Firstly; apologies if this should have gone in the Hunter forum. It's not too clear if this is better in Wild [as it's a Wild deck] or specifically Hunter [As it's a Hunter deck].
I've had this as a sort of side deck for Wild that I would break out for fun for a while. However, with the release of Barrens and Venomous Scorpid I've started playing this deck quite a lot more; with increased success. I want to continue to refine the deck however.
The playstyle is most similar to a midrange Hunter. I generally play on curve and somewhat aggressive; while accumlateing spells via Discover effects, and keeping up card advantage with Discover and draw. I can use small spells for pings to help keep board control in this time, and generally manage to whittle down the enemy a fair bit in the early turns.
This all builds up to me unloading my various face damage spells between turns 7~10 for a kill; as by this point I will usually have some form of Spell Damage active. I've liked Vereesa Windrunner since her initial reveal; and the amount of damage she can add to a spell combo is actually immense; especially since you can cash in the spell damage at your leisure.
Notable things I want to point out:
Faerie Dragon is mostly there to help increase the odds of proccing my Dragon Synergies early; and as an early tempo play. However, this is one of the cards which I think is most likely to be replaceable.
Big Ol' Whelp helps me reach my other cards quicker and is just a fat 5/5 for 5 for midgame pressure. It's not bad, but again, if there's better suggestions here; I'm open.
Quick Shot; Explosive Trap and Piercing Shot are cards I'm not too sure on, which is why they're currently 1-ofs. They all have their uses, but they also feel somewhat underwhelming. Quick Shot basically never gets the draw in this deck; and I'm actually often in control of the board so Explosive doesn't get to go off too often. Of these three I've actually found Piercing Shot the most useful; but I'm not sold on it yet. I do quite like Marked Shot as it's removal that then lets me Discover a replacement spell; which can feed my burst. I used to run Explosive and Quick Shot at 2-ofs; but the change to Tracking made it a much better card in the deck. [As previously it may have offered two critical cards and I would have lost them. Or offered Vereesa forceing me to take it or lose her even if it was bad for the curve]
I notably do not run Malygos. I used to; but found the card too slow at 9 mana. Quite often the game would just be over before then, and due to being 9 mana, I either only get 1 spell off, or have to rely on Malygos surviving a turn. This simply wasn't happening often enough to justify him bricking me. On the other hand, I find that Zul'jin works as a last-ditch desperation play; and can be comboed with Thori'dal [By attacking with it before using Zul'jin].
Firstly; apologies if this should have gone in the Hunter forum. It's not too clear if this is better in Wild [as it's a Wild deck] or specifically Hunter [As it's a Hunter deck].
I've had this as a sort of side deck for Wild that I would break out for fun for a while. However, with the release of Barrens and Venomous Scorpid I've started playing this deck quite a lot more; with increased success. I want to continue to refine the deck however.
The playstyle is most similar to a midrange Hunter. I generally play on curve and somewhat aggressive; while accumlateing spells via Discover effects, and keeping up card advantage with Discover and draw. I can use small spells for pings to help keep board control in this time, and generally manage to whittle down the enemy a fair bit in the early turns.
This all builds up to me unloading my various face damage spells between turns 7~10 for a kill; as by this point I will usually have some form of Spell Damage active. I've liked Vereesa Windrunner since her initial reveal; and the amount of damage she can add to a spell combo is actually immense; especially since you can cash in the spell damage at your leisure.
Notable things I want to point out:
Faerie Dragon is mostly there to help increase the odds of proccing my Dragon Synergies early; and as an early tempo play. However, this is one of the cards which I think is most likely to be replaceable.
Big Ol' Whelp helps me reach my other cards quicker and is just a fat 5/5 for 5 for midgame pressure. It's not bad, but again, if there's better suggestions here; I'm open.
Quick Shot; Explosive Trap and Piercing Shot are cards I'm not too sure on, which is why they're currently 1-ofs. They all have their uses, but they also feel somewhat underwhelming. Quick Shot basically never gets the draw in this deck; and I'm actually often in control of the board so Explosive doesn't get to go off too often. Of these three I've actually found Piercing Shot the most useful; but I'm not sold on it yet. I do quite like Marked Shot as it's removal that then lets me Discover a replacement spell; which can feed my burst. I used to run Explosive and Quick Shot at 2-ofs; but the change to Tracking made it a much better card in the deck. [As previously it may have offered two critical cards and I would have lost them. Or offered Vereesa forceing me to take it or lose her even if it was bad for the curve]
I notably do not run Malygos. I used to; but found the card too slow at 9 mana. Quite often the game would just be over before then, and due to being 9 mana, I either only get 1 spell off, or have to rely on Malygos surviving a turn. This simply wasn't happening often enough to justify him bricking me. On the other hand, I find that Zul'jin works as a last-ditch desperation play; and can be comboed with Thori'dal [By attacking with it before using Zul'jin].
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin