I think this card is not as good as it seems to be. Its value is only proved by keep playing sticky minions and gradually gain board presence. You can give it a shot in the miracle hunter deck though. We will see how it turns out. Btw I always feel like to add my golden Ball of Spiders in my hunter deck but sadly I have no place for it. I tried it once when I built a RNG hunter deck when I tried to have some fun, but I could hardly make it to the turn to play it because I got rushed every time in CASUAL mode by face hunter and secret paladin. FeelsBadMan
Interesting mechanic, not realy bad but way to slow for this game. And since Bliz is just not releasing enough heal which is needed to take facedamage the value meta will stay as it is and there is no room for such a card.
I'm guessing your strategy is to load up a crap load of Hats in your hand, but 2 mana for +1/+1 is very slow and doesn't really affect the board too much. Even Bananas can be slow with 1 mana +1/+1. Even if you're sitting with 5 hats in hand, you'll need 10 mana to give something +5/+5. I'm very skeptical about this, but so was I about the Dreadsteed deck which actually turned out to work surprisingly well. I'll look forward to the test results, this is still an interesting concept and looks stupidly fun, which is a part I really like about Hearthstone!
i don't expect a deck built around explorers hat to be all that viable, however i have added 2 of em to my lock and load hunter in place of the two traps i used to run (freezing and snake traps) as well as replaced the mad scientists with a couple of summoning stones and its actually working pretty well. No it doesn't win every game, but lock n load hunter never did in the first place. To me the lock b load hunter is more of a midrange huner deck in that you do want to prioritize face damage, however this deck has a lot more staying power and late game value than a standard face deck. There are in fact 4 huge catch up plays you can make after turn 5 with the double lock n load and double summoning stones that can turn what was a guaranteed loss for a face deck into a late game tables turned win.
As for the card explorers hat, it is indeed really strong in this deck. It's a spell that you can sy over and over again. It lets your webspinners trade off with knife jugglers. It is a straight ip beast when combod late game with unleash the hounds, and becomes an absolute value monster amd game winner when you can combo them after a lock and load or summoning stone. Anyways here is the list im running:
Hunters mark x 2
Tracking x 1
Arcane shot x 1
Webspinner x 2
Clockwork gnome x 2
Explorers hat x 2
Lock and load x 2
Knife juggler x 1
Haunted creeper x 2
Ironbeak owl x1
Animal companion x 2
Unleash the hounds x 2
Kill command x 2
Eaglehorn bow x 2
Mechanical yeti x 2
Summing stone x 2
Nexus champion saaraad x 1
Toshley x 1
The last two cards are imo the best legendaries to compliment the deck strategy, however they can also be replaced with savannah highmanes or you could even replace them with some tech cards like loatheb, harrisson jones, big game hunter or acidic swamp ooze even. I think the bigger value minions are the best subs for that spot on the mana curve, but even adding in a couple more spells would be playable too-- you could add a couple traps back in or even a couple of quickshots...just beware of runnig outg of steam faster...without some beefy minions to play on turn 5 or 6 it may be harder tp bridge from yourearly game rush down to the 7+ mana game swinging lock n load/summoning stone plays. Have fun, this deck is a riot to play!
I think this card is not as good as it seems to be. Its value is only proved by keep playing sticky minions and gradually gain board presence. You can give it a shot in the miracle hunter deck though. We will see how it turns out. Btw I always feel like to add my golden Ball of Spiders in my hunter deck but sadly I have no place for it. I tried it once when I built a RNG hunter deck when I tried to have some fun, but I could hardly make it to the turn to play it because I got rushed every time in CASUAL mode by face hunter and secret paladin. FeelsBadMan
this is why we need a Banlist so that casual is where people go to play the overpowered junk and ranked was the balanced meta-game, imagine a ladder where piloted shredder, Dr 7 and mysterious challenger were banned and knife juggler was at 1. but blizzard is way too scared of banlists when both Konami and Wizards of the coast have time and time proven that banlists are the most beneficial thing to any card game.
The entire point of this card is to be an alternative to your hero power you get nothing having your hand full of hats so there is no point to build a deck around this card, it's usable in mid range hunter but is not particulary great.
I am having satisfactory results with the card in my face hunter, super Agro deck that wins by turn 8 if it's gonna win every time, and it's a great option instead of hitting the hero power, or when you aren't quite ready to drop your finisher. It definitely helps against face hunter mirror matches, you can get better trades with the hat for sure. It's helped my minions stay on the board longer in some cases, and they hit harder. That +1+1 means a lot when your racing to 0 hit points. And you get it back for free. I love the card! If it didn't have the death rattle, it would be pretty crummy though. I only run one in the deck, I took out my one glaivezooka, and I like it better. I think playing 2 hats in a Agro deck could slow its tempo and be a burden.
I found that is was actually really useful and fun to use the hat(s). They can give your minion that extra damage or hp it needs to help accomplish more. I also realized a good interaction with Acolyte of Pain for card draw and it is also very nice with Lock and Load because they are always around.
With all the decks presented here, take a step back and recognize that Blizzard is trying to make controlhunter viable. It's an attempt to brake the dominance of mindless facehunter. I think the Hat is a good start. Facehunter is a curse for hunter for quite a while now.
