideal turn two card is either Freezing Trap or Snipe so unless they have minions already out it will be a pain to deal with at 2/3.
Tracking : Card is mainly here in case you do not get Eaglehorn Bow on opening draws. It is also very useful to get Captain Greenskin on turn 5.
Elven Archer : I use it purely for triggering Spiteful Smith's enrage effect. Can also be used turn 1 in case you need removal.
2 Drops
Snake Trap : not the most useful of early game traps due to it requiring a minion. Mainly for giving durability to Eaglehorn Bow, Snakes can be used to clean up stragglers after a board clear.
Misdirection : Good when you do not have minions out as the attacking minion will either attack the hero for free damage or clear his side of the board. May backfire and cause a minion to bypass a taunt minion.
Bloodsail Raider Very good drop for any turn both early and late game. With either weapon equipped, it becomes at least a 5/3, with two enraged Spiteful Smiths and a Gladiator's Longbow make it a 11/3. Play with almost or completely free Dread Corsairs for cover.
Explosive Trap : Useful for board clear, durability, and Secretkeeper stacks; this card is best used for clearing the board around turn 5 or 6 in preparation for Captain Greenskin or other high value minions. I usually save the second for very late game removal.
Freezing Trap : Best mid-game removal because if your opponent wants to replay the card then they will more than likely blow all their mana. It prevents damage from going through as well.
Snipe : My favorite turn 2 card due to the guaranteed killing of almost all thing summonable on turn 2, usually taking a taunt with it. This both allows for your turn 3 aggression and your own hero's sense of safety.
3 Drops
Southsea Captain : Basic buff card, usually play with Dread Corair or the turn after Bloodsail Raider to ensure they either survive the turn or are able to survive the damage when they attack into a minion.
Eaglehorn Bow : Deck is built around this card, a weapon with what can be 11 durability if secrets are playing right. Should be able to attack almost every turn, only switching to the Gladiator's Longbow in the late-game to deal with high attack/high health minions. Buffing it with Spiteful Smith can make it wreck for a couple of turns.
Multi-Shot : Basic Remove, best used in the case of taunt or buff minions.
Dread Corsair : Minion buff that is almost always either 1 Mana with Eaglehorn Bow or free with Gladiator's Longbow. Play it when you have extra mana or there are tiny minions that you need to deal with.
5 Drops
Captain Greenskin Only other draw power besides Tracking, and in itself a powerful attack card, especially when cover by Dread Corsairs and buffed by Southsea Captain. Try to keep it alive as long as possible.
Spiteful Smith : Not a pirate but very useful with weapons due to its enrage effect. When damaged it provides +2 to weapon damage and if covered by Dread Corsairs it can last multiple turns. Activate by attacking trash minions or with Elven Archer's battlecry.
7 Drops
Gladiator's Longbow : Late game it provides an excellent and safe means of minion removal due both to its high damage and the fact that your hero will not take damage from the minions attacked with it.
Stratedgy
Hardest part comes in knowing what cards to keep and what cards to get rid of for your opening hand.
The ideal first hand is:
Secretkeeper, Snipe, Eaglehorn Bow
Being played in that order.
If you do not get a Eaglehorn Bow then get trap cards, preferably Snipe and Freezing Trap over the other secrets. This is where tracking comes in. If you do not get Eaglehorn Bow but you get Tracking, keep it, and a trap or two and you will more than likely get a Eaglehorn Bowby turn 5 at the latest. Some traps will have had their durability wasted but you can easily keep the pressure on him and off you without the bow.
NEVER ATTACK WITH THE BOW WHEN IT IS AT 1 DURABILTY, unless you have another already in your hand.
That is basically it, play the hand you are dealt and you should be fine.