Things I love about the Unleash beast deck: 1) Hearthstone has almost no ways to interfere during an opponents turn, so you can Unleash and do a ton of damage and your opponent can do nothing to stop it. 2) Since you're not playing creatures until your big turn, all their dedicated anti-minion cards are useless.
My general plan is to do anything but play my minions. Survive as long as I can while doing incidental damage with the hero ability, explosive trap and Eaglehorn bow, and finish them on one turn by unleashing a bunch of beasts. Playing your minions early is a losing proposition 90% of the time, because your beasts are so easy to clear off the board. There are a few instances against a few decktypes where playing out some beasts early is the right thing to do, but in my experience it's usually a desperation play.
Card explanations:
Beast package:
Young Dragon Hawk, Timberwolf, Direwolf Alpha: These are the cheapest, most aggressive beasts that I could find. It's quite possible that my current "beast package" is not optimal. The goal is to have a proper mix of beasts that allows you to "go off" and deal 20ish damage by turn 7ish. I'd love for someone much smarter than me to figure out the exact number of beasts in your 30 card mix that is optimal for this purpose. Starving Buzzard: Not aggressive, but there are no clear better options. You can *sometimes* use him early to draw some cards, but as I mentioned earlier I have found this to almost always be a losing plan. His ability to draw you into more beasts and/or find your unleash on that last turn make him too valuable for me to cut.
Jungle panther: The plan with this guy is to play him the turn before you Unleash. The reality I am finding is that even though he is stealthed, he is not that safe. Your opponent is usually dying to use that arcane explosion/fan of knives/star fire/whirlwind/whatever that has been sitting useless in his hand, and jumps at the chance to kill him off with some shrapnel. I thought that since he is a 3 drop and my deck has few 3 drops, he would fit nicely into my curve. But if you play him on turn3 and wait around 4-5 turns with him stealthed in play, he's almost assuredly dead. This guy is a candidate for a replacement. Perhaps his larger 5/5 for 5 cousin would better fill this spot... I don't know.
Misc: Flare: Your deck is basically cards that are half "beast combo," and half "survive until you can beast combo." This gets you 1 card closer to Unleash. It occasionally screws over mages or paladins, and is rather crucial in the beast mirror match up.
Tracking: This is a wonderful card, and what makes this deck almost consistent enough to be a contender.
Control/survive package:
The goal with these is not to get card advantage, you're never going to clear out all their minions with extra removal to spare. You're trying to live enough extra turns to draw into a lethal Unleash turn, and deal with Taunt minions that could foil the plan.
Explosive trap: a real MVP, it's not that unusual for games to be totally decided on if you draw this in time. Helps chip health away for Explosive shot to clean up. Even does 2 damage incidentally.
Deadly shot: this is almost always good. Particularly great against miracle rogues, who want to get a big Questing adventurer or Vancleef stealthed on one turn.
Explosive shot: It can buy you 1-2 turns, and it can clear most taunt creatures out. It's not a slam dunk, but there isn't much better.
Doomsayer: "what is this guy doing in a beast deck???? don't you have a lot of beasts????? don't they die to him?????" This guy is great on turn 3 or so. He can kill a minion or 2, and more importantly make them spend their next turn playing no minions. That can help you to live 1 or even perhaps up to 3 extra turns. He's almost useless later, and the one card that lets our opponent make use of his silence effects, so I'm still not totally sold on him.
Snipe: the mana cost is nice on this often 1 for 1 removal card. You have so much mana that it's nice to be able to do something like lay a Snipe and shoot for 2 on turn 4 to an empty board. Sometimes, this card is absolutely insane. Sometimes you get the Auctioneer on around their turn5. Sometimes you get their taunt creature they just played low enough so you can clean it up with an Explosive shot. The only problerm is that it cannot possibly help you out of a bad situation.
Eaglehorn bow: This card is exactly what you want to do in the early turns to help control the board and maybe deal 3-6 incidental damage before your beast turn. I would probably play 3-4 of these and cut one of the other control cards if they let you.
Frost Trap: This card is a big question mark for me. Sometimes they have to pickup their 3-4 turn minion drop and it's phenomenal. Sometimes you want something to help you survive right now, or it just makes them pickup their Engineer, and it's horrible.
Cards I tried and didn't like:
Multi shot: I just never faced a board where on turn4 I could kill 2 creatures. It just never happened, ever. Later on, they have more than 3 minions and it won't "chip away" the minion you need it to. This became frost trap.
Kill Command: We're playing a Beast Theme Deck, but we don't have a beast in play for 99% of the game. Since I removed this, the jungle panther got less valuable as well. Sometimes he would enable my Kill Command. But now that I cut this, I have my eye on the panther.
3 mana random beast card: I forget the name, it's been so long since I played it. You can't afford a card that randomly might be a 4/4 taunt when that would randomly be good. Too expensive for the Unleash turn.
So, fellow beast masters. What are some other cards to consider? My criteria is "lets you survive extra turns" or "makes your beast combo better/stronger/faster." I really think that with the proper tweaking this deck could be a real powerhouse.
I find that starving buzzard combined with snake trap is a great way to make your buzzard valuable as it will draw out 3 cards.A great combo that can rape face is Windfury Dragonhawk/HoundMaster/Unleash/Bestial Wrath/Timber Wolf(The last 2 are optional for more damage) with the first 3 you can deal for 5 mana 8 damage(houndmaster won't get charge from Unleash) to his face, if you add the last 2 you can reach 16 damage for 7 mana which is insane for a 7 turn(That ofcourse if you cleared out his threat minions with deadly shot/explosive/arcane shot prior to turn 7).After all that clear his board in turn 8 and then summon King Krush in turn 9 and it's GG.
My current list is - the Doomsayers. They're just really because they're the only thing that your opponent can use silence and removal on.
+ 2 Stranglethorn Tigers. I messed around with 1 Misdirction for a while but it's way too goofy.
This deck seems tier2, but I like it. It has some bad matchups and some good ones. I will destroy any decks that incorporate the above cards, though. C'mon Big Game Hunter? Hunter's Mark?
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Things I love about the Unleash beast deck:
1) Hearthstone has almost no ways to interfere during an opponents turn, so you can Unleash and do a ton of damage and your opponent can do nothing to stop it.
2) Since you're not playing creatures until your big turn, all their dedicated anti-minion cards are useless.
My general plan is to do anything but play my minions. Survive as long as I can while doing incidental damage with the hero ability, explosive trap and Eaglehorn bow, and finish them on one turn by unleashing a bunch of beasts. Playing your minions early is a losing proposition 90% of the time, because your beasts are so easy to clear off the board. There are a few instances against a few decktypes where playing out some beasts early is the right thing to do, but in my experience it's usually a desperation play.
Card explanations:
Beast package:
Young Dragon Hawk, Timberwolf, Direwolf Alpha: These are the cheapest, most aggressive beasts that I could find. It's quite possible that my current "beast package" is not optimal. The goal is to have a proper mix of beasts that allows you to "go off" and deal 20ish damage by turn 7ish. I'd love for someone much smarter than me to figure out the exact number of beasts in your 30 card mix that is optimal for this purpose.
Starving Buzzard: Not aggressive, but there are no clear better options. You can *sometimes* use him early to draw some cards, but as I mentioned earlier I have found this to almost always be a losing plan. His ability to draw you into more beasts and/or find your unleash on that last turn make him too valuable for me to cut.
Jungle panther: The plan with this guy is to play him the turn before you Unleash. The reality I am finding is that even though he is stealthed, he is not that safe. Your opponent is usually dying to use that arcane explosion/fan of knives/star fire/whirlwind/whatever that has been sitting useless in his hand, and jumps at the chance to kill him off with some shrapnel. I thought that since he is a 3 drop and my deck has few 3 drops, he would fit nicely into my curve. But if you play him on turn3 and wait around 4-5 turns with him stealthed in play, he's almost assuredly dead. This guy is a candidate for a replacement. Perhaps his larger 5/5 for 5 cousin would better fill this spot... I don't know.
