Guide to the budget hunter deck for beginners. New Hunter decks. Synergy and combinations

(19 creatures, 11 spells), cost 0 magic dust.

This hunter deck:

  • Useful for those new to Hearthstone and (or) those who do not plan to invest real money in the game (or limit themselves to a small amount).
  • Compiled exclusively from those cards that are given for free as a reward for completing training and developing a hunter to the tenth level.
  • Does not contain Expert set cards.

Although this deck has an obvious weakness due to the fact that it contains only basic cards, it is very well balanced and quite strong. This deck will allow you to defeat the computer (both on normal and on increased complexity), and is also able to defend itself in play mode against players who have rare, epic, and even legendary decks in their arsenal.

In addition to listing the cards in the deck, we'll explain why certain cards are included, how certain creatures are best used, and how you can edit the deck yourself.

Keep in mind that for successful game With this deck, you should make corrective decisions during the game. In this regard, we recommend that you also read the sections "" and "".

The basic hunter deck consists of the following cards:

1. Mana distribution

2. Overview of the strategy

For certain reasons, the class is great for building a basic deck. First, after reaching the tenth level, the hunter gains access to some very powerful cards. Secondly, with the help of various interaction options between animal cards, a novice player can learn the basic principles of building various combos. And finally, playing as a hunter is just fun.

The weakness of this class lies in the strength of its hero. The Steady Shot ability has no effect on the distribution of forces on the board. It's only by gaining access to expert set cards that you can capitalize on that damage as you build a deck focused on ever-increasing aggression. With that in mind, we recommend building a deck that focuses on a consistent pace boost. With cards as strong as you, you can take down very strong creatures cheaply and gain a mana advantage. With this in mind, you can use your hero power against the backdrop of a constant increase in the damage dealt by your creatures, and your opponent will be under powerful pressure.

3.1 Quick map analysis

In this section, we will discuss some of the cards that were chosen for the deck, how to use them effectively, and why we chose them. We hope this will not only help you to be successful with this deck, but will also help you in the future when you build your own decks.

This deck uses both basic animal cards: and. This is due to the synergy of the deck with numerous beast cards. Having both of these cards in your deck increases your chances of making some extremely effective combinations. For example, you can play one of these animals on the second turn, and on the next turn, using the Coin card, strengthen it with the card.

this card often included in basic decks, as it allows you to use 3 mana crystals quite effectively. But in the hunter deck, we get an additional benefit, because the summoned boar is a beast, and interacts well with many cards.

is a great investment option for your 3 crystals. Don't get too upset about the randomness of this card's effect. Any of the summoned beasts more than justifies its cost. Most of the time, you will be happy with any of the three effects of this card, and if you get exactly the pet you were hoping for, it will be especially nice.

is one of best cards to put pressure on the enemy. If you already have a beast on the board and play this creature, then for only 4 crystals you bring 11 stat points to the battlefield, which in itself exceeds all possible expectations.

- this card got into the deck solely due to the potential interaction with the card. If you are lucky enough to play these cards in combination, you will get a 4/9 minion that will be a huge threat to your opponent.

- this creature was added to the deck mainly to fill a niche in basic set for cards worth 5 crystals. Although this card in this deck has no additional interaction options, feel free to play it at 5/5 or even 4/4 if you have no other options.

And become your main tools in final stage games. The Ogre is a great investment for 6 crystals due to its high stats, and the Hero is able to instantly turn a few weak creatures into a very manageable force.

3.2 Rejected cards

And now we will discuss some cards that were not included in the deck. This will help you understand and identify weak cards later on, hopefully it will help you improve your deckbuilding skills.

– this card was not used, so by itself it is too weak. Although it has a pretty strong effect, often you just have to hold it in your hand, waiting for the right moment to play. Or maybe you have to play it like a normal 1/1 minion that can be killed with a simple Hero Power. Since you already have cards in your deck that are only usable in certain situations, for example, it's best to avoid increasing their number.

- In the old days, this card was one of the strongest in the game, but since its significant weakening, it has not lived up to its declared value. Given the cost of 5 crystals, it can usually be effectively played no earlier than the seventh turn. In addition, spending seven (or more) crystals on a set of cards, you can lose the pace that your deck is focused on building up.

- this card was not included in the deck for the same reasons as the buzzard. It has too high a cost to successfully play on the same turn with other creatures. By playing a rhino on turn five, you hope to get the most out of it on your next turn, which is only possible in situations where the opponent does not have the resources to immediately destroy this beast. And such situations will not fall out so often.

3.3 Changing cards

Obviously, in a base deck, there are always a lot of options for buffing and upgrading. As you improve your understanding of the game and gain experience, you will also gain access to new cards and Arcane Dust, and it will be useful for you to consider the following options for strengthening.

If you have access to series cards, then the following replacement options will be very useful to you

Hi all. Today we'll be talking about the base hunter deck. I think the hunter is a really great class for this base deck, as the base cards of the hunter, or to be more precise, beasts, interact well with each other and usually it takes a little dust to improve the hunter deck. Well, let's move on to the deck itself!

18 creatures

The Rocktusk Boar is a small charge beast that synergizes well with hunter animals and can provide you with cheap card draw along with Hungry buzzard. You shouldn't put this minion on the board immediately on turn 1, rather save it for interaction with Hunter's Mark or Houndmaster.

Dire Wolf Leader- interacts well with your other animals, greatly increases the potential damage of your animals in the deck and helps you capture the board, also puts a lot of pressure on the enemy. It should also be placed on the first move, it is better to wait until you have accumulated animals on the table or use it together with Hungry buzzard to draw cards.

Bloodmarsh Raptor is a common 3/2 Beast that will help you put pressure on your opponent early and can also interact with other animals in the deck.

river crocolisk- the standard 2/3, which will allow you to gain a foothold early on and which also interacts with your animals.

Hungry Buzzard - great map hunter. Thanks to her, you will not have any problems with the addition of cards. To play a buzzard you must along with cheap animals to get as much as possible more maps. Never play it on 2nd turn, since it is a very easy target for the opponent and you will simply give away one of your key cards.

Needlehide Hunter- the usual 3 drop, which will strengthen our table a bit and give us a small cartridge that we can buff and use it to exchange with more valuable enemy cards. If you don't like this card for any reason, you can replace it with SteelMech Grizzly.

Oasis Snapbite- this card has very stable characteristics that will allow us to keep it on the table for a long time and interact with our other cards. His excellent stats allow us to profitably trade him with enemy cards, and if you manage to use him together with Houndmaster, then this will already be a strong bid for victory.