Sadly, control/beast hunter will never be viable because it lacks reliable draw mechanic. And that is because Buzzard was nerfed into ground.
It has synergies with Feign Death and Lock and Load and I tried to build a deck based on these cards. Could this be viable?
THERE IS NO GAME.
First things first: Cut Ball of Spiders. It is unplayable garbage.
Say "Wow" for RNG!
I think Explorer's Hat is viable only when Ben Brode is wearing it.
I think this card is not as good as it seems to be. Its value is only proved by keep playing sticky minions and gradually gain board presence. You can give it a shot in the miracle hunter deck though. We will see how it turns out. Btw I always feel like to add my golden Ball of Spiders in my hunter deck but sadly I have no place for it. I tried it once when I built a RNG hunter deck when I tried to have some fun, but I could hardly make it to the turn to play it because I got rushed every time in CASUAL mode by face hunter and secret paladin. FeelsBadMan
Interesting mechanic, not realy bad but way to slow for this game. And since Bliz is just not releasing enough heal which is needed to take facedamage the value meta will stay as it is and there is no room for such a card.
There are quite a few synergies that seems fun, this is what I'll be playing when its out. Btw golden lock and load is so sweet!
People say this card's slow, when it's 2 MANA. At this rate, the murloc tinyfin will be slow.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Holy cow level.
Lock and Load synergy.
I can't test it, but sir, I ask you to.
I'm very skeptical about this, but so was I about the Dreadsteed deck which actually turned out to work surprisingly well.
I'll look forward to the test results, this is still an interesting concept and looks stupidly fun, which is a part I really like about Hearthstone!
so, turn 9
Lock and Load, Unleash the hound, and 3 re played hats on dying dogs, +4 cards :p
Una onda Beatles
i don't expect a deck built around explorers hat to be all that viable, however i have added 2 of em to my lock and load hunter in place of the two traps i used to run (freezing and snake traps) as well as replaced the mad scientists with a couple of summoning stones and its actually working pretty well. No it doesn't win every game, but lock n load hunter never did in the first place. To me the lock b load hunter is more of a midrange huner deck in that you do want to prioritize face damage, however this deck has a lot more staying power and late game value than a standard face deck. There are in fact 4 huge catch up plays you can make after turn 5 with the double lock n load and double summoning stones that can turn what was a guaranteed loss for a face deck into a late game tables turned win.
As for the card explorers hat, it is indeed really strong in this deck. It's a spell that you can sy over and over again. It lets your webspinners trade off with knife jugglers. It is a straight ip beast when combod late game with unleash the hounds, and becomes an absolute value monster amd game winner when you can combo them after a lock and load or summoning stone. Anyways here is the list im running:
Hunters mark x 2
Tracking x 1
Arcane shot x 1
Webspinner x 2
Clockwork gnome x 2
Explorers hat x 2
Lock and load x 2
Knife juggler x 1
Haunted creeper x 2
Ironbeak owl x1
Animal companion x 2
Unleash the hounds x 2
Kill command x 2
Eaglehorn bow x 2
Mechanical yeti x 2
Summing stone x 2
Nexus champion saaraad x 1
Toshley x 1
The last two cards are imo the best legendaries to compliment the deck strategy, however they can also be replaced with savannah highmanes or you could even replace them with some tech cards like loatheb, harrisson jones, big game hunter or acidic swamp ooze even. I think the bigger value minions are the best subs for that spot on the mana curve, but even adding in a couple more spells would be playable too-- you could add a couple traps back in or even a couple of quickshots...just beware of runnig outg of steam faster...without some beefy minions to play on turn 5 or 6 it may be harder tp bridge from yourearly game rush down to the 7+ mana game swinging lock n load/summoning stone plays. Have fun, this deck is a riot to play!
The entire point of this card is to be an alternative to your hero power you get nothing having your hand full of hats so there is no point to build a deck around this card, it's usable in mid range hunter but is not particulary great.
I am having satisfactory results with the card in my face hunter, super Agro deck that wins by turn 8 if it's gonna win every time, and it's a great option instead of hitting the hero power, or when you aren't quite ready to drop your finisher. It definitely helps against face hunter mirror matches, you can get better trades with the hat for sure. It's helped my minions stay on the board longer in some cases, and they hit harder. That +1+1 means a lot when your racing to 0 hit points. And you get it back for free. I love the card! If it didn't have the death rattle, it would be pretty crummy though. I only run one in the deck, I took out my one glaivezooka, and I like it better. I think playing 2 hats in a Agro deck could slow its tempo and be a burden.
I found that is was actually really useful and fun to use the hat(s). They can give your minion that extra damage or hp it needs to help accomplish more. I also realized a good interaction with Acolyte of Pain for card draw and it is also very nice with Lock and Load because they are always around.
I went a different way with this card. Explorer's Hat + Wild Pyromancer was my idea. Keep that aoe coming.
This is a combo deck that plays like a hybrid of freeze mage and grim patron warrior.
No, Hunter is one of the class that absolutely can't afford Reno. No card draw, low quality control tools, etc...