I'd love opinions on my tempo/face hunter that I've built. I think this will be more consistent than hoping Halazzi gives you 7 1-cost Lynxes, since that would mean you only have 2-3 other cards in your hand anyways. Maybe I'm wrong, but I'd appreciate you all giving this a look and telling me what you think!
This is tricky, because there are a lot more than 30 cards that seem good in a deck like this, and you have to choose between them. But just at a glance, I'm bothered that you don't have Unleash the Hounds, Master's Call, or Revenge of the Wild. Not sure what to drop to make room for these, though. Is Hunter's Mark really very good without Candleshot, even with Lynxes?
so you have an almost beast-only deck, but you don't even bother to include MAster's Call?
Also Halazzi is just about the most anti-tempo thing you can play at turn 5.
Also, not using Revenge of the Wild seems absurd. The card is way too good in a deck that values tempo. Also you need Unleash the Hounds, because it's busted with Spirit.
I'm not running a 100% beast deck, so if the discover doesn't hit three beasts, I paid 3 mana for a draw one. That's a major loss of tempo since the value is now a gamble. As far as Revenge of the Wild and Unleash the Hounds, they both rely on board states existing as opposed to making the board state with a solid curve turn 1 through turn 4.
And Deathstalker Rexxar is always there to pick up the slack. The new beast pool will add in massive value.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
*bump* just to see if anyone else has any recommendations (and if you're going to recommend Master's Call, yes, it's on my list to test once the expansion drops) or ideas before the Rumble begins!
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I'm hoping Spirit of the Lynx proves powerful enough to matter here, but I am concerned that a do-nothing turn 3 could be a big problem if the follow up turn 4 can't consistently make up the tempo loss. Maybe just one Spirit for a board swing play or two. Headhunter's Hatchet offers more damage and a more powerful alternative to Candleshot for when your turn 2 goes belly up; even a 2/2 for 2 isn't bad. Candleshot's immunity is certainly a painful loss, so it may swap back in after some testing; it pairs so well with Hunter's Mark.
I considered Toxicologist for a long time when first putting this together, but I agree that it's more a fun and niche option than something consistently powerful and useful.
Thanks for the thoughts!
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
4 non beasts give Masters Call a huge chance to fail. Look at Highlander Decks as an example of playing the odds, no one would run 2 copies of anything. With 2:9th of your creatures being not beasts the chance of your Master’s Call being an expensive and non-spell fetching version of tracking is going to be pretty high.
4 non beasts give Masters Call a huge chance to fail. Look at Highlander Decks as an example of playing the odds, no one would run 2 copies of anything. With 2:9th of your creatures being not beasts the chance of your Master’s Call being an expensive and non-spell fetching version of tracking is going to be pretty high.
^^^ Been my point in every discussion I've had about this card! It's great, but a 3-cost draw one minion is going to feel super bad in hunter, who has very little room for recovery outside of Rexxar on 6
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Hey man, deck's already looking pretty good, but I myself would make some adjustments in order to make it even more consistently strong.
Yes, it has already been stated, but I srsly believe Master's Call will be staple in Midrange Hunter, allowing for it to go full Beast-mode (which I myself am going to be maximizingly enjoying). You can definitely cut both Trackings for it, since you won't be needing to cut in your deck anymore for the draws, as Master's Call will do just the right job for you.
Also, calling the list a Tempo Hunter, you are missing out on the one crucial Tempo card being added in RR: Revenge of the Wild. Even though you're right when stating that neither of these cards generate a board, I have yet to see a decklist fully consisting of Minions (except for Zoolock, which has natural access to card draw with Tap). This card will definitely make for very strong tempo swings, whether you're ahead on board or behind, whether it's early in the game or late. Staple too. Cut both Spirit of the Lynx's for 2 copies.
Next, in order to fulfill Master's Call's call, we must cut both Houndmasters too. These slots are more open to discussion, but my preference would go to a Flanking Strike (very good 4-mana card too) and one Unleash the Hounds, because I believe (at least one copy of) that card is unmissable in a Beast Hunter deck too.
