Legendary beast hunter mid deck (Big Tournament). Azure Dragon x2. Guides on current Hunter decks

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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.

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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.

Toward 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 right option - 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’s 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 just 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, which is needed precisely in this 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 that costs 2 crystals on the first turn, and play another creature of the same cost on the second turn. 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 keep 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 the combined strengths of the heroes will deal 4 damage to your opponent. damage in one turn. For the starting hand, Release the Dogs is also useful, especially if you have a 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 their 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 Servant, 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, using it rationally requires some experience and the ability to think several 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 Alexstrasza is used 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 is a mass legendary cards that do not meet the requirements of an experienced hunter - for example, Archmage Antonidas, Emperor Thaurissan, Loathib and Vol "jin with stolen health, but along with Kel" Thuzad and Ysera, they are excellent targets 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. Don't force things desired cards they 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 Crash.

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 the Bow of the Eaglehorn and Secrets to take over and start pushing the enemy with your Hero Power and mid-cost minions.

Think everything through before you make a move 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. It takes a certain amount of luck to win this match. 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 the 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, however, sometimes the 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 the mid hunter, Steady Shot is less valuable than for the 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 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 in 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 expansion and the introduction of the excavation mechanic, control hunters have gained 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!

What will happen to the meta tomorrow?

Before the TGT patch, the meta was “made” by aggro decks (zoolocks, agropaladins, mech magicians and, of course, facehunters), vara (cartridge, control), ramp druid, tempo and frieze magicians, oil horns. The rest of the decks were not as popular or were the product of the imagination of the players.
As we all know, the hunter was the kind of guy you could meet every 3rd game consistently. The fact is that the facehunt is a very effective deck, you can take it to the 10th rate by the end of the season without any problems. It is not too difficult to play for her, but the most important thing is to be fast and if you catch a streak, you will jump the ranks just as quickly. And what will happen to the meta tomorrow? After all, the duel system is clearly aimed at suppressing aggression, will our “favorite face” remain alive? We will look for answers to this in the coming days, and in this article we will analyze what our semi-ogre received.

Thanks for the legendaries

1. Brave archer. A good card at first glance, but when you see the phrase “when there are no cards in your hand”, you understand that it will not work to beat it with more than 2 damage, because 1 hp at the moment when we run out of cards (and this is at least 4- 5 move) pick up is not a problem at all. And then it’s useless if ours is much more efficient.
2. Bear trap. A good secret, in fact we get it for 2 mana, but we pay for cheaper by delaying its release. Will this play on facehunt? It is doubtful, but on the midrange, why not?
3.Royal elekk. It was very strange to give such an effect to the hunt. And so, the addition of the deck with 3/2 stats. smokes on the sidelines.
4.Powerful shot. , only cheaper. Count on 3 targets, but cheaper by 1 mana.
5. Shepherd. Funny card. It is difficult to talk about profit, because a parrot and a chicken can come out on the table, or maybe. In the worst case scenario, we will get 4/4 stats for 5 mana and this is the price of risk. After all, I wang, this card will help you win the rink more than once. In general, I like it)
6. Spider tangle. If ever there is a mega late hunt, then this card will play. Why is she so expensive? After all, 3 netters are 3 more cards of animals. That is, it is 6 cards in 1. Hence the mana cost.
7. Ready. A cool thing, on the facehunt more than once there was a situation when only sang were left on the hand. In general, this is an attempt by close friends, and an interesting one at that, to come up with Hunt's bust. I think I should play.
8. Chief groom. A card that is unlikely to play, because we have for 1 mana, which also gives an attack. If he does not play, then it is even more so.
9. And my favorite: Useless Legendaries section.
Terrible scales, I don’t understand why she is a Khantu. Every move to give a whirlwind to the creatures, Rex is clearly not at hand, garbage.
Acid scale. In the Unprecedented Brawl, I managed to use it to exchange well with the enemy. Yes, and the effect of the card is funny, because we can change drop 1 to drop 10, BUT due to the small amount of hp, this is a maximum for 1 turn, and due to the high mana cost, we will not be able to do this when we want. I say to this card GO#$Oh!