– this card has a great ability and also a pretty decent body. This card, although not a beast, is one of the main reasons for such strong synergy between hunter animals.

Tundra rhino is another card with a great ability that focuses on the interaction between the hunter's beasts, sometimes this card can even win you the game. This card does not have quite acceptable stats for its mana cost, but despite this, it still has a fairly stable body, which is also great for the Houndmaster buff.

12 Spells

Hunter's Mark is a great removal tool that allows you to get rid of fat provocateurs or other big threats. To fully implement the map, you need to use it in conjunction with rocktusk boar to exchange it for a higher value card.

Arcane Shot– the usual cheap removal that will allow us to get rid of early threats such as Juggler with daggers or help you inflict flying in the late game.
Stalking is a pretty strong card that allows us to choose exactly the card we need this moment. Use this card on turn 1, or save it for later if you have all the required cards in your hand.

Pet is a great card that will always summon a useful pet. Using such a card on turn 3 is a pretty strong claim that will allow you to gain a foothold on the board. Huffer - can be used to put a lot of pressure on an opponent or to take a strong creature off the board. Leokk - the best option when you have someone else on the table and Misha - a strong response to the opponent, like a 4/4 beast and with provocation is a serious threat to the opponent.

The command "take!" is a very powerful spell that is used as a removal spell in the mid game, and in the late game it can serve as our finisher. It is easy for you to implement this card, since the hunter should have no problems with the animals on the table.

Volley is a great multi-removal that will allow you to regain control of the board. Using this card often is a bad move in terms of tempo, but against aggro decks and the like, it's okay.

Starting hand

In general, you should have cards in your hand that you can use every turn and that will also allow you to gain control of the board as quickly as possible. It is also important for you to get a beast for 2 mana in order to gain a foothold in the early game and feel confident on turn 3.

  • 1 Mana: Stalking, Arcane Shot, and Rocktusk Boar as appropriate.
  • 2 Mana: River Crocolisk, Bloodmarsh Raptor
  • 3 Mana: Pet, Needlehide Hunter

Main strategy

This is a mid-range deck, so our main key to victory is to maintain board control throughout the game. You should always have an animal on the board in order to use the full potential of your deck. Use your spells to kill enemy creatures without having to spend your creatures on it.

The Houndmaster is usually a strong mid-game tempo move that will also help you regain control of the board, and the Hunter's Mark will be your fallback to remove big threats from the enemy. It's also a great combo to use Hungry Buzzard + Rocktusk Boar + Hunter's Clan, which will both help you get rid of the threat and replenish your hand.

Conclusion

I hope this guide to the hunter Hearthstone helped you understand the mechanics of the interaction of hunter animals and improved your general level games. I hope you enjoyed reading this article. All the best and success to you!

Liked our site? Your reposts and ratings are the best praise for us!

No matter how expensive the deck is, Hunter is a lot of fun to play thanks to its very aggressive play style. The hallmark of the Hunter is his secrets. Decks updated with recent changes in Game. Updated to reflect Rise of Shadows maps.

New Hunter Decks:

Name

Price

views

Update

admin 6700 1 ↓0 127 2019-04-14
admin 700 0 ↓0 85 2019-04-14
admin 2800 0 ↓0 109 2019-04-14
admin 550 1 ↓0 77 2019-04-14
admin 1900 3 ↓0 105 2019-04-10
admin 3950 1 ↓0 100 2019-04-10
admin 900 0 ↓0 123 2019-04-10
admin 3300 0 ↓0 100 2019-04-10
admin 550 0 ↓2 96 2019-04-10
admin 2450 1 ↓0 972 2019-02-27

Guides on current Hunter decks

(New) Face Hunter by Sottle (WoG)

Face hunter (standard mode)

This article deals with new deck an aggressive hunter, in which some useful cards and late threats gave way to cards for early aggression and constant damage. This is a relatively cheap deck with one replaceable legendary card, so it's great for players who want to rank up quickly without spending too much dust.

In standard mode, the deck loses almost nothing. A weakened Leprognome changes into a Firebat, and creatures from the Curse of Naxxramas into other useful creatures. The build was first introduced at Americas Champion Purple 2015.

Tactics

The main goal of the deck in theory seems very simple, but it can be very difficult to achieve. Simply put, you should have an aggressive race starting from the very first move. There are more dash creatures in the deck than in the regular mid-hunter deck. In addition, you can deal direct damage, designed to remove as many health points as possible from the enemy.

On the first turns, follow the standard tactics for an aggressive hunter. Establish a presence on the board with Worgen Scout, Firebat, and Huge Toad. However, instead of a profitable trade, you should hit your opponent in the face, forcing him to perform the trade for you. Thus, all the damage dealt will be practically "free", because. the enemy will be forced to spend resources to eliminate your creatures. The only exception is when a trade on your part prevents an extremely profitable trade on your opponent's side. For example, if you trade Firebat for a minion with 2. attack that could kill your Huffer.

All cards present in the deck are aimed at maintaining aggression and are effective sources of damage. Even though this reduces your chances of winning matches against other aggressive opponents due to the higher efficiency of their creatures, you will still be able to defeat them the vast majority of the time. In addition, increased damage will allow you to break through heavy control decks with a lot of stabilization cards (for example, control warriors).

In the middle of the match, continue to pressure the enemy with creatures with dashes (for example, Wolf Riders), as well as Bow of the Eaglehorn. At this time, try to use the hero power as often as possible. This way you will not only deal constant damage to your opponent, but also save a few cards for subsequent moves. For example, on turn 5 it would be more profitable to play Wolf Rider and Hero Power than Wolf Rider and Huge Toad, as the toad will come in handy on your next turn in combination with the next hero power.

Towards the end of the match, you will need direct damage spells (Kill Command), as well as Leeroy Jenkins. However, if you have the opportunity to use them earlier in the game, it is highly recommended that you do so. Since these cards will be used anyway, any attempt to fit them into the curve will be successful. Try never to eliminate enemy creatures with them. Your main goal is to maximize outgoing damage. Remember to calculate how much damage you can deal over the next few turns, and try to use cards as efficiently as possible, combining them with the hero’s power whenever possible.

Key Cards

Worgen Scout is the best minion worth 1 crystal. Because it has stealth, it has a high chance to deal at least 2 damage. damage. In addition, it is an excellent target for the Cursing Sergeant.

The scolding sergeant is able to empower other creatures. It can be used on early turns to solidify one's position, or later on to eliminate annoying provocateurs.

