I recently opened up Oblivitron, and i'm thinking about playing Mech Hunter. I have all the cards except for Nine Lives, but I'm pretty low on dust. Is it worth it?
I used mech hunter to get to legend this month, but I used a list that had neither of the 2 cards you mentioned. Personally, I think the deck is good and that it can result in you climbing.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs. It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support. Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway. It doesn't run Oblivitron or Mechanical Whelps, however. If you're looking to craft a Mech Hunter deck, I would highly suggest that one.
There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs. It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support. Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway. It doesn't run Oblivitron or Mechanical Whelps, however. If you're looking to craft a Mech Hunter deck, I would highly suggest that one.
There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs. It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support. Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway. It doesn't run Oblivitron or Mechanical Whelps, however. If you're looking to craft a Mech Hunter deck, I would highly suggest that one.
it can be built without flark just fine. granted that particular version is left lacking without him. that's why I built one that made up for the lack of flark and ended up playing a dual type deck instead. no one ever expects it and they play like shit against it as it's weird, and runs cards that people just aren't playing around very much right now.
It's great when you play something and people think it;s going to be something else, but then you can keep it up throughout the game, throwing curveballs left and right and making it almost imposible fpr the opponent to be able to read ahead.
that's the greatness of a card game for me. making something weird and wonderful, and beating the best meta decks with it.
actually having more fun with a homebrew hunter deck than anything right now, just simply because no one else is playing it, but it's still really good.
I got some ideas for a carpet shaman recently as well that actually bloody works. and yeah that also has a small mech package within it. I have a new teacher. learned a lot about deck building the past couple of days.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
I was thinking about getting 1 rat trap and crafting subject 9 for some secret stuff. I would like to make a full secret deck, but I need vereesa and the masked contenders to really make that work.
If I got subject nine and rat trap now though I could just get the other bits later.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
I was thinking about getting 1 rat trap and crafting subject 9 for some secret stuff. I would like to make a full secret deck, but I need vereesa and the masked contenders to really make that work.
If I got subject nine and rat trap now though I could just get the other bits later.
I think Subject 9 could be a good craft, since it's targeted deck-thinning and draw, and with impending nerfs I think secret decks might matter again, especially with paladin's potential to set the pace for aggro with their secret package they got (but haven't had a chance to enjoy yet with tempo rogue defining the meta). It certainly has viability, so if you have a secret build in mind it'll only make it better. It's not a bad craft, just remember that if you don't play wild you only get another year out of it, and right now any deck in wild that doesn't either beat Genn and Baku or use them isn't going to have a good time. I'm not aware of any decks that could benefit from Subject 9 in wild at the moment, so this one is up to you. Personally, I crafted 9 soon after it released.
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
I was thinking about getting 1 rat trap and crafting subject 9 for some secret stuff. I would like to make a full secret deck, but I need vereesa and the masked contenders to really make that work.
If I got subject nine and rat trap now though I could just get the other bits later.
I think Subject 9 could be a good craft, since it's targeted deck-thinning and draw, and with impending nerfs I think secret decks might matter again, especially with paladin's potential to set the pace for aggro with their secret package they got (but haven't had a chance to enjoy yet with tempo rogue defining the meta). It certainly has viability, so if you have a secret build in mind it'll only make it better. It's not a bad craft, just remember that if you don't play wild you only get another year out of it, and right now any deck in wild that doesn't either beat Genn and Baku or use them isn't going to have a good time. I'm not aware of any decks that could benefit from Subject 9 in wild at the moment, so this one is up to you. Personally, I crafted 9 soon after it released.
I got subject 9 in my BD pre order, but I used to hate secret decks so I naturally dusted it. now I'm getting back into hunter again though, I think I might start to utilize secrets more. rat trap is great against rogues for instance.
But, I'm really tempted to get emeriss for that deck I showed you though. the idea is to get to fatigue and play zul'jin. then when you get some buffed up wyverns and scalehides to hand you play emeriss.
now ideally you;d want that rhino as well that makes beast have charged as if you could get that guy to stick, you can add massive charging beasts. I don't think the charge is needed though.
you'be be adding 16/16 wyverns and 8/12 lifesteal hides to the board. if they don't have any removal, they'd be F'd.
only thing is, the deck doesn't need it at all, and I'd only be adding just to be a nutcase and give people some memorable battles. ha ha.
so yeah mate. I either craft emeriss or subject nine. honestly I think making an emeriss deck work will put me back on the deck building radar.
I've had no hit decks on here since my pogo hoppers deck last year.
not that I care any more about front page, but still... I could be onto something quite disgusting here.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
I was thinking about getting 1 rat trap and crafting subject 9 for some secret stuff. I would like to make a full secret deck, but I need vereesa and the masked contenders to really make that work.
