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I WILL HUNT YOU DOWN! (Huntard Omni-Thread) I WILL HUNT YOU DOWN! (Huntard Omni-Thread)

12-21-2015 , 07:42 PM
Rafaam is too slow for MR Hunter. Stranglethorn Tiger or something is almost certainly better in place of Boom. Or, if you really want a big hitter and have Ragnaros, he'd be better than Rafaam too. To get away with Rafaam in Hunter you'd need to be playing a Reno deck I think.
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12-22-2015 , 01:48 AM
Thanks 4 the advice.. will try a few other "faster"cards that i have available 2 me. I do have stranglethorn and will give that a try but never really thought of that card as a "finisher."
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12-22-2015 , 03:37 AM
Tiger isn't run in most midrange decks, but it'll help do something kind of similar to Rafaam in your deck. It'll do at least 5 damage, which is a lot on turn 6. It has synergy with Kill Command and Houndmaster. Loetheb is the best 5 drop to run. Next best option is Tiger or Belcher. Tiger is the aggressive option, Belcher defensive. You want to be killing your opponent by t9, Rafaam doesn't advance that goal much. Even Dr. Boom is too slow against most opponents.
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01-06-2016 , 09:30 PM
Hey guys,

I'm new on this forum. As an introduction post I'll like to share with you the hunter deck I'm using this season. I'ts pretty straightforward, you hit face 95% of the time. Only bother killing their key minion that can outvalue you. No need to say that playing the curve is very important. You should win by turn 4-7, which is good to counter Reno deck.


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01-09-2016 , 04:52 PM
I was playing a face deck last couple months (peaked at rank 3 in November) but I got sick of turn 6 Reno being an autoloss. Currently Rank 11 with Hybrid Hunter (still occasionally gets the Perfect Face Curve but actually has some game left if it doesn't)
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01-09-2016 , 09:40 PM
Quote:
Originally Posted by LonelyBox
Hey guys,

I'm new on this forum. As an introduction post I'll like to share with you the hunter deck I'm using this season. I'ts pretty straightforward, you hit face 95% of the time. Only bother killing their key minion that can outvalue you. No need to say that playing the curve is very important. You should win by turn 4-7, which is good to counter Reno deck.


Deckhand is not good enough with only 4 weapon-cards. Try the stealthed 2/1 instead. Double owl is probably too much. You can have one at most. Not playing animal companion is criminal, and you should definitely have haunted creepers as well.

Try cutting 2x deckhand, 1x arcane golem, 1x wolfrider, 1x owl, and replace it with 1x stealthed 2/1, 2x haunted creeper, 2x animal companion.
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01-09-2016 , 09:56 PM
Quote:
Originally Posted by vixticator
Went 6-0 with this attempt at control hunter. It's more like a midrange deck without as much reach, no skill command.

1x Hunter's Mark
2x Injured Kvaldir
1x Sir Finley Mrrggllton
2x Mad Scientist
1x Explosive Trap
1x Bear Trap
1x King's Elekk
2x Haunted Creeper
2x Quick Shot
2x Animal Companion
2x Desert Camel
2x Eaglehorn Bow
2x Unleash the Hounds
2x Houndmaster
1x Defender of Argus
2x Tomb Spider
1x Sludge Belcher
2x Savanah Highmane
1x Dr. Boom

I never drew the Tomb Spider. It's the most questionable choice in any case. Maybe replace it with an Owl (maybe Scarab), and Loetheb. Sir Finley maybe unnecessary as well.
The injured kvaldir is just so weak. The reward of getting it from the desert camel is just way to small for it to ever be good. Its such a bad card in your deck in every other scenario than when the stars align and you actually get it out as a free 2/4. And then I didnt even begin to talk about that you had to play a 3 mana 2/4, which sucks ass. And even worse, that 3 mana 2/4 probably also gave your opponent a free zombie chow.

I think shredder has to be a decent amount stronger than argus, so you should switch that. Id probably play 2x Kings elekk, cause the card is OP as **** when you have a high curve. If you add webspinners too, you probably wont have an issue with card draw anymore, so you can get rid of the tomb spiders you worry about (you probably only need 1 quickshot too tbh). Would find a way to run knife juggler, and perhaps snake trap (snake trap should get you juggles and increase consistency with your beast-dependent cards, as well as give you minions to kill off the minion you used hunters mark on). Would consider ram wrangler and maybe ragnaros too. Owl, as you say, is good for flexibility. You should have one. Loatheb is worth considering. The main problem with the deck is the whole desert kamel/kvaldir stuff.
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01-09-2016 , 10:14 PM
Quote:
Originally Posted by fityfmi
Try cutting 2x deckhand, 1x arcane golem, 1x wolfrider, 1x owl, and replace it with 1x stealthed 2/1, 2x haunted creeper, 2x animal companion.
Have you tried deckhand with 4 weapons? Sometime it also can be a mediocre turn 1. I wish I could change it, but then again when I draw it later in the game it most likely always have charge. I don't understand why stealhed could be better?