Hunting is an additional unit of damage that bypasses provocateurs. In addition, the summoned mastiff is a beast, which allows you to activate the additional effect of the Kill Command!

The rate of fire increases the deck's damage potential and in some cases allows you to draw an extra card. While the Fire Rate bonus only triggers when your hand is empty, don't be afraid to use it to eliminate enemy creatures to protect your board.

The explosive trap helps control enemy creatures and damages the enemy hero. An explosive trap often allows you to win the race to the bottom.

Since zoo decks are common in the current meta (particularly warlocks and paladins), we have the Unleash the Dogs spell in our deck. Unleash the Dogs can be used as a Kill Command activator, and can also be used to deal massive damage with Scolding Sergeant or Leokk. Also, this spell works great with Dagger Juggler.

Despite the fact that in previous versions of the deck, the Tropical Panther was more often used, which dealt more damage, now it has given way to the Pet, because. in the presence of Let the Dogs Down, Leokk became no less profitable than Huffer.

Try to get cheap creatures in your starting hand - Worgen Scout, Firebat and Huge Toad. They allow you to deal damage to the enemy, starting from the first moves.

Warriors and priests are especially dangerous for face-hunters. Their decks have effective combinations of spells to eliminate enemy creatures and restore health, so you may simply not have enough damage to penetrate them. If your opponent is playing a warrior or a priest, try to organize the most aggressive start. It is possible that you will have to exchange more often than usual. Even if this approach seems counter-intuitive to you, remember that you need to save your board for dealing damage over time, and the only way to do so is an effective exchange.

Changing cards

Instead of the Worgen Scout, you can use the Vanguard Squire, because. it allows you to trade with other aggressive decks.

If you often encounter control opponents (priests or warriors), add one Savannah Highmane or Loatheb to your deck to be able to stay in combat longer. However, if the win rate in such matches is too low, consider other hunter decks.

(New) Legendary mid hunter from Sottle (WoG)

Legendary Mid Hunter (Standard Mode)

This mid hunter deck is designed to be played in standard mode. The restrictions introduced in it greatly affected many classes that used creatures from the Curse of Naxxramas set. Fortunately, they can be replaced with creatures like the Firebat. In addition, hunters have access to one of the best expensive spells in the game - Call of the Forest.

Tactics

The rate of fire is designed both to fight for control in the early moves, and to deal additional damage towards the end of the match. In addition, if you run out of cards in your hand, Rate of Fire will help you get an extra card and get closer to the option you need - for example, Savannah Highmane or Call of the Forests.

Call of the Forest is one of the most powerful costly cards in the game. Call of the Forest combines the effects of three Pets at once, but at the same time it costs less mana (compared to three separate Pets), which distinguishes it from other cards. This effect is extremely flexible. It provides the damage you need to eliminate an enemy minion or last hit, allows you to close as a provocateur, and provides an impressive presence on the board.

Synergy and combinations

Starting hand and detailed tactics

Against the control warrior

Against zoo-lock

Changing cards

(New) Budget Mid Hunter by Sottle (WoG)

Cheap Mid Hunter (Standard Mode)

This mid hunter deck is designed to be played in standard mode. The restrictions introduced in it greatly affected many classes that used creatures from the Curse of Naxxramas set. Fortunately, they can be replaced with creatures such as the Fire Bat and the Infected Wolf. By the way, the latter is the only worthy replacement for the Manned Shredder.

Tactics

The deck in question sacrifices some of the early aggression in the form of Leprognome and Wolf Rider, focusing on a smoother curve to maintain pressure in the mid-game. If the opponent still manages to bounce back and seize control of the table, Release the Dogs and the Kill Team will come to the rescue, which, combined with the hero power, can end the match quickly.

Firebat is a strong 1-crystal cost minion and the only non-situational option for the first turn. The bat is a beast, and this is very important, because it allows you to activate the effects of the Shepherd and the Houndmaster, even if you get it towards the end of the game. Thus, if you are unable to play the bat along the curve, keep it specifically for this purpose.

The frost trap is a response to large enemy creatures that cannot be eliminated otherwise. However, Frost Trap can be used to gain a tempo advantage, as it allows you to ignore "uncomfortable" threats and continue to hit the enemy "in the face."

The rate of fire is designed both to fight for control in the early moves, and to deal additional damage towards the end of the match. In addition, if you run out of cards in your hand, Rate of Fire will help you get an extra card and get closer to the right option - for example, Savannah Highmane.

The Huge Toad is an aggressive cheap creature that is used for efficient trades thanks to its death rattle. In addition, the toad is also a beast, and if there is a Coin behind it, you can play the Houndmaster.

Dagger Juggler is another aggressive cheap creature that is usually used in combination with Unleash the Dogs or other creatures.

Pet is an extremely effective spell that allows you to summon a creature for only 3 crystals, which in any case will be stronger than all other creatures with a similar cost. Despite the fact that a particular Pet is determined randomly, in most situations it does not matter at all. In addition, the spell often summons a Pet that is needed at that very moment, and provides incredibly powerful moves.

Another important card is Eaglehorn Bow. It can be used both to eliminate enemy creatures and to directly attack. Since there aren't a lot of secrets in the deck, don't be afraid to spend bow charges if it gives you a significant advantage.

Command "Get!" used primarily to finish off the enemy and allows you to inflict 5 units. damage for 3 mana crystals. In addition, it is suitable for eliminating key enemy creatures.

The Houndmaster can empower small beasts, turning them into serious threats. In other words, when the battle cry is activated, the Houndmaster is extremely effective and fully justifies its cost.

Infected Wolf is one of the few new cards that can compete with Piloted Shredder in terms of overall stats. Since the Piloted Shredder cannot be used in the standard format, hunters have a significant advantage, having the only worthy replacement option. Also, unlike the Possessed Crawler, the Infested Wolf summons spiderbeasts that pair well with Shepherd and Houndmaster.

The Shepherd is a very powerful card that adds an average of 6/6 stats to the board when played. Despite the fact that if there is no beast on the field, the effectiveness of the Shepherd drops sharply, in the deck in question there are enough animals that activate its effect.

Savannah Highmane is one of best creatures in the game, allowing you to counter heavy control opponents. Tall Mane has formidable stats and a dangerous death rattle, so few classes can deal with him effectively.

Synergy and combinations

  • Unleash the Hounds is used in combination with Hunter's Mark to eliminate large enemy creatures.
  • Dagger Juggler + Unleash Dogs combo is designed to clear the board in fights with other aggressive opponents who want to put as many cheap creatures on the board as possible.
  • Houndmaster is recommended to play in the presence of animals to create creatures with impressive characteristics.

Starting hand and detailed tactics

The starting hand selection strategy is relatively simple. You will need Giant Toad, Fire Bat and Flame Juggler. In addition, when choosing a starting hand, it is necessary to take into account the fact that there is a Coin. If you go second, use the Coin to put a creature on the field with a cost of 2 crystals on the first turn, and on the second turn, play another creature with the same cost. If you go first, play the curve. The ideal situation looks like this: Fire Bat, Huge Toad, Pet.

When playing against fast opponents (like zoo-locks), you can leave Eagle Horn Bow in your starting hand. In the early moves, you must fight for control and destroy enemy creatures with weapons, with the expectation that towards the end of the game you will dominate the field.

Against the control warrior

Don't be afraid to leave Savannah Highmane in your starting hand. As a rule, warriors play very slowly, so you do not need a quick start. By placing a tall mane on the 6th move, you will greatly complicate the life of the enemy, because the warriors do not have effective ways deal with this creature. Without a tall mane, you are unlikely to win, because. the warrior will quickly accumulate armor and leave you without cards.

Against zoo-lock

By all means, try to get Firebat, Cursing Sergeant, and Flame Juggler in your starting hand. In this battle, the struggle for control of the initial stage games. If you manage to get the upper hand, the victory will be in your pocket, because in the aggregate, the strengths of the heroes will deal 4 damage to your opponent. damage in one turn. For the starting hand, Release the Dogs will also come in handy, especially if you have the Coin, because. the combo Dagger Juggler + Unleash Dogs for zoo-locks is extremely devastating.

Changing cards

Instead of a Juggler with daggers, you can use the Royal Elekk, which provides a bonus.

Secrets can be changed at your discretion - for example, leave one copy of the Frost Trap, supplementing it with a Bear or Snake trap.

If you often find yourself empty-handed, replace one Houndmaster and one Shepherd with Grave Spiders.

Dragonzrilla (Control Dragon Hunter)

All deck cards are divided into two types: dragons and support. The first type includes dragon creatures, as well as other creatures war cries which are triggered by the presence of a dragon in hand. These are very valuable cards that interact well with each other. Even though dragons and related creatures are very strong and great for trading, they need to be supplemented with support cards to fully control the board.

Support cards include spells, weapons, and creatures with unique effects (AoE and draw). For the most part, they are used reactively, when certain game situations arise. However, some support creatures are able to provide an impressive presence on the board and contribute to its smooth and efficient development.

Card draw

Card draw is one of the most important aspects of playing a control deck. In our deck, the addition is carried out different ways. It contains 8 creatures and spells that allow you to get additional cards, but only 6 of them work unconditionally.

The rate of fire only gives extra cards if your hand is empty. However, when playing a control deck, this rarely happens, and you should not count on this effect.

Royal Elekk x2:

This creature has impressive stats (considering its cost) and card draw potential. Darnassus Brawlers, Abyssal Demons, Manasnassins, and Dusk Whelps are often used in the current meta, and Royal Elekk is a good trade for them. Always try to get it in your starting hand. Even if the Elekk does not win the bet, the opponent will have to show you a card from their deck, which will affect further decisions.

With a large number of strong creatures present in your deck, the Royal Elekk will rarely lose arguments and provide a reliable draw. It is possible that it is thanks to him that a dragon will come into your hand, which is so necessary for activating the effects of creatures such as Blackwing Technician.

Servant of Pain x2:

Acolyte of Pain is very straightforward, taking damage and giving you a card. It plays great on its own or in combination with Vicious Pyromancer and Dreadscale. If the enemy silences the Attendant, you will not be able to get cards with it, but this happens quite rarely.

Azure Dragon x2:

The Azure Dragon brings a double benefit: it is not only a draw tool, but also a dragon. Also, the spell power bonus usually means a lot more than meets the eye. In particular, it can be used to clear the board or finish off the enemy.

Clearing the table

Any control deck includes tools for clearing the board and effectively eliminating enemy creatures. It is believed that the hunter is not intended for this purpose, which is why control hunters are so rare. However, this class may well use control-tactics, methodically eliminating threats.

Despite the lack of the ability to deal AoE damage in 3-4 units. on demand, the hunter has access to the dragon synergy and creatures like Direscale or Vicious Pyromancer, which, in combination with Hunter's Mark, allow you to clean the table.

Hunter's Mark x2:

This spell allows you to deal with any threat. It is best used in combination with Vicious Pyromancer and Dreadscale. In addition, you can hit the target with the Mark with any creature on the table. Try not to waste this card in vain.

Dreadscale:

Mini Baron Geddon can be a real nightmare for paladins and other aggro decks, especially when hidden behind a provocateur. Dreadscale is not the most effective option for clearing the board, but in some matches it is simply indispensable. Combined with Hunter's Mark, Direscale can destroy any, even the largest target.

Ice Maw:

Provocateur with stats 6/6 and built-in Excavated Evil. It can be placed both on an empty board and in the presence of a large number of enemy creatures, so that the effect is maximum. Frozen Maw can be used to trick an opponent into fearing the AoE without knowing you don't have a dragon in your hand.

longbow

The Longbow is one of the best cards in the deck and definitely worth its price. The longbow provides exceptional board control, allowing you to deal 5 damage. damage to an enemy creature and receive no retaliatory damage. In other words, the advantages of such weapons are obvious.

It may seem to you that the Ancient Healer would be a good addition to the deck in question, but practice shows that 8 units. healing is unlikely to ever save you. The control hunter doesn't have much to worry about when it comes to health, mostly because of the Longbow.

The longbow absorbs incoming damage, no matter how hard the enemy creature hits you. For example, a bow can be used in combination with Royal Elekk or Blackwing Technique against an 8/8 enemy giant, effectively equating to a healer effect.

These weapons often help win fights, which is why they cost so much. Let's take an example. We play against an aggressive shaman who draws new cards endlessly and can respond to any of our moves. The battle drags on, we have only 2 units left. health while the opponent's health is almost full (26 health)

On the enemy half of the field are: Spider Tank 3/4, Totem of Healing 0/2, Piloted Shredder 5/4 (with a bonus from Mistcaller), Stoneclaw Totem 0/2 and Mistcaller 4/4. Our half of the field has a Longbow and an Azure Dragon. The situation can be resolved in our favor only if the shredder, after death, summons a creature with an attack power of less than 2 units.

What can be done in this case?

