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Hunter Face Aggro/Rush No BrM/LoE/Kara Wild Deck

Last updated on Nov 06, 2015 at 19:36 by Sottle 1 comment

Table of Contents

This article will outline a new Aggro Hunter build, which sacrifices some utility cards and late game threats for more early game aggression and consistent damage. At a low dust cost and featuring no Legendary cards, it is an excellent choice for someone looking for a cheap, effective deck to climb the ladder with.

This particular Grand Tournament version of the deck includes Argent Horserider as a more consistent threat and excellent utility card, but otherwise focuses on maximising damage per card.

Losing Blackrock Mountain is not a huge proposition for a Hunter deck. The loss of Quick Shot is a significant one, but outside of this the deck remains highly functional.

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. Hunter Face Aggro/Rush No BrM/LoE/Kara Wild Deck

Our deck costs 1,400 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve

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3. Strategy

The goal of this deck is simple in theory, and yet sometimes difficult in execution. You are going to aggressively race your opponent for damage from Turn 1. The deck plays an increased number of Charge minions over a regular Midrange Hunter deck, as well as an increased number of ways to deal with Taunts, in the form of cards like Ironbeak Owl.

The early turns play out in a similar fashion to a regular Aggro Hunter deck. You will look to quickly gain board presence with Worgen Infiltrator, Leper Gnome, and Haunted Creeper. However, instead of making good value trades, you will want to go straight to the opponent's face and let them make the trades for you. The idea of this deck is that your damage is so relentless that any damage to the opponent is essentially "free", since they will be forced to trade back into you. The only situation where you should consider trading is in the scenario where it prevents an incredibly good trade for your opponent. For example, trading your Leper Gnome into a 2 attack minion to prevent it from killing your Huffer.

This build of the deck is focused on all-out aggression and plays the most efficient sources of damage possible. Although this can weaken its matchups against other aggressive decks due to their minions being more efficient, you are still often able to overhwhelm these