Hunt on beasts TGT

This is how I see the animal deck. I’ll make a reservation right away: instead of Tenetniks, you can insert Royal Elleks, this is everyone’s business. But personally, I wanted to have a drop 1 in the deck and make a really playable deck.
Muliganim of scientists, shadowers, if a bear trap comes, leave it. We quietly put our animals on the table, after triggering

Class features

  • aggro-ability is such a hero’s ability that does not affect the board and the number of cards in hand in any way, the developers hint at how this class should play: either completely aggressive in the face, or in board control from the start of the game, followed by a 6-10 burst moves. As a result, due to this ability of the hero, and as a result of the direction of the character, the hunter actually has a very small range of playable variations: frank aggro, lightly veiled aggro, aggressive midrange and complex, hypocritical builds from perverts who want to play hunt, but do not want to play in the face
  • very poor card draw - without additional crutches like "Heads of the Cult", which weaken the deck, the hunter lives only on top decks. And it was not for nothing that he was introduced to a whole layer of cards that receive bonuses from playing from an empty hand - also a rather thick hint for those who cherish dreams of control hunters
  • synergy with animals - most of the hunter's cards are animals and creatures and spells that interact with them such as the "Catch Command". Such cards fit very well with the concept of a hunter as an aggro class - after all, they all provide benefits (and tempo) in synergy more than their cost: 5 damage for 3 mana, a 4-3 + 2-2 creature for 4 mana, etc.

Face hunt

  • view - aggro
  • meeting frequency - sometimes
  • plan to win - plan? What is the plan? My not understand the plan. My nobility is a bad portrait. It must be destroyed with all available pictures in the hand. Exchanges? Nooo… well, only with the most dangerous minions of that portrait. Rarely, exchanges should be made rarely, otherwise mine will not be as effective. I agree that sometimes it is necessary. But in general, all the pictures in my hand are needed to destroy one or the other: jerks, spells, everything! I hope mine clearly described that there is a plan here
  • key cards

hybrid hunt

  • view - aggro
  • meeting frequency - sometimes
  • the plan of victory is an intermediate stage, or a kind of cocktail (hence the name of the archetype) between face and midrange. This is expressed in the fact that this hunter is more reverent than the face, refers to the creatures on the board, but still does not like these exchanges of yours much. From the midrange here - High Manes, Frost Traps, Loatheb, i.e. cards needed for better board control. It is understood that there is a lot of pressure in the initial stage of the game with the help of aggro cards, this hunter tries to gain a little foothold on the board in order to pick up the missing units of damage on the victim’s face from this springboard
  • key cards

Midrange Hunt

  • view - aggressive midrange
  • meeting frequency - sometimes
  • victory plan - unlike midrange decks of other classes, the second drop prevails in the hunter: most often it makes up a third of the deck. Hence the concept of victory - trying to capture the table from the early game and hold it with weapons and spells, which here serve more as a control than for finishing. Playing this archetype means building up critical strike power on the board and suddenly switching to face-to-face mode in a certain moment. How better player- the more accurately he is able to guess this moment
  • key cards

Hunt on spells

  • view - not exactly clear, the idea is too raw
  • frequency of meetings - on streams with those who like to experiment
  • victory plan - the idea of ​​\u200b\u200bthis deck exists thanks to one card - “Ready”. Why it is needed and how to use it, so that it is not only fun, but also effective, is not yet clear. If playable decks with this card appear, then it will obviously be some kind of control, or a slow midrange. Although it doesn't go hand in hand with a hunting ability, anything is possible in the era of gentleman, murloc, billionaire (and probably philanthropist) "Sir Finley Mrrgglton"
  • key cards

hoarse hunt

  • view - midrange
  • meeting frequency - very rare
  • victory plan - we can say that this is a weaker and more fun version of the midrange hunt. A lot of the cards here have been swapped out for dubious sorts of synergy. All this is worth playing just for fun, because decks of this archetype work extremely unstable. And this is not surprising, cards in the style of “do something when there are creatures of a certain type on the table” usually do not work in HS
  • key cards

control hunt

  • view - control
  • meeting frequency - rare
  • victory plan - control hunters have always existed and on the corresponding resources it was always possible to peep the decks of those who even take the legend with them. The effectiveness and mass character of such decks has always been influenced by the fact that the hunter’s ability in such decks does nothing, he was deprived of his bonus when Buzzard was nerfed, and he was never given full board clears and removals. Well, how to play control when you need a lot of early cards to immediately take control of the game, because if you don’t do this, you won’t be able to return to the game. It turns out that the control hunter, despite the presence of interesting (like the Longbow) control cards in his roster, is, by and large, just a hodgepodge of heavy cards, seasoned with a couple of not very strong synergies like Gazzrilla + Pyromancer ". And also the lot of fans of long-range classes in various RPGs who want to play as an archer in their favorite card paddle
  • key cards

The Midrange Hunter or Hunt deck has been popular since the dawn of Hearthstone. The deck is very flexible, you can play, like Control deck against aggressive decks and at the same time you can quickly regroup to the aggressive version, if you need to quickly finish the game against slow opponents.