Cutting Wolfrider and Arcane Golem are key cards, since they are Charge dammage direct in the face. Owl get rid of taunt and activate Kill Command. Haunted Creeper and Animal Companion just feel too slow. I'm trying to build a cancer that end most game before turn 6.
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01-09-2016 , 10:57 PM
Quote:
Originally Posted by LonelyBox
I don't understand why stealhed could be better?
In the lategame barring mass removal stealth often does the same thing as Abusive Sergeant in that it deals 2 damage and then dies.

On turn 1, it's seriously the best thing a Face deck can do without the Coin. The key is that it starts developing your board without giving your opponent anything useful to target yet. You can sometimes even extend this strategy to make basically all targeted removal useless for several turns with a curve like:

-Turn 1 Worgen
-Turn 2 Mad Scientist (worgen does not necessarily attack yet)
-Turn 3 Eaglehorn Bow

An alternative turn 3 would be to play something like Knife Juggler+Abusive Sergeant, or Animal Companion. Basically instead of just hero powering your 2/1 and killing it, they just kind of get to frown at it until their mana has better things to do.

This is especially effective against slower Mage decks that were hoping to use their hero power or Frostbolt or whatever to contain you but have trouble finding good opportunities to do it; you're trying to make their early turns worthless while overwhelming their mana in the midgame.

As an aside, Turn 1 Abusive Sergeant actively annoys me and is part of the reason I abandoned the full Face route. It's nice not to think "I NEED a turn 1 one-drop" followed by "That doesn't count!"
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01-09-2016 , 11:14 PM
Quote:
Originally Posted by Xhad
In the lategame barring mass removal stealth often does the same thing as Abusive Sergeant in that it deals 2 damage and then dies.
Well, this deck does not go into late game

Quote:
Originally Posted by Xhad
As an aside, Turn 1 Abusive Sergeant actively annoys me and is part of the reason I abandoned the full Face route. It's nice not to think "I NEED a turn 1 one-drop" followed by "That doesn't count!"
Yeh I feel you on that, but don't try to change my face deck into a more midrangy one lol
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01-09-2016 , 11:26 PM
Quote:
Originally Posted by LonelyBox
Have you tried deckhand with 4 weapons? Sometime it also can be a mediocre turn 1. I wish I could change it, but then again when I draw it later in the game it most likely always have charge. I don't understand why stealhed could be better?
The stealthed is just better on turn one. It wont get pinged by mages, and druids will have to heropower turn 3 if you played it 2nd to act, if they want to remove it that way. It gives you better consistency with getting the buff off glaivezooka(or abusive) on turn 2 as well. By a certain way of looking at it, the stealthed one has "charge" in the sense of that it will allways get to attack (yes there are cases where it will get holy novad or knife juggled, but you get the point). Its for the most part guaranteed 2dmg damage with a one turn delay, whereas a charger is guaranteed damage in the current turn. Also, in terms of getting the charge ability for the southsea, Id encourage you to try to get statistics on how likely you are to have a weapon up on turn 2 or later.

Quote:
Originally Posted by LonelyBox
Cutting Wolfrider and Arcane Golem are key cards, since they are Charge dammage direct in the face.
Wolfrider and arcane golem are fine. A much stronger card is animal companion. 1/3 of the time it gives you a beast-version of arcane golem that doesnt give your opponent a mana crystal. Obviously insanely good. 1/3 of the time it gives you a 4/4 taunt beast, which is ridicolously good stats for 3 mana. It will protect your other small minions and ensure damage. Also very good. And the last 1/3 of the time you get a 2/4 beast that gives ALL your other minions +1 attack. Thats probably the worst one. But even that is good. All of the 3 outcomes contribute to dealing "dammage direct in the face". And on average they do so better than wolfrider or arcane golem. And they activate kill command.