Kill the Stoneclaw Totem with Arcane Shot, remove the Shredder with the bow without taking any damage, and see that it has summoned Captain's Parrot. Trade Azure Drake for Spider Tank, kill Mistcaller with Rand Blackhand. Only the 0/2 Healing Totem and the Captain's Parrot will remain on the table. The enemy is unlucky - he does not get a card that would allow him to inflict the missing unit of damage. Slow the game down one more turn with Shadowguard, and then play Alexstrasza.

This example proves that the importance of the Longbow is almost impossible to overestimate.

Notes

Furious Pyromancer

Perhaps the most powerful card of the deck, which is the best way to restrain the development of the enemy. Since the pyromancer has the standard stats for a 2-crystal creature, its rational use requires some experience and the ability to think things through a few steps ahead. Often this is what determines the outcome of the battle.

At the expense of the pyromancer, you can draw cards with the help of the Acolyte of Pain, strengthen Gaz "rilla and finish off the enemy with it, or eliminate a major threat with the Hunter's Mark. Save spells for the turn with the pyromancer and try to get the most out of it.

The strength of this minion is that it cannot be instantly removed by a Master Hunter without spending additional resources. It also has 6 attack power. and suitable for profitable exchange. But if suddenly the enemy cannot respond to Gaz "rilla, the game will end very quickly. In other words, he must quickly kill her or surrender.

You should not save Gaz "rilla for mind-blowing combos with a Furious Pyromancer and spells. If you have it in your hand by the seventh turn, just play it curved. Remember that it is practically no different from dragons, except for strong psychological pressure on the opponent comparable to the effect of Sylvanas Windrunner.

Draconid Destroyer

The draconian smasher is not only a dragon, but also a potentially large creature with 9/9 stats. It may seem to you that it is intended for situations in which it is necessary to strengthen an already strong position, but this is far from being the case. Draconid allows you to win matches with warriors who seek to accumulate armor after their health level drops below 15 points. With Draconid, you can quickly destroy armor in a few hits.

Also, it should be noted that Draconid Destroyer's effect automatically triggers when using Alexstrasza aggressively. Even if you can't get your opponent down to 15 health by turn 6, play a 6/6 Draconid and you can't go wrong. Don't forget that the drakonid can be used to lure out the Master Hunter.

Rend Blackhand

There are a lot of legendary cards that don't meet the requirements of an experienced hunter - for example, Archmage Antonidas, Emperor Thaurissan, Loathib and Vol "genie with stolen health, but along with Kel" Thuzad and Ysera, they are an excellent target for Rend Blackhand.

Rend provides a huge speed advantage, not to mention the fact that he himself has excellent stats and often deals damage several times. If he becomes a target for an Experienced Hunter, you can fearlessly put other large creatures on the table.

The ability to select a good starting hand comes with experience. However, there are cards that you will need regardless of the class and archetype of the opponent.

These include cheap creatures and board controls. In other words, you need to get cards in your starting hand that can be played already on the first moves.

Starting hand selection

Don't forget about successful combinations. For example, if you have Vicious Pyromancer and Hunter's Mark in your hand, keep both.

More experienced players can change priorities and select a starting hand depending on the type of opponent. For example, if you are playing against an aggressive opponent (face hunter or zoo lock), Arcane Shot will come in handy. In games with mages, the same card will save you from the Sorcerer's Apprentice. When playing with Paladins, you can combine Shot with Vicious Pyromancer and take out Dagger Jugglers, Shielded Mini-Bots, and Call-to-Fight Recruits.

Choose cards that will allow you to control the board on the first moves. Throw away those that are useful only at the final stage of the game. An example would be Azure or another expensive dragon, even if you already have a Blackwing Technique in hand. Do not force events, the necessary cards will still come to you.

Of course, there are certain exceptions to these rules, and you can change them based on information about the enemy and the situation. Play as often as possible, and success will not be long in coming.

Substitutions

If you're having trouble playing this deck, try swapping out some of the cards.

If you get killed too quickly:

  • -1x Draconid Crusher
  • +1x Ancient Healer

If you often come across opponents with secrets (in particular, paladins):

  • -1x Royal Elekk
  • +1x Illumination Flare

If you can't keep control:

  • -1x Draconid Crusher
  • -1x Chromaggus
  • +2x Power Shot

Beast Master by Spark (LoE Legend EU)

Mid-Hunter is an improved version of the old deck that allows you to reach the Legend rank. With Grave Spider, hunters can now focus even more on animal interactions. This card helps to ensure presence on the board and to use spells more effectively. Thus, the digging mechanic of the Gravecrawler is of particular benefit to the hunter. You can get situational but very effective cards like Timberwolf, Carrion Hyena, Rushing Kodo, Dreadscale, or King Krush.

General Tactics and Starting Hand Selection Strategy

Remember that a hunter with animals is not a face hunter! Control the board with cheap creatures early in the match. In the mid-match, use Eaglehorn Bow and Secrets to seize the initiative and start pushing your opponent with your Hero Power and mid-cost minions.

Before you make a move, consider all possible options. If you can't finish your opponent now, start preparing for the finishing blow, because. later on, you may not have enough resources for this. While doing so, keep clearing the enemy board.

Always try to get Teneter, Mad Scientist, and Possessed Creeper in your starting hand. In addition, you will need Dagger Juggler and Ironbeak. If you have the Coin, save the Pet and Eaglehorn Bow. If you're playing against a Priest, keep Hunter's Mark in your starting hand.

Discard all other cards from your starting hand, especially secrets.

Opponents

The Druid is a pretty handy opponent if he hasn't been able to pull off his Innervate tricks. Remember that the druid's signature combo can be broken with Loatheb.

The hunter is an equal opponent in strength. Try to get cheap creatures in your starting hand and get a speed advantage.

Mages (with the exception of Mech Mages) will always be in a better position. Winning this match will require a certain amount of luck. Always keep the Eaglehorn Bow in your hand and use it to kill small enemy creatures.

The Paladin isn't much of a threat, but the Shielded Mini-Bot and the Mysterious Pretender often cause a lot of problems.

When playing with a priest, prepare for stalemate situations. Curve creatures, be sure to use Houndmaster and Savannah Highmane to force the enemy to recoup. If possible, kill a Northshire Cleric with Eaglehorn Bow.

The Mecha Oil Rogue is a cunning and difficult enemy that can control the board at any stage of the game. Fortunately, such opponents are quite rare. Rogue with raptors has not yet been evaluated.

The shaman has spells such as Storm and Hex in his arsenal, but they rarely prevent the hunter from doing enough damage. Use the combination Dagger Juggler + Release the Dogs to get rid of the totems and gain an advantage.