The new Hearthstone expansion, Whispers of the Old Gods, gave the Midrange Hunter some additional features for deck development, for example: two new legendaries - and . I’ll note right away that not all Midrange Hunt decks use these legendaries in their decks. can provide a stronger late game, as it brings back all dead creatures with death rattle during this match (and there are enough such creatures in the Midrange Hunter deck, even 1-2 is actually enough). in turn can give you additional trigger death rattle (getting an extra rattle looks cool), and the princess herself has good stats for her mana.

In this article, we'll walk you through the basics of playing the latest up-to-date version of Midrange Hunter (Hunt), give you some tips on effective mulligan, and show you the most important combinations of this deck.

The deck is still on the hunt for the perfect version of itself, so it's possible that more variations of Midrange Hunter decks will appear in the coming weeks. We will be monitoring the situation and will update the article as new decks become available.

Midrange Hunter Standard Deck - June 2016:

In this guide, I will introduce you to three Midrange Hunter decks, two of them are almost identical except for some differences, and the third deck is the heavier Midrange N’Zoth Hunter. All decks are equally effective in ranked play and can reach the Legend rank. Which one to choose depends on the state of the meta, if you have a lot of long games and you don’t have enough creatures to late game, then take the Midrange N'Zoth Hunt option, if you meet a lot of classes with weapons, add and so on.


Midrange Hunt Strategy for Standard Mode - June 2016:

The core gameplay of Midrange Hunter has not changed since the release of the Whispers of the Old Gods expansion, although several key cards have been removed from rotation. standard mode. The goal is still the same, to frustrate opponents in aggro decks and play faster than control decks.

As in previous versions of Mid Hunts, you have a very powerful start and a strong mid/late game, as mentioned above, you can start the game very aggressively or systematically increase momentum and finish off the enemy with various combinations (more at the end of the article). I also advise you to play it as soon as possible, since it will help you determine the opponent’s deck at the start, for example: he draws in a duel, which means you are not playing against the Control Warrior, he will draw against the Rogue, which means it is 100% against you and so on.

The only thing that really sets this deck apart from past versions is the extra deathrattle options. Having such class map, like , it's just a sin not to try to use and in the deck. By using your deathrattle creatures in the game, you can effectively trade and keep the game under your control, and at the end of the day, put them back up. can give you an additional rattle from the card, but as the meta shows, the princess is not the most important card in the deck, if you do not have enough arcane dust, then you can safely replace it with another card - , .

Mulligan Midrange Hunter for Standard Mode - June 2016:

You don't have coins:

  • - always leave.
  • - always leave.
  • - Leave if you already have a Royal Elekk.
  • - leave only against Shamans if you already have a Fire Bat.

Do you have a Coin:

  • - always leave.
  • - always leave.
  • - always leave.
  • - leave against Mages, Shamans and Hunters.
  • - leave against Shamans.
  • - leave if you already have the 1st and / or 2nd drop.
  • - keep against Mages and Shamans or if you already have 1st/2nd drops.
  • - keep against Warlocks if you have 1st and/or 2nd drops.
  • - keep against Warlocks if you already have the 1st and/or 2nd drop.

Possible replacements for Midrange Hunter cards for Standard Mode - June 2016:

There can be quite a lot of replacements, since the Hunter has enough others that were not included in the deck, good cards. Here, start from the amount of free dust, but from epics and legendaries for this deck, you must craft two copies, since this is a very strong card, legendaries do not play a significant role in this deck, but naturally, if you want to play at high ranks for this deck , then you have to craft them.

  • you can add or remove based on how often you come across classes with weapons. At the moment, there are a lot of Warriors and Hunters in the ranked, so it's worth leaving him in the deck for now + you don't have a lot of cards to draw.
  • , are strong 5-drops and beasts, so take the one you like best. With the shepherd we will be more random, and the tiger looks like a stable creature.
  • If you don't have , then take any 5th drop or , .
  • If you don't have or can consider option c, it's all the rage right now.
  • - very important for this deck, if you do not have 700 gold for the first wing of Blackrock Mountain, then you can consider temporary options with , .
  • If you don't have one from the Explorers League, you can take or until you pass the league.