Seems like a lot of changes, I would remove wandering monster and cloaked Huntress. Only cards that are flexible are Savannah, Snake Trap and Venomstrike Trap.
I would also consider Leeroy more Hydra, but maybe it's just personal preference.
So you can swap the 2 traps for explosive and UTH, then swap Savannah for a mix of Spellbreaker/Leeroy/Hydra. Should be fine this way ;)
It's not Face Hunter at all, you need to trade early. With that being said, Hydra is a good fit instead of Savannah as it's faster and can put a big pressure on control decks (Aggro will probably rekt you however)
I usually run the Rhino in most of my Mid Hunter tech but in this one, with the secret package, you have less Beasts in to make value out of it. Especially since I'm not running Scavenging Hyena and Kindly Grandmother. It's true that it works well with Corridor Creeper but imo that's not enough to justify it, especially because you can drop Corridor on turn 4 pretty often.
Very nice, thanks for the feedback and glad you enjoy so much :o
The Spellbreaker addition is very fine, no problem about that ;)
About the Flare honestly it's not really needed, especially since Houndmaster is such a great mid game card to gain momentum. You may have lost 3 games to quest mage but this matchup is favored anyway. Just work on him with early pressure and then heropower as much as you can, it shouldn't be so hard even without flare. Sometimes shit happens, so you may have just bad luck (bad start for you, or godly draws for him, or both) ^^
Those are very fine changes, should help closing games faster against Control. Would be could to give credits to the original creator in the description though ;)
Pretty much explained in the write-up. You're not a control deck so that's a normal feeling, you're not supposed to draw a lot and control the board until the end. If you face trouble with taunt you can tech in spellbreaker (and maybe leeroy for more burst)
As explained in the guide, that's pretty much the point of the deck. Kill fast or move on to the next game. Turn 5-6 is pretty early though, you're not playing your cards optimally ;)
0
Nice ! Thanks for the feedback ;)
0
Seems like a lot of changes, I would remove wandering monster and cloaked Huntress. Only cards that are flexible are Savannah, Snake Trap and Venomstrike Trap.
I would also consider Leeroy more Hydra, but maybe it's just personal preference.
So you can swap the 2 traps for explosive and UTH, then swap Savannah for a mix of Spellbreaker/Leeroy/Hydra. Should be fine this way ;)
0
Kill him before that or move on to the next game
0
It's not Face Hunter at all, you need to trade early. With that being said, Hydra is a good fit instead of Savannah as it's faster and can put a big pressure on control decks (Aggro will probably rekt you however)
0
I usually run the Rhino in most of my Mid Hunter tech but in this one, with the secret package, you have less Beasts in to make value out of it. Especially since I'm not running Scavenging Hyena and Kindly Grandmother. It's true that it works well with Corridor Creeper but imo that's not enough to justify it, especially because you can drop Corridor on turn 4 pretty often.
0
Nice! It's true that it's pretty versatile, sometimes you have shit start/draw and just have to move on to the next game ^^
Thanks for the feedback :)
3
Very nice, thanks for the feedback and glad you enjoy so much :o
The Spellbreaker addition is very fine, no problem about that ;)
About the Flare honestly it's not really needed, especially since Houndmaster is such a great mid game card to gain momentum. You may have lost 3 games to quest mage but this matchup is favored anyway. Just work on him with early pressure and then heropower as much as you can, it shouldn't be so hard even without flare. Sometimes shit happens, so you may have just bad luck (bad start for you, or godly draws for him, or both) ^^
2
Wow very nice results ! gratz and thanks for the feedback :D
2
Nice ! glad you enjoyed. Thanks for the feedback and you're welcome :D
3
Those are very fine changes, should help closing games faster against Control. Would be could to give credits to the original creator in the description though ;)
3
Seems fine to me, could use Leeroy/Spellbreaker as well here ;)
2
Pretty much explained in the write-up. You're not a control deck so that's a normal feeling, you're not supposed to draw a lot and control the board until the end. If you face trouble with taunt you can tech in spellbreaker (and maybe leeroy for more burst)
2
Thanks for the feedback mate :)
Feels like a poor winrate but with practice it should becomes better :)
2
Yes that's what happens very often with tricky decks :P
0
As explained in the guide, that's pretty much the point of the deck. Kill fast or move on to the next game. Turn 5-6 is pretty early though, you're not playing your cards optimally ;)