Warlocks are strong opponents. For example, a hand lock that has put its plan into practice is almost impossible to kill. Don't let him deploy Fire Giants unless you have the Kill Command in your hand.

Warrior is perhaps the easiest option. If you are constantly losing to warriors, most likely you are doing something wrong. Kill Armormasters and Acolytes of Pain with weapons and small creatures, and then the warrior will take damage by clearing your board with weapons. Remember that warriors have no effective way to deal with Savannah Highmane. Watch out for Brawl and protect your creatures with Loatheb.

Situational cards and substitutions

Tundra Rhino is the most flexible creature in the deck. Rushing Kodo can be used instead, as in the current meta, there are many suitable targets for it. As other situational cards, you can put Mystic Kezan, Harrison Jones, or even Master Hunter in the deck. If you want to experiment with the recruitment mechanism, include the Head of the Cult in the list.

With the advent of the Grave Spider, the value of the Tundra Rhino has increased, because. it gives dash to various beasts (notably Savannah Highmane and its associated hyenas). However, the rhino can be replaced. Possible alternatives: Tiger of Stranglethorn and Slime Belcher.

In addition, with the advent of new animals from the Grave Spider, it became possible to effectively use the Shepherd. The appearance of this creature can provoke non-standard and funny game situations, but sometimes a random effect does not work at all as we would like.

Although the Piloted Shredder has been replaced by Grave Spider, if you don't already have cards from the League of Explorers adventure, you can play with it temporarily.

If you often encounter Paladins with secrets in ranked matches, the Flare Missile will come in handy. However, such opponents can be beaten without a rocket, which does not give an increase in speed, because. The Mysterious Challenger has impressive stats in and of itself. The flare also comes in handy in mage and hunter games.

Fire Rate is a good spell that fits into the deck very well. The royal elekk is a useful but cheap creature. Since there are already enough cards worth 2 crystals in the deck, it would be wiser to refuse it.

The Serpent Trap can be replaced with an Explosive or Frost Trap if the current meta requires it (the Frost Trap is useful in fights with mid-opponents, while the Explosive Trap allows you to more effectively counter aggressive opponents).

If you still don't have Dr. Boom, you need to make it as soon as possible. If you don't have enough Dust, disenchant unnecessary cards like Sylvanas Windrunner, Ragnaros, Sea Giant, or Sky Golem.

Mid Hunter with Sir Finley Mrgglton (Legend)

Why is Sir Finley Mrgglton needed? For a mid hunter, Steady Shot is less valuable than for a face hunter, especially considering that the current meta is quite aggressive.

How to choose a hero power?

There are two options depending on the stage of the game:

a.) the power of the hero, allowing you to inflict 1 unit. damage (druid or magician; you should not take a robber, because his dagger replaces the Bow of the Eagle Horn);

b.) the power of the hero, giving health or armor, because. at the final stage of the game, your main task will be to prevent yourself from being finished off.

Against control opponents (priests or warriors):

Life tap is the key to victory. A hunter who replenishes his hand endlessly? It's better to give up now. In addition, you can choose the hero power to deal targeted damage. In this case, it will be better than Steady Shot.

A little tip: Sir Finley Mrrgglton actually renews the hero power, i.e. you can use it twice per turn!

In general, an unusual deck with Finlay opens up new opportunities for the player.

Why no snake trap?

Synergy-wise, Serpent Trap fits into the deck well with the presence of Dagger Juggler and Houndmaster, but many opponents simply ignore it, and secret paladins and druids effectively deal with snakes with Consecration or Swipe. Also, everyone knows that mid hunters play with Serpent Traps and don't expect Explosive Trap to spawn, which allows for easy wins.

There are no "mandatory" traps in hunter decks, so we recommend using the least predictable options. However, when the Serpent Trap loses its popularity, you can start using it again.

Starting hand selection

Against aggressive opponents:

  • High Priority: Sir Finley Mrrgglton, Mad Scientist, Possessed Creeper
  • Medium priority: Knife Juggler, Royal Elekk, Fire Rate (High priority when fighting druids, as it allows you to kill Darnassus Fighter)
  • If you're up against an aggressive opponent with a lot of creatures (paladin, zoo-lock, etc.), keep Deploy Dogs and Explosive Trap in your starting hand.

Against mid and control opponents:

Curve play always brings the desired results. This is exactly what you should strive for when playing a mid deck, so you can leave cards worth 3 crystals in your starting hand (for example, Pet and Eaglehorn Bow).

In any case, our deck contains a lot of creatures worth 2 crystals, and you will most likely be able to make a successful second move. In the absence of other options, you can also play a secret (for example, Bear Trap).

Conclusion:

Without a doubt, this deck has a lot of potential for rating battles. We'd love to hear your suggestions and comments!

Face Hunter by Iszackk (Legend)

This deck has a lot of potential for ranked battles and can lead you to the Legend!

It is especially effective against aggro druids, mid paladins, secret paladins, and rogues. In addition, she performed well in matches with control warriors, which are so common at high ranks.

Starting hand selection is very simple. Try to get one or two creatures worth 1 crystal and one creature worth 2 crystals. If you have a Coin, you can place two creatures in sequence for 2 crystals, which is very beneficial for face hunters. Mad Scientist should be played in front of the Dagger Juggler to lure spells such as Wrath or Slam from the opponent. If you are playing a scientist and a juggler on the same turn, of course, the juggler must enter the field first. On your fourth or fifth turn, start using your Hero Power as often as possible to make up for your card shortage.

Attack the enemy hero, trying to break through him as quickly as possible. However, some enemy creatures - in particular, the Armormaster, Darnassus Fighter, Pyro and Dagger Juggler - still need to be traded, because. they are too dangerous. The rest of the creatures do not pose any threat, so they can be ignored.

Now you are ready to punch everyone in the face (especially if that face belongs to Garrosh Hellscream, sworn enemy all hunters).

Control Hunter by fergard (LoE)

The hunter in Hearthstone has always been considered an aggressive class, but with the release of the League of Explorers add-on and the introduction of the excavation mechanic, control hunters have received the right to life.

Important notes:

  • Rule number 1: control and effective exchange!
  • Try to catch the enemy by surprise with the help of maps obtained as a result of excavations.
  • Use Brann Bronzebeard wisely. If the enemy did not pay attention to Brann, punish him for it.
  • When playing against mages and paladins, disrupt their plans with the Flare Missile.
  • Explosive or Frost trap can be replaced with any other.
  • The Rushing Kodo is designed to eliminate the Imp Gang Leader, Shielded Mini-Bot, or Doomsayer (when playing against a Freeze Mage).
  • If necessary, the effect of the Ancient Healer can be enhanced by Brann.