Hope to have shed some more light upon the deck, very curious to your thoughts!
I have to agree that Spirit is looking less and less likely to stay in the deck. We're tempo, so every turn has to do something, and there' little/no room for setup turns like Spirit of the Lynx on 3.
I think I'd consider ditching Houndmaster and Tracking for Master's Call if I could see Revenge of the Wild being a guaranteed impact on the board, which I can't right now since any control player I face should know that killing any and all beasts is extremely important in limiting this deck's effect. I'll keep this in mind, but right now I think Houndmaster offers a more consistent threat than Revenge might. Even on an empty board, Houndmaster is a target for removal on stats alone, especially for priest, who can't target 4-attack minions with their standard removal spells without trading down (Holy Fire, which is two turns later from Houndmaster on 4).
I really appreciate your thoughts and explanations. In 90 minutes, we'll start to see how RR shapes up for all our decks!
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I'll keep these in mind for tweaks to make for my original if it fails to perform. Thanks!
I think everyone has about the same skeleton laid out for this deck, with differing opinions on the flex cards. If you were to swap the Tracking's for Master's Call, I would suggest dropping the Houndmaster's for Dire Frenzy's, which would buff Master's Call. In this build, you would likely drop Spirit of the Lynx's for Vicious Scalehide's or something that could benefit from Dire Frenzy. I also think if the deck is going to run Scavenging Hyena's, you probably want at least one Unleash the Hounds, just because they have decent synergy with one another.
I like the idea of the Scalehides and Frenzy combo into Master's! I think I'll have to make an alternate deck just to try this and some of the other suggestions out.
I think my build is more interested in curving out as strong and as consistently as possible. It's why I'm skipping the all-beast build, since that has some slowdown spots I'm trying to avoid. The option to search for Kill Command and Unleash the Hounds is huge in tempo, since I can assemble the cards I need for a big burst of damage or alternatively use them for removal to guarantee lethal on board.
I hate to be a broken record in this thread, but I think until I get to really work this build out live, I'm going to go with what I have here (but I am always interested in suggestions and critique). Master's Call is a cool card that I honestly don't see getting much powerful play until rotation. if I'm wrong, hey - I'm wrong!
Thanks!
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
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I'd love opinions on my tempo/face hunter that I've built. I think this will be more consistent than hoping Halazzi gives you 7 1-cost Lynxes, since that would mean you only have 2-3 other cards in your hand anyways. Maybe I'm wrong, but I'd appreciate you all giving this a look and telling me what you think!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
This is tricky, because there are a lot more than 30 cards that seem good in a deck like this, and you have to choose between them. But just at a glance, I'm bothered that you don't have Unleash the Hounds, Master's Call, or Revenge of the Wild. Not sure what to drop to make room for these, though. Is Hunter's Mark really very good without Candleshot, even with Lynxes?
so you have an almost beast-only deck, but you don't even bother to include MAster's Call?
Also Halazzi is just about the most anti-tempo thing you can play at turn 5.
Also, not using Revenge of the Wild seems absurd. The card is way too good in a deck that values tempo. Also you need Unleash the Hounds, because it's busted with Spirit.
I tried having fun once. It was awful.
Why not Master's Call instead of Tracking?
--Alfi--
A lot of you are asking why no Master's Call.
I'm not running a 100% beast deck, so if the discover doesn't hit three beasts, I paid 3 mana for a draw one. That's a major loss of tempo since the value is now a gamble. As far as Revenge of the Wild and Unleash the Hounds, they both rely on board states existing as opposed to making the board state with a solid curve turn 1 through turn 4.
And Deathstalker Rexxar is always there to pick up the slack. The new beast pool will add in massive value.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I'll keep these in mind for tweaks to make for my original if it fails to perform. Thanks!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
*bump* just to see if anyone else has any recommendations (and if you're going to recommend Master's Call, yes, it's on my list to test once the expansion drops) or ideas before the Rumble begins!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Spirit of the Lynx seems really bad to me. It's the opposite of tempo, really.