If I got subject nine and rat trap now though I could just get the other bits later.
I think Subject 9 could be a good craft, since it's targeted deck-thinning and draw, and with impending nerfs I think secret decks might matter again, especially with paladin's potential to set the pace for aggro with their secret package they got (but haven't had a chance to enjoy yet with tempo rogue defining the meta). It certainly has viability, so if you have a secret build in mind it'll only make it better. It's not a bad craft, just remember that if you don't play wild you only get another year out of it, and right now any deck in wild that doesn't either beat Genn and Baku or use them isn't going to have a good time. I'm not aware of any decks that could benefit from Subject 9 in wild at the moment, so this one is up to you. Personally, I crafted 9 soon after it released.
thanks mate. I'm really tempted to get emeriss for that deck I showed you though. the idea is to get to fatigue and play zul'jin. then when you get some buffed up wyverns and scalehides to hand you play emeriss.
now ideally you;d want that rhino as well that makes beast have charged as if you could get that guy to stick, you can add massive charging beasts. I don't think the charge is needed though.
you'be be adding 16/16 wyverns and 8/12 lifesteal hides to the board. if they don't have any removal, they'd be F'd.
only thing is, the deck doesn't need it at all, and I'd only be adding just to be a nutcase and give people some memorable battles. ha ha.
so yeah mate. I either craft emeriss or subject nine. honestly I think making an emeriss deck work will put me back on the deck building radar.
I've had no hit decks on here since my pogo hoppers deck last year.
not that I care any more about front page, but still... I could be onto something quite disgusting here.
You're out of my league here haha. I just started trying to seriously homebrew decks because I love hunter as a class, so I now craft every hunter class card as a standing order for each new expansion and only dust the worst of the worst class cards when they rotate for hunter.
I personally find Emeriss tough to build around, but he makes for a great surprise, much like throwing King Krush in a midrange hunter would be, given the huge burst and unwieldy mana cost. I think if your deck uses cards like that as a backup, they don't often hurt your matchups, just makes for a bit tougher game when you might sacrifice double of a spell or minion, and hunter thrives on consistency.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Nine Lives is insane. With Spider Bomb, it's 2 removals. 2 bombs, 2 firework techs, 2 nine lives = 8 removals. That gives me the idea to try Explosive Sheep in wild
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I recently opened up Oblivitron, and i'm thinking about playing Mech Hunter. I have all the cards except for Nine Lives, but I'm pretty low on dust. Is it worth it?
Unpopular opinion: Rogue is OP
Mech hunter is a viable deck right now so it would be a good investment in my opinion. It's also one of the better epic cards from the set.
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I used mech hunter to get to legend this month, but I used a list that had neither of the 2 cards you mentioned. Personally, I think the deck is good and that it can result in you climbing.
Since you don't have to craft Oblivitron, definitely invest in Nine Lives. That card is extremely high value and pairs very well with Zul'jin, not to mention it will have extended value as new expansions come out.
Just some examples of Nine Lives value: Spider Bomb, Safeguard, Weaponized Pinata, Shimmerfly (seriously, I watched deathstarV3 run control hunter and pick this every time to generate huge value), and Mechanical Whelp; and in wild there's Sneed's Old Shredder and Sylvanas Windrunner to start.
If you like hunter, craft Nine Lives immediately
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
It is fun and powerful. If it's the kind of deck you like to play, you should go for it.
Watch some streamers using it, and you'll know whether or not it's for you.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
according to ViciousSyndicate the Oblivitron build is a "failed experiment"
basically it's a fun deck that has a few good matchups but a lot of bad ones too (namely the more aggressive ones)
If all you need is Nine Lives I'd say go ahead and craft it, at the very least it's a fun deck.
Alsso, since balance changes are most definitely going to target Rogue and Warrior there's a very good chance that Hunter will benefit from those.
I tried having fun once. It was awful.
Anyone else getting Deja Vu?
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I like keeping my deathrattle pool to 3 so I can always pick what I need (and I only ever pick either spider bomb or much rarer applebaum though. the other one is Ursatron, and I've not picked that DR before, but that card is so good it just has to be included when you have mechs in your list)
I guess when you have oblivitron as well though you could set up a deck in such a way to know what death rattles it would pull. I've not really looked into the card much yet tbh.
I would love to try out one of these mental lists with undertakah and stuff though. Gotten back into hunter this expac, and I think that list looks pretty cool.
what do you think about the bomb hunter decks as well btw, you reckon Flark is wqorth crafting for those sorts of decks. They do look pretty cool with being able to mossy horror the bombs for partial lethal and stuff like that though. But the deck I'm playing now is probably low key better all round than the bomb deck tbh.
There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs. It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support. Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway. It doesn't run Oblivitron or Mechanical Whelps, however. If you're looking to craft a Mech Hunter deck, I would highly suggest that one.
and Zilliax
it can be built without flark just fine. granted that particular version is left lacking without him. that's why I built one that made up for the lack of flark and ended up playing a dual type deck instead. no one ever expects it and they play like shit against it as it's weird, and runs cards that people just aren't playing around very much right now.
It's great when you play something and people think it;s going to be something else, but then you can keep it up throughout the game, throwing curveballs left and right and making it almost imposible fpr the opponent to be able to read ahead.
that's the greatness of a card game for me. making something weird and wonderful, and beating the best meta decks with it.
actually having more fun with a homebrew hunter deck than anything right now, just simply because no one else is playing it, but it's still really good.
I got some ideas for a carpet shaman recently as well that actually bloody works. and yeah that also has a small mech package within it. I have a new teacher. learned a lot about deck building the past couple of days.
I don't think Flark is a must, since I've tried these builds out and found some great success on ladder. I will say that the games I do draw him have proven his usefulness when you need to ramp up pressure and increase your magnetic options.
he might be a bad investment overall. If hunter gets lined up for nerfs in the future, bomb builds for mech hunter could be a big target. Flark started as a bad hunter legend and could end his run in standard that way. I don't see him doing well in wild, either, so he might not be worth it.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
thanks man.
yeah I doubt I will craft him just yet as I am really enjoying my dual type hunter at the minute, and this doesn't run any of those bombs at all (only spidies)
I might however craft a couple of rat traps for my mono beasts deck. I heard they are quite good.
The problematic matchup is rogue.. and I am certain rogue is gonna be nerfed at some point this year probably really soon
I read the report yeah it's bad against rogue.. still a 52% win rate deck though.
Rat Trap is solid. Maybe one to start, especially if you're running Zul'jin or Secret Plan, since that's at least 2- 4 Traps if you're likely to trigger them. They're easy to avoid for slower decks unless you force them to play out their hands to avoid overdrawing, or if they need to react to an aggressive board and a single Brawl + Shield Slam won't save them.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I was thinking about getting 1 rat trap and crafting subject 9 for some secret stuff. I would like to make a full secret deck, but I need vereesa and the masked contenders to really make that work.
If I got subject nine and rat trap now though I could just get the other bits later.
I think Subject 9 could be a good craft, since it's targeted deck-thinning and draw, and with impending nerfs I think secret decks might matter again, especially with paladin's potential to set the pace for aggro with their secret package they got (but haven't had a chance to enjoy yet with tempo rogue defining the meta). It certainly has viability, so if you have a secret build in mind it'll only make it better. It's not a bad craft, just remember that if you don't play wild you only get another year out of it, and right now any deck in wild that doesn't either beat Genn and Baku or use them isn't going to have a good time. I'm not aware of any decks that could benefit from Subject 9 in wild at the moment, so this one is up to you. Personally, I crafted 9 soon after it released.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I got subject 9 in my BD pre order, but I used to hate secret decks so I naturally dusted it. now I'm getting back into hunter again though, I think I might start to utilize secrets more. rat trap is great against rogues for instance.
But, I'm really tempted to get emeriss for that deck I showed you though. the idea is to get to fatigue and play zul'jin. then when you get some buffed up wyverns and scalehides to hand you play emeriss.
now ideally you;d want that rhino as well that makes beast have charged as if you could get that guy to stick, you can add massive charging beasts. I don't think the charge is needed though.
you'be be adding 16/16 wyverns and 8/12 lifesteal hides to the board. if they don't have any removal, they'd be F'd.
only thing is, the deck doesn't need it at all, and I'd only be adding just to be a nutcase and give people some memorable battles. ha ha.
so yeah mate. I either craft emeriss or subject nine. honestly I think making an emeriss deck work will put me back on the deck building radar.
I've had no hit decks on here since my pogo hoppers deck last year.
not that I care any more about front page, but still... I could be onto something quite disgusting here.
You're out of my league here haha. I just started trying to seriously homebrew decks because I love hunter as a class, so I now craft every hunter class card as a standing order for each new expansion and only dust the worst of the worst class cards when they rotate for hunter.
I personally find Emeriss tough to build around, but he makes for a great surprise, much like throwing King Krush in a midrange hunter would be, given the huge burst and unwieldy mana cost. I think if your deck uses cards like that as a backup, they don't often hurt your matchups, just makes for a bit tougher game when you might sacrifice double of a spell or minion, and hunter thrives on consistency.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Nine Lives is insane. With Spider Bomb, it's 2 removals. 2 bombs, 2 firework techs, 2 nine lives = 8 removals. That gives me the idea to try Explosive Sheep in wild
Free to try and find a game, dealing cards for sorrow, cards for pain.