Starting hand selection

  • When playing against classes with secrets, keep Flare Missile in hand.
  • In any match, try to get the Tenetnik and Royal Elekk in your starting hand.
  • If you see an aggressive enemy in front of you, the Explosive Trap will come in handy.
  • When playing with a control opponent, keep Gem Scarab in hand.

Tactics

Paladin with Secrets (40% win rate): A difficult and powerful opponent. Fight for control from the very first move. Make the paladin trade his creatures. Launch an Illumination Flare when you have two or more secrets (ideally right after the Mysterious Pretender spawns). When excavating, choose AoE spells (Power Shot, Release the Dogs). When choosing a Hero Power with Sir Finley Mrrgglton, choose Druid Shapeshift. If that's not an option, use Lesser Heal or Raise Shield!

Tempo Mage (75% win rate): Not difficult if you have a good starting hand with Flare Missile that can take down Reflected Essence. Organize an effective trade, kill the Pyro with Rushing Kodos.

Freeze Mage (90% win rate): use Flare, DO NOT use Sir Finley Mrrgglton (you will need Steady Shot). Deploy an Ancient Healer when health drops below 15.

Druid (60% win rate): Play as if you know for sure that he has a Wild Roar + Force of Nature combo in his hand. Kill Shade of Naxxramas or Keeper of the Thicket with a Rushing Kodo.

Priest (control, with dragons or Burial, 50% win rate): can cause a lot of problems in case of unsuccessful excavations (for example, in the absence of the Kill! Command). Use the Rushing Kodo to get rid of the Lord of Death and gain an advantage on the board.

Aggro Shaman (40% win rate): pray he has a bad luck starting hand. Try to get a Hero Power that allows you to get additional health points or deal targeted damage. Kill enemy creatures in all available ways. Don't feel sorry for the Ancient Healers.

Rogue (Miracle or Oiled, 60% win rate): Easy opponent, because his creatures allow you to make a profitable exchange. The key to victory is the effective use of traps. The Illuminator Flare will help you remove the Goblin Auctioneer's disguise.

Warlock (Hand or Malygos, 50% winrate): Without Rushing Kodo, you're going to have a hard time. Don't delay the match. Otherwise, you will receive devastating damage in just one turn. Try to kill your opponent in 9-10 moves.

Zoolok (65% win rate): Everything is much simpler here. Kill the Imp Gang Leader with the Rushing Kodo and the match will end.

Face Hunter (Virate 65%): it's time for payback! Provocateurs and the Rushing Kodo will help you. Use Ancient Healers in Brann Bronzebeard's presence, clear traps with Flare Missile.

Control Warrior (55% win rate): easy win when gaining an advantage by turn 5-6; a guaranteed loss if the fight goes on too long. Do not put too many creatures on the field so that they do not fall into the Brawl. Two or three creatures will be enough. Dig maps to help you bypass Sylvanas Windrunner and other threats.

I hope these Hunter deck guides have been helpful to you. If you want to thank us, you can repost this article in in social networks and rate. Good game!

This guide is intended for those who are new to the game Hearthstone, as well as for those who do not want to invest in the game real money. The following is a basic Hunter deck that does not contain any Common, Rare, Epic, or Legendary cards. This deck consists only of those cards that are given for free for completing training and pumping the Hunter to level 10.

In addition to that, the following will explain why certain cards are drawn or excluded, how to best play some of the creatures, and what changes can be made to the deck.

Base deck for the Hunter:

Since this deck only consists of basic cards, it has its weaknesses, but nevertheless, it is balanced and quite strong. It will allow you to deal with AI (both Normal and Expert) and will also hold your own against Rare, Epic, and even Legendary decks in Play Mode.

Mana Curve:

Strategy :

You have to play Hunter very aggressively. Your Hero Power, combined with the damage from your Beasts, buffed by the Houndmaster and Timber Wolf, will be enough to deal with your opponent at any stage of the game.

Use Hungry Buzzard to draw additional cards. Try not to put this card on the board if you can't put at least one more Beast along with it on the same turn, because your opponent will try to get rid of the Hungry Buzzard as quickly as possible, and he probably won't survive until your second turn. . Using two Hungry Buzzards at once is also a very bad idea, as the enemy can get rid of both at once with the help of mass spells.

With buffs from Houndmaster , Hero of Stormwind and Sin'dorei Priest , you can significantly strengthen your creatures and deal massive damage to your opponent. Try to use this to gain an advantage on the playing field.

Map Analysis :

The presented deck is quite flexible, which means that it can be changed to suit your own needs and style of play. This is especially true for neutral cards. Any neutral cards included in this deck in one copy can safely be increased to two. For example, you can remove one Hero of Stormwind and replace it with another Acid Ooze if needed.

Neutral cards

Acid slug is the only one base map, which allows you to remove your opponent's weapon. When playing against Hunters, Paladins, Rogues, Shamans, and Warriors, you must save this creature and use its dash ability to destroy your opponent's weapons. If you're playing against other classes (or you're sure your opponent doesn't have a weapon), then you can use this creature as normal.

The Sin'dorei Priest is a very effective minion with 3/3 stats and a cost of 3 mana. In addition to that, it can boost our other creature by +1/+1. This is a very useful buff that will allow weaker creatures to trade with stronger ones.

Frost Yeti is a very strong 4-mana minion that is a consistent choice even in many high-level decks. Yeti can kill most 4 mana cost creatures and survive. This creature is great for fighting a Priest, as it has an attack of 4 (Shadow Word: Pain can only kill creatures with 3 or less attack, while Shadow Word: Death can only kill creatures with 5 or more attack).

Hero of Stormwind - not only has very high stats 6/6, but also strengthens other creatures on the field by +1/+1. If you can hold this creature for as long as possible, it will allow your other creatures to make profitable trades with your opponent's creatures and help create an advantage on the field.

Special Hunter Cards

Only one Hunter's Mark was included in this deck. This is a great card that will help you remove the most dangerous creature from playing field, but this deck only has room for one such card.

One Tundra Rhino card has also been included, because you won't need more than one of these creatures in this deck (as with most other Hunter decks).

Liked our site? Your reposts and ratings are the best praise for us!