I'd be moderately interested in Toxicologist, but that might be more fun than legitimate.
I still think Candleshot is a better weapon right now than Hatchet.
Hyena without Unleash the Hounds feels like a sin. Also, Spirit of the Lynx without Unleash seems strange.
Good point on Unleash the Hounds. They're also on my list to swap in.
I'm hoping Spirit of the Lynx proves powerful enough to matter here, but I am concerned that a do-nothing turn 3 could be a big problem if the follow up turn 4 can't consistently make up the tempo loss. Maybe just one Spirit for a board swing play or two. Headhunter's Hatchet offers more damage and a more powerful alternative to Candleshot for when your turn 2 goes belly up; even a 2/2 for 2 isn't bad. Candleshot's immunity is certainly a painful loss, so it may swap back in after some testing; it pairs so well with Hunter's Mark.
I considered Toxicologist for a long time when first putting this together, but I agree that it's more a fun and niche option than something consistently powerful and useful.
Thanks for the thoughts!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
4 non beasts give Masters Call a huge chance to fail. Look at Highlander Decks as an example of playing the odds, no one would run 2 copies of anything. With 2:9th of your creatures being not beasts the chance of your Master’s Call being an expensive and non-spell fetching version of tracking is going to be pretty high.
^^^ Been my point in every discussion I've had about this card! It's great, but a 3-cost draw one minion is going to feel super bad in hunter, who has very little room for recovery outside of Rexxar on 6
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I have to agree that Spirit is looking less and less likely to stay in the deck. We're tempo, so every turn has to do something, and there' little/no room for setup turns like Spirit of the Lynx on 3.
I think I'd consider ditching Houndmaster and Tracking for Master's Call if I could see Revenge of the Wild being a guaranteed impact on the board, which I can't right now since any control player I face should know that killing any and all beasts is extremely important in limiting this deck's effect. I'll keep this in mind, but right now I think Houndmaster offers a more consistent threat than Revenge might. Even on an empty board, Houndmaster is a target for removal on stats alone, especially for priest, who can't target 4-attack minions with their standard removal spells without trading down (Holy Fire, which is two turns later from Houndmaster on 4).
I really appreciate your thoughts and explanations. In 90 minutes, we'll start to see how RR shapes up for all our decks!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
It's called "Midrange Hunter"
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
ok
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I think after all the suggestions I've seen so far, removing Spirits for Hounds is a solid choice for the early meta.
I'll keep the other options on the table, but for now I think this build is ready to go live today!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I think everyone has about the same skeleton laid out for this deck, with differing opinions on the flex cards. If you were to swap the Tracking's for Master's Call, I would suggest dropping the Houndmaster's for Dire Frenzy's, which would buff Master's Call. In this build, you would likely drop Spirit of the Lynx's for Vicious Scalehide's or something that could benefit from Dire Frenzy. I also think if the deck is going to run Scavenging Hyena's, you probably want at least one Unleash the Hounds, just because they have decent synergy with one another.
I like the idea of the Scalehides and Frenzy combo into Master's! I think I'll have to make an alternate deck just to try this and some of the other suggestions out.
I think my build is more interested in curving out as strong and as consistently as possible. It's why I'm skipping the all-beast build, since that has some slowdown spots I'm trying to avoid. The option to search for Kill Command and Unleash the Hounds is huge in tempo, since I can assemble the cards I need for a big burst of damage or alternatively use them for removal to guarantee lethal on board.
I hate to be a broken record in this thread, but I think until I get to really work this build out live, I'm going to go with what I have here (but I am always interested in suggestions and critique). Master's Call is a cool card that I honestly don't see getting much powerful play until rotation. if I'm wrong, hey - I'm wrong!
Thanks!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.