Quote:
Originally Posted by LonelyBox
Owl get rid of taunt and activate Kill Command. Haunted Creeper and Animal Companion just feel too slow. I'm trying to build a cancer that end most game before turn 6.
Its true that owl gets rid of taunt and activates kill command. These are reasons you should run one owl. Owl is a situational card. Situational cards are good in certain situations, and bad otherwise. Its fine to have one owl sit in your hand and wait for the right situation, but two is too much. Sure, there are games you wish you had two owls, but you got to realize that playing too many situational cards comes at a great cost. Which brings me to why you should run haunted creeper. You NEED to consistently be able to play something good on turn 2. Right now you only have 4 cards that are acceptable to play on turn 2 100% of the time (knife juggler and mad scientist. Yes glaivezooka is allright i guess, but you need the buff, otherwise its sort of a failure). Yet you have 7 cards that are acceptable to play on turn 3 a 100% of the time. The curve is built wrong. Having good 2-drops is vital. Half the time you have the coin, meaning that you have two alternatives: turn1=1drop into turn 2=2drop, or turn1=coin+2drop into turn2=2drop. This should showcase how important twodrops are. If you dont play something good on turn 1, into good 2-drop, into good 3-drop with facehunter, you probably lost. Adding two haunted creepers would help you make this happen. You might think that the 1/2 body doesnt do much damage, but consider this: The deathrattle helps you against boardclears, and gives increased consistency with glaivezooka/abusive buff. When the front half of creeper dies, and you have knife juggler up, you shoot two knives. The 1/2 front half will almost allways die, and your specktral spiders will also deal damage. The front half activates kill command.

Last edited by fityfmi; 01-09-2016 at 11:35 PM.
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01-09-2016 , 11:51 PM
Quote:
Originally Posted by fityfmi
The stealthed is just better on turn one. It wont get pinged by mages, and druids will have to heropower turn 3 if you played it 2nd to act, if they want to remove it that way. It gives you better consistency with getting the buff off glaivezooka on turn 2 as well. By a certain way of looking at it, the stealthed one has "charge" in the sense of that it will allways get to attack (yes there are cases where it will get holy novad or knife juggled, but you get the point). Its for the most part guaranteed 2dmg damage with a one turn delay, whereas a charger is guaranteed damage in the current turn. Also, in terms of getting the charge ability for the southsea, Id encourage you to try to get statistics on how likely you are to have a weapon up on turn 2 or later.
I'm going to give stealthed after reading this and rethinking its true that my deck lack of good turn one, and that the time I topdecked southsea for the win are small.

Quote:
Originally Posted by fityfmi
Wolfrider and arcane golem are fine. A much stronger card is animal companion. 1/3 of the time it gives you a beast-version of arcane golem that doesnt give your opponent a mana crystal. Obviously insanely good. 1/3 of the time it gives you a 4/4 taunt beast, which is ridicolously good stats for 3 mana. It will protect your other small minions and ensure damage. Also very good. And the last 1/3 of the time you get a 2/4 beast that gives ALL your other minions +1 attack. Thats probably the worst one. But even that is good. All of the 3 outcomes contribute to dealing "dammage direct in the face". And on average they do so better than wolfrider or arcane golem. And they activate kill command.
I'ts true that you can get alot of value. But Arcane golem is most of the time a finisher, so I don't really care about the drawback. What I do care tough is the one out of three risk of animal companion. 1 time out of 3 I'ill what I really want. 1-3 I'll get a raidleader, which is only good if I have a good board presence, something that isn't really happening with this deck. And lastly 1-3 time I'll get a 4-4 taunt which is way too slow that can cost me the game. But yeah they all activate kill command which is pretty nice.

Quote:
Originally Posted by fityfmi
Its true that owl gets rid of taunt and activates kill command. These are reasons you should run one owl. Owl is a situational card. Situational cards are good in certain situations, and bad otherwise. Its fine to have one owl sit in your hand and wait for the right situation, but two is too much. Sure, there are games you wish you had two owls, but you got to realize that playing too many situational cards comes at a great cost. Which brings me to why you should run haunted creeper. You NEED to consistently be able to play something good on turn 2. Right now you only have 4 cards that are acceptable to play on turn 2 100% of the time (knife juggler and mad scientist. Yes glaivezooka is allright i guess, but you need the buff, otherwise its sort of a failure). Yet you have 7 cards that are acceptable to play on turn 3 a 100% of the time. The curve is built wrong. Having good 2-drops is vital. Half the time you have the coin, meaning that you have two alternatives: turn1=1drop into turn 2=2drop, or turn1=coin+2drop into turn2=2drop. This should showcase how important twodrops are. If you dont play something good on turn 1, into good 2-drop, into good 3-drop with facehunter, you probably lost. Adding two haunted creepers would help you make this happen. You might think that the 1/2 body doesnt do much damage, but consider this: The deathrattle helps you against boardclears, and gives increased consistency with glaivezooka/abusive buff. When the front half of creeper dies, and you have knife juggler up, you shoot two knives. The 1/2 front half will almost allways die, and your specktral spiders will also deal damage. The front half activates kill command.
I think glaivezooka without the buff can be fine, but hero power turn 2 is also alright. I need to be using some hero power at some point to win by turn 6, I can't only rely on cards. You are saying that my curve is bad. Yes I agree with you, but I don't think creeper is the solution. It just dont deal enough damage. My opponent could just ignore it and it ping for 1 every turn. (yes I can play knife juggler suicide creeper combo, but I'd rather just do 3 damage in the face with a wolfrider) But I think I'd be much more different if the token were beast.