The basic hunter deck is designed for beginners or those who do not want to invest real money in the game. It consists of free cards, which are given for completing the training and leveling the hunter to level 10 and does not include common, rare, epic or legendary cards. Of course, the base deck has certain limitations, but it is well balanced and quite competitive. It will allow you to defeat the Innkeeper (as in normal mode, and in expert mode), as well as some players (including those who play rare, epic, and even legendary cards).

In addition to the list of cards, we also explain why certain cards should not be used, how to play certain creatures, and what changes can be made to the deck.

Remember that success or failure directly depends on the decisions you make during the game. That is why we advise you to read additional articles: and

Game strategy

The Hunter is the standard choice for newcomers to Hearthstone for several reasons. Firstly, the hunter has several powerful cards that are given for leveling a character up to level 10. Secondly, the hunter relies on the synergy of animals, and with his help you can learn how to use card combinations. And thirdly, playing as a hunter is fun!

The weakness of the class lies in its hero power. A sure shot doesn't affect the state of the board in any way, and without access to expert kits, it's impossible to build a deck that is aggressive enough to gain a damage advantage. Thus, our deck belongs to the tempo type. Powerful spells (such as Hunter's Mark and Arcane Shot) allow you to eliminate enemy creatures without much cost and gain a mana advantage. The Hero Power is used as an addition to damage over time from creatures and to increase pressure on the enemy.

Card selection

In this section, we discuss some cards and how to use them effectively. We hope this information will help you succeed and shape other decks to your liking.

Hunter's Mark is a very powerful spell. It is best used towards the end of the match to trade a strong enemy minion for a weak minion of your own. The mark allows you to remove a creature for free for 5 or more crystals, gaining a significant mana advantage.

Tracking is the only card-drawing mechanism in this deck. This unique effect allows you to view the top three cards and choose the one you want while discarding the rest. Before using Track, analyze the cards in your hand and plan your actions 2-3 moves ahead. So you can make the right decision by choosing desired card. Tracking often comes in handy towards the end of a match, when the Kill Command is vital. to end the game.

Rocktusk Boar works well with other cards in the deck. In combination with Hunter's Mark, it allows you to remove any creature for only 1 crystal. However, this combination creates a card deficit (because you spend two cards on this exchange, and your opponent only one). The Houndmaster + Rocktusk Boar combo allows you to quickly restore presence on the board after the enemy uses an AoE spell. Finally, the boar is the cheapest Kill Command activator! .

This deck contains both types of basic beasts costing 2 crystals - river crocolisk and Bloodmarsh Raptor. They are valuable due to various mechanisms of interaction with other cards in the deck. For example, on the second turn you can play one of the animals, and on the third - the Houndmaster (using the Coin).

Razorhide Hunter - standard map for all base decks, as it fully justifies its cost. However, it is of particular value to the hunter, because. the boar summoned by the Huntress is a beast and can effectively interact with other cards in the deck.

Pet is another amazing class card. Of course, random selection does not always work out the way the player wants, but all three possible Pets are significantly superior to their counterparts costing 3 crystals. Often any of options plays perfectly, but if the random choice coincides with the desire of the player, this can fundamentally change game situation.

Houndmaster is one of the best cards in the game, designed to increase pressure on the enemy. The kennel in the presence of the beast on the board adds a total of 11 units. characteristics for only 4 crystals, which exceeds all expectations for a card with such a cost.

Oasis Snapbite included in the deck solely due to synergy with Houndmaster. If you manage to buff the Snapbite, you will get a 4/9 minion that poses a serious threat to the enemy.

Chieftain of the Frostwolf was chosen due to the poor choice of basic creatures to fill the slot for 5 crystals. This creature has no special mechanisms for interacting with other cards in the deck, so it can be safely played as a 4/4 or 5/5 if you have no other options.

Boulderfist Ogre and Hero of Stormwind- large creatures for the final stage of the game. Ogre costs 6 crystals and has 7 units. health, and the Hero can buff other small creatures, turning their collection into a destructive force.

Other cards

In this section, we will look at cards that are not in the deck to determine their weaknesses.

The Timber Wolf is not used in the deck because this card is quite weak on its own. Despite the powerful buff, the wolf only plays in certain situations and often just clutters up his hand. In addition, the characteristics of the wolf (1/1) make it vulnerable to various hero powers. There are already several situational cards in the deck (for example, Hunter's Mark), so the wolf is superfluous.

Once upon a time, Hungry Buzzard was one of the most powerful cards in the game. Subsequently, it was heavily nerfed, and now its effect does not justify the cost. To get at least some benefit, Buzzard should only be played after turn 7. A tempo deck can't afford to spend 7+ crystals on card draws, because this technique significantly slows down development.

Tundra rhino excluded from the deck for the same reasons as Hungry Buzzard. This creature has too high a cost (5 crystals) to be played in combination with other beasts. Stretching the combo for several moves (turn 5 - rhino, move 6 - other animals) justifies itself only if your opponent does not have creatures on the table and powerful spells in his hand, but such situations are extremely rare.

Changing cards

Of course base deck can be improved in various ways. As you get new cards and dust, you will be able to make some replacements.

If you have it open, consider the following cards:

2x Possessed Creeper instead of 2 Bloodmarsh Raptor. With the release of Naxxramas, a new beast has been introduced to the game, which could be a significant addition to this deck. We are replacing Lizard Crawlers instead of Crocolisks as the latter have more health, which means they play more effectively with Houndmasters.

1x Loatheb and 1x Slime Belcher instead of 2 Chieftain of the Frostwolf. As mentioned above, there are very few good creatures worth 5 crystals in the basic set of cards. Chieftain of the Northern Fang does not provide significant advantages, so it can be replaced with the strongest cards from Naxxramas and improve the deck.

Listed below are other successful substitutions from expert kits. It should be noted that it is not worth spending dust to create these cards. It will be better to get them from the sets, and the dust will still be useful for you to create budget decks.

2x Release the dogs instead of 2x Razorhide Hunter. Release the Dogs - a card with a unique and powerful effect. In combination with the Houndmaster or the Hunter's Mark, dogs often allow you to turn the game situation around or even win the battle.

2x frost trap instead of 2 Bloodmarsh Raptor. frost trap plays great in tempo decks. It allows you to eliminate the creature in just 2 crystals. As a result, the opponent will not be able to make an effective exchange, losing the advantage on the table.

2x Savanna Highmane instead of 2 Boulderfist Ogre. Savanna Highmane- one of the strongest creatures in the game. Only a few opponents will be able to effectively respond to his appearance. By replacing Ogres with High Manes, you will increase the number of animals in the deck and increase the level of card synergy.