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Camel Hunter Midrange Wild Deck

Last updated on Mar 14, 2016 at 04:11 by Sottle 2 comments

Table of Contents

The following guide outlines how to play Camel Hunter, a variant on Midrange Hunter put together and played to great success by increasingly popular deck builder and streamer J4CKIECHAN. It cuts many of the situational spells and clunky draws from the deck and focuses much more heavily on overall minion presence with a focal point on the ability for Desert Camel to pull out a 2/4 Injured Kvaldir from your deck.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Camel Hunter Midrange Wild Deck

Our deck costs 2,560 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve

0
6
8
6
5
2
2
1

3. Strategy

This deck is a variation on Midrange Hunter that focuses entirely on the ability to fight for the board with minion presence. A more standard Midrange Hunter deck usually contains numerous situational cards with multiple Secrets, Kill Commands and a large number of Weapons all crammed into the deck. These cards can make your draws clunky and awkward, and the goal of this deck is to trim the fat and focus on maximum minion presence at all times.

Due to this strategy, this deck should be played in a board control style for the early turns. Unlike many Hunter decks you have no real way to come back into games when you fall behind on the board, which means you have to endeavor to keep control of the board and build an incremental advantage through favourable trades.

Glaivezooka is a fantastic tool to assist in this early board control strategy by allowing minions like Haunted Creeper to trade up effectively into your opponent's early-minions. On top of this, the weapon itself is a great tool to clear out problematic early-game minions. Again, it is important to focus on board control in the early turns and not use charges of the weapon to attack your opponent directly as you may be tempted to do in a more aggressive Hunter deck.

The reason for this early-game board control strategy is that so many of your follow-up plays are dependent on you having board control. Houndmaster and Cult Master are both improved significantly if you have already established targets on the board to activate their abilities. Even Desert Camel, which is the focal point of this deck, is much more effective in many matchups when you have complete control of the board. Against opposing decks that play strong 1-drop minions of their own, having minions of your own on the board to trade into the summoned creature immediately is of great benefit.

Desert Camel is made particularly potent in this deck because of the inclusion of Injured Kvaldir. When Injured Kvaldir is summoned by Desert Camel, its Battlecry is skipped, meaning that it comes into play immediately as a 2/4 minion, granting a total of 4/8 of stats for 3 Mana. To maximise the potential of this play, you should not be keeping Injured Kvaldir in your opening hand, which may not be immediately intuitive to some players. Webspinner, on the other hand, should be mulliganed for aggressively, not only to start off your board development, but also to increase the odds of a Kvaldir being summoned from any future Desert Camels.

Outside of these unique interactions, this deck starts to play out more like a standard Midrange Hunter with the eventual goal being to consolidate powerful minions like Savannah Highmane and Dr. Boom onto the board and start to turn up the aggression, compounded with the Hunter Hero Power, in order to quickly end the game. It is important to keep in mind, however, that this deck does not have cards such as Kill Command for you to draw in order to seal the game, so you must remain focused on keeping control of the board. If you pick the wrong turn to push all-in and start attacking your opponent directly too soon, you can find yourself losing the board completely and lacking the damage to seal the game.

3.1. Synergies & Combinations

Injured Kvaldir is included in the deck because of its fantastic synergy with Desert Camel.

Knife Juggler plus Unleash the Hounds is an excellent combination and one of your few tools for recovering a board state that has been lost.

Cult Master works excellently with the board focused style of the deck to help you to refill your hand with additional resources once you have established a board advantage.

3.2. Mulligans & Matchup Specific Strategies

As mentioned previously, the most important thing of note with this deck is that you should always mulligan away Injured Kvaldir from your opening hand. The goal is to summon this card as a 2/4 minion from Desert Camel, not to play it onto the board as a 2/1.

The problematic matchups for this deck are other strong early-game aggressive decks like Face Hunter, Zoo and Face Shaman. These decks not only operate too quickly for you to keep pace with in a lot of situations, they also include strong 1 Mana minions of their own which can punish you for playing Desert Camel. The goal against these decks is to mulligan for as fast a start as possible and try to get ahead of them in the early turns. Knife Juggler plus Unleash the Hounds can also be of great use in these matchups in order to regain a lost board state and you can consider keeping either part of this combo in your opening hand.

Against slower Midrange decks this deck is extremely effective and you should simply mulligan for the most aggressive start possible and play out the matchup by curving out in the most powerful way avaiable to you. Your consistent board pressure combined with the fact that these decks rarely play 1 Mana minions of their own means that you will get a lot of mileage out of your Desert Camels and build a fantastic platform to start dominating going into the mid-game.

Against Control decks, Hunter's Mark is a key card as it can help you to deal with problematic early Taunts, as well as create huge Tempo swings if they invest a large amount of Mana into a single late-game minion.

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