Misc:
Flare: Your deck is basically cards that are half "beast combo," and half "survive until you can beast combo." This gets you 1 card closer to Unleash. It occasionally screws over mages or paladins, and is rather crucial in the beast mirror match up.
Tracking: This is a wonderful card, and what makes this deck almost consistent enough to be a contender.
Control/survive package:
The goal with these is not to get card advantage, you're never going to clear out all their minions with extra removal to spare. You're trying to live enough extra turns to draw into a lethal Unleash turn, and deal with Taunt minions that could foil the plan.
Explosive trap: a real MVP, it's not that unusual for games to be totally decided on if you draw this in time. Helps chip health away for Explosive shot to clean up. Even does 2 damage incidentally.
Deadly shot: this is almost always good. Particularly great against miracle rogues, who want to get a big Questing adventurer or Vancleef stealthed on one turn.
Explosive shot: It can buy you 1-2 turns, and it can clear most taunt creatures out. It's not a slam dunk, but there isn't much better.
Doomsayer: "what is this guy doing in a beast deck???? don't you have a lot of beasts????? don't they die to him?????" This guy is great on turn 3 or so. He can kill a minion or 2, and more importantly make them spend their next turn playing no minions. That can help you to live 1 or even perhaps up to 3 extra turns. He's almost useless later, and the one card that lets our opponent make use of his silence effects, so I'm still not totally sold on him.
Snipe: the mana cost is nice on this often 1 for 1 removal card. You have so much mana that it's nice to be able to do something like lay a Snipe and shoot for 2 on turn 4 to an empty board. Sometimes, this card is absolutely insane. Sometimes you get the Auctioneer on around their turn5. Sometimes you get their taunt creature they just played low enough so you can clean it up with an Explosive shot. The only problerm is that it cannot possibly help you out of a bad situation.
Eaglehorn bow: This card is exactly what you want to do in the early turns to help control the board and maybe deal 3-6 incidental damage before your beast turn. I would probably play 3-4 of these and cut one of the other control cards if they let you.
Frost Trap: This card is a big question mark for me. Sometimes they have to pickup their 3-4 turn minion drop and it's phenomenal. Sometimes you want something to help you survive right now, or it just makes them pickup their Engineer, and it's horrible.
Cards I tried and didn't like:
Multi shot: I just never faced a board where on turn4 I could kill 2 creatures. It just never happened, ever. Later on, they have more than 3 minions and it won't "chip away" the minion you need it to. This became frost trap.
Kill Command: We're playing a Beast Theme Deck, but we don't have a beast in play for 99% of the game. Since I removed this, the jungle panther got less valuable as well. Sometimes he would enable my Kill Command. But now that I cut this, I have my eye on the panther.
3 mana random beast card: I forget the name, it's been so long since I played it. You can't afford a card that randomly might be a 4/4 taunt when that would randomly be good. Too expensive for the Unleash turn.
So, fellow beast masters. What are some other cards to consider? My criteria is "lets you survive extra turns" or "makes your beast combo better/stronger/faster." I really think that with the proper tweaking this deck could be a real powerhouse.
I find that starving buzzard combined with snake trap is a great way to make your buzzard valuable as it will draw out 3 cards.A great combo that can rape face is Windfury Dragonhawk/HoundMaster/Unleash/Bestial Wrath/Timber Wolf(The last 2 are optional for more damage) with the first 3 you can deal for 5 mana 8 damage(houndmaster won't get charge from Unleash) to his face, if you add the last 2 you can reach 16 damage for 7 mana which is insane for a 7 turn(That ofcourse if you cleared out his threat minions with deadly shot/explosive/arcane shot prior to turn 7).After all that clear his board in turn 8 and then summon King Krush in turn 9 and it's GG.
Whoa....Bestial Wrath is awesome!
I like MyTeqs suggestions.
My current list is - the Doomsayers. They're just really because they're the only thing that your opponent can use silence and removal on.
+ 2 Stranglethorn Tigers. I messed around with 1 Misdirction for a while but it's way too goofy.
This deck seems tier2, but I like it. It has some bad matchups and some good ones. I will destroy any decks that incorporate the above cards, though. C'mon Big Game Hunter? Hunter's Mark?