Thursday, October 23, 2014

Hearthstone Deck Check: Let the Hunt begin...



Hello everyone, Endblade here. Today I'm gonna share with you guys (yes I finally succumbed) my Hunter deck, influenced largely by many Hunters that I've faced on ladder as well as getting some inspiration from Hearthpwn, Youtube, and watching streamers on Twitch. But mostly from just facing Hunters on ladder.The focus of this deck is as I named the deck- to zerg down your opponent much like Zoo, but the playstyle is slightly different, with some decent mid-game presence and secrets to mess with your opponent.

As you can see, the early game is littered with many low-cost deathrattle minions like webspinner, loot hoarder, leper gnome, mad scientist and haunted creeper, which means that playing a minion on turn 1 onwards should not be a huge problem given the bottom-heavy nature of this deck. Generally you would want to mulligan for low drops like your Undertaker, which synergises excellently with your minions to get buffed up 2-3 times and deal some damage and force out a Wrath on turn 2 by druid, hunter's mark+arcane shot combo or kill command by hunter, frostbolt by mage on 2, and etc. 

What I'm trying to say is that more often than not, Undertaker will win you games if played aggressively rather than used to trade for board control. For this deck, you don't neccessarily need to fight for board control, because usually what happens is that by turn 5 or so the opponent is at less than 20 health or even in the low 10s, which then makes it very dangerous for him to leave my minions alone and go for me (unless its' hunter mirror match or zoolock type matchups) and hence they will be forced to clear your board first by using their AOE or better yet, trade their minions to kill off yours. I run many single copies mainly because hunters in terms of spells don't have much space for it, and in most cases you want to leave the hunter's mark for big taunts in the way of your minions or tracking, which serves as a good filtering mechanism but I realize for these cards more than 1 generally is useless, as you want to go for damage and spells like these do not help contribute to applying pressure on your opponent. This deck is not as fast as zoolock type of play but not as slow as the warrior control. 

Ironbeak Owl is there because 1) its' a beast and 2) it gets rid of taunts
Now for traps I chose one Freezing Trap, one Explosive Trap mainly for the utility and both are useful in different cases, the former being as a tempo play while the latter to act as possible board clear or even as 2 damage to the opponent. Misdirection is there as a surprise play, I used to run Snake Trap, that is useful too but I prefer misdirection because of the surprise factor as well as the possibility of the attacking minion attacking the opponent's face, which is hilarious. Mad Scientist helps you fish out for these traps for free

Flare as a card is useful, it acts somewhat like Tracking but against Secret Mage and in mirror matches, can mess with them quite a bit by popping their Secrets.

Eaglehorn Bow synergies well with the various Traps as well as is good as minion removal. Don't be afraid to go for face with this, sometimes, the extra 3 damage helps threaten lethal earlier.

Now Animal Companion is just great because all the Beasts you get generally are useful, the Pig-guy (Don't know his name) is arguably the best and helps you push for damage, Leeok is good when you have a well-developed board of minions and can help ensure favourable trades if needed. Houndmaster is just there to provide an option for Taunt, and is a good 4-drop generally for Hunters since Beasts aren't that hard to come by. 

Kill Command arguably is the best card in this deck, and it wins games if you topdeck it (which HAS happened before), and is possibly decent removal. 

Loatheb is a arguable choice, but I run Loatheb in almost all deck that I've played post-Naxx just because he has so much utility. For example, he delays AOE like Flamestrike and Lightning Storm by turn, which can seal the deal when you already are threatening lethal and just want assurance he won't get lucky and topdeck some spell to undo all that you have done.

Savannah Highmane, ah this card. I used to not like it much, but with Undertaker synergy being a real thing here as well as the total stat of a possible 10/9 for 6 mana, you cant really go wrong with this guy. He has helped win games before as generally people will tend to want to remove Svannah ASAP, and your other minions will slip under the radar unnoticed. Not to mention at 5 health he is at the sweet spot beyond many AOE spells like Auchenai+Circle of Healing combo, Flamestrike, Spell-Powered Lightning Storm, Deadly Poisoned Blade Flurry, and the like.

So far this deck has helped me to go 10-1 on ladder, I lost to a mirror hunter who outplayed me. In casual I have won 5 lost 2, one due to bad draws and the other to a ramp druid (I rage quit that game he double innervated on turn 3 to summon an Ancient of War) I was so pissed haha. Generally you want to mulligan for as aggro a hand as possible especially against slow control as you got to beat them before they get to the endgame, where you will just lose out. For me, games rarely stretch past turn 8, with the occassional turn 9 or 10 but I have not played a fatigue game with this deck, generally after turn 9 or so you start to lose options and lose steam. SO try out this deck on Ladder and see how it does! 

UPDATE:This deck has so far gone 13-1 on ladder and 7-3 on casual.

So until next time,

EndBlade

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