Having 2 owl is very important I think because in many matchup I just can't afford to not draw one. Since game are short and I have no card draw I'd rather play 2. Also turn 2 owl on a mad scientist, ghoul, mana wyrm, etc is pretty good play if I have 2 owl in my hand.
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01-10-2016 , 12:55 AM
Quote:
Originally Posted by LonelyBox
Well, this deck does not go into late game
I meant "late game" by this deck's standards.

Quote:
Yeh I feel you on that, but don't try to change my face deck into a more midrangy one lol
Midrange and Hybrid actually don't play Worgen because while it's fairly likely to deal its 2 damage minimum there's also a substantial risk that it fails to trade for a card. Face is perfectly happy to either threaten 4 damage with it, or 2 damage + mana on a critical turn, and as you've noticed that deck really wants to do something on turn 1.

EDIT: This is probably meta dependent but I've never regretted 2 owls FWIW
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01-10-2016 , 09:42 AM
Fyi, i climbed from rank 10 to rank 5 in about 2 hours last night, with the exact list i recommended for you, except i ran 0 owls, and 2 worgen infiltrators.
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05-31-2016 , 01:33 PM


After hitting legend in Standard, I wanted to test some decks in Wild for the hell of it. I tried Secret pally, n'zoth priest, Control Warrior, zoo, renolock...and these decks are all very good, but my favorite so far has to be midrange hunter.

First and foremost, it is sooooo liberating to be able to have access to mad scientist and creeper again. Taking hold of that early game is essential in snowballing the opponent. The inclusion of fiery bat is great too, as oftentimes webspinner felt underwhelming when trying to to fight for board early pre-WOG.

And in a list like this where creepers and shredders can be included...Princess Huhuran becomes an auto-include. I have yet to have a game where her battlecry isn't enabled, and in a list that runs double Call of the Wild, having the ability to flood the board becomes a nightmare for your opponent.

I played around with including Dr. Boom, but i settled on not having any BGH targets, and in a list where it's fairly easy to flood the board, I'd rather have Call of the Wild consistently on turn 8
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06-08-2016 , 11:43 PM
I think this is a really solid list, currently 33-14 (70.2%)



Some people don't like double Infested Wolf and Carrion Grub, but they pretty much guarantee Houndmaster value.
You can run double Freezing Trap if there's not much Zoo around.
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06-08-2016 , 11:50 PM
Yeah MR Hunter is the only deck I'm having much success with this season. I'm just punting the Zoo matchup (mainly because I'm not facing many) and playing Dreadscale over Unleash, no Explosive or second trap, no doomsayer, 1x Tracking, 1x Tundra Rhino, and that's my list. I was running without Carion Grub too, but recently put it back in since Companion is occasionally just not that good on curve. Doomsayer might be a better call than Dreadscale, I'll think about it.


Edit: I was running Snipe over Carion Grub before. I think it's a really good trap in this meta, I'd certainly run it over Explosive. Even with Unleash/Explosive, you gotta be a slight dog to Zoo. Are you really seeing that much of it?
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06-09-2016 , 12:09 AM
I do think Explosive Trap is questionable, but Unleash is never bad right?
Doomsayer is just insane, although I think running 2x is too much. Hunter thrives when having initiative on board so I think Doomsayer fits the game plan very well. It just wins game instantly vs aggro decks (mirror and Zoo) if it goes off.
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06-09-2016 , 01:11 AM
Unleash just doesn't do enough for me. Like even if Shaman is spread wide it doesn't clean up the board much without Hunter's Mark. Against Zoo it is good, but I don't think it creates a swing turn so much as it equalizes the position (unless you are running Knife Juggler). It'd practically a dead card in a bunch of matches. If Aggro Paladin became a thing I'd definitely run it. I've played with Unleash and just had it sit in my hand against warrior, druid, priest, rogue. Whereas Dreadscale doesn't really accomplish exactly the same thing, it does give you the 1 dmg aoe that unleash sometimes is used for except it leaves a 4/2 body... and more importantly you can play it whenever. You can play it t3 against Abusive and Trogg and trade 2 for 1. Unleash does nothing there.
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06-12-2016 , 07:36 PM
Unleash isn't a board clear these days it's reach I always play 2 of them. You want to play one wolf not 2 because you are not coming back anyways. You lost the board your only out is burst. You are not getting a good zoo matchup with midrange hunter. If you think unleash is removal in that match up you are gravelly mistaken.
In nutshell you are winning against warlock as a hunter if you kill him before he kills you

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