I know people say Augmented Elekk is bad, but it feels so good to me. I'm not talking about his effect combined with Dire Frenzy, but just in general as a 3-mana beast. It's great to fight for the board. Rat Trap was used over the weapon at one point, but it was easily played around in the early stages of the game, which is where the battle is often fought. Yes, weapon removal sucks, but that also forces people to make alternative plays.
elekk is too greedy 1 rhino + 1 unleash the beast + 2 dire frenzy is already enough to be favored against control decks 2 rhino + 2 unleash + 2 dire frenzy = rampage +elekk = rape cut elekk put rhino instead
Hey, like I said I like the Elekk because it's an on curve beast with good stats for a 3-drop. I'll try it 1-1 for now, thanks ;)
Climbed from rank 15 to 10 pretty easily. Changes made: - 2x Marked Shot + 2x Deadly Shot because I faced a lot of Mages. Killing the Mountain Giants in a single shot is easier then trading and losing board control.
I'm not really familiar with the class, but I want to get into it since it seems fun. I was looking for some advice regarding some of the card choice. I've seen the version with the Secrets but I don't really like that one, instead I want to focus on the "pure beast" variant. Here's a deck I build today, which went 6-5:
Six 1-drops are to ensure to weapon on turn 2. I've seen many version with fewer, but this feels more consistent. A cheap Rush'er and Buffer and a random Spell generator all have their merits. Or is Helpless Hatchling worth it? I also like Vicious Scalehide over the more popular Hench-Clan Hogsteed.
Marked Shot and Unleash the Beast are the higher-end cards. I've seen variants with Baited Arrow and even Savannah Highmane but those seem more situational (I guess?). I run double Tracking and a single copy of Unleash the Hounds because that "felt" right, but maybe Deadly Shot can be added when Mages are more prominent? Controversially, I do not run Tundra Rhino. Most minions in this deck already have charge or Rush, so it felt excessive. Is it obligatory though?
Yeah I kinda switched to a Mech-Beast Hybrid ;)
It's fun but I don't have a solid list yet..
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Did 83 games from rank 20 to 5 (on EU). Made some changes along the way, this version is the one I feel most comfortable with:
I know people say Augmented Elekk is bad, but it feels so good to me. I'm not talking about his effect combined with Dire Frenzy, but just in general as a 3-mana beast. It's great to fight for the board. Rat Trap was used over the weapon at one point, but it was easily played around in the early stages of the game, which is where the battle is often fought. Yes, weapon removal sucks, but that also forces people to make alternative plays.
Last but not least, I did add a copy of Tundra Rhino (preferred over Stranglethorn Tiger).
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Like what? Animal Companion or Master's Call work best if you have board, and Hero Powering turn 3 sucks.
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Hey, like I said I like the Elekk because it's an on curve beast with good stats for a 3-drop. I'll try it 1-1 for now, thanks ;)
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Just saw that someone reached top Legend without Rhino but with Stranglethorn Tiger instead :p
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Alright, seems even stronger with Elekk :p
What should I drop for it?
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Dumb question maybe, but what does Rhino do? Most of the minions have Charge or Rush already. Is it for SMOrcing late-game?
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Climbed from rank 15 to 10 pretty easily. Changes made: - 2x Marked Shot + 2x Deadly Shot because I faced a lot of Mages. Killing the Mountain Giants in a single shot is easier then trading and losing board control.
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Hello Hunter Players,
I'm not really familiar with the class, but I want to get into it since it seems fun. I was looking for some advice regarding some of the card choice. I've seen the version with the Secrets but I don't really like that one, instead I want to focus on the "pure beast" variant. Here's a deck I build today, which went 6-5:
Six 1-drops are to ensure to weapon on turn 2. I've seen many version with fewer, but this feels more consistent. A cheap Rush'er and Buffer and a random Spell generator all have their merits. Or is Helpless Hatchling worth it? I also like Vicious Scalehide over the more popular Hench-Clan Hogsteed.
Augmented Elekk seems strange, but when playing on curve, Animal Companion is the only true turn 3 play. Elekk seems the strongest option for a three mana beast (King Mukla and Ornery Tortoise have better stats but are worse in every way, and Nightmare Amalgam offers the same stats but adds avoidable weaknesses to Sacrificial Pact, Hungry Crab and E.M.P. Operative). It's effect also combo's with Dire Frenzy (which is good?).
Marked Shot and Unleash the Beast are the higher-end cards. I've seen variants with Baited Arrow and even Savannah Highmane but those seem more situational (I guess?). I run double Tracking and a single copy of Unleash the Hounds because that "felt" right, but maybe Deadly Shot can be added when Mages are more prominent? Controversially, I do not run Tundra Rhino. Most minions in this deck already have charge or Rush, so it felt excessive. Is it obligatory though?
Lets me know what you think n_n
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