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Damien

Hearthstone Sottle's Legendary Hunter Midrange TGT

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I'm guessing dreadscale is essential

Only depending on your meta. In the meta you described actually makes Dreadscale worse. Argent Horserider, King's Elekk, Snake/Bear Trap or a Stranglethorn Tiger can go in its place (although Tiger messes up the curve, so only if you don't have any of the others).

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So I was wondering why no exploding traps? say that the mad scientist dies turn two after you summoned him turn 1 now your freeze trap is going to be used on some piece of crap 2/1 leper gnome or something to that effect instead of the tank clearer that you need it to be. i find that exploding traps are better because at least they hit all enemies instead of 1. Another example you have freeze trap out the opponent has 5 monsters out all with 2 health. you send one back and he hits you with 4 of them and wins the game. but with exploding trap not a single one touches you and all of a sudden you have field control. but maybe i am missing something. its possible. 

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So I was wondering why no exploding traps? say that the mad scientist dies turn two after you summoned him turn 1 now your freeze trap is going to be used on some piece of crap 2/1 leper gnome or something to that effect instead of the tank clearer that you need it to be. i find that exploding traps are better because at least they hit all enemies instead of 1. Another example you have freeze trap out the opponent has 5 monsters out all with 2 health. you send one back and he hits you with 4 of them and wins the game. but with exploding trap not a single one touches you and all of a sudden you have field control. but maybe i am missing something. its possible. 

You have given us a scenario that never happens. Better players play around Explosive trap and Unleash the Hounds by not overextending. It is more possible that opponent will have, let's say, 2 big minions on the board, and attacking with any of them will cause him a great tempo loss.

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Explosive Trap has no effect on a fight for board control which is what this deck is about, Explosive Trap is better for setting up race scenarios where you buy yourself extra turns to deal damage, which is what the more aggressive Hunters are about.

 

You shouldn't underestimate the power of even Freezing a 2 or 3 drop from an early Mad Scientist, it's still a huge tempo advantage that you then build on with your Midrange pressure, it's really important to the deck.

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any advice or how to play this against combo druid? doing well with this deck overall but im like 1-8 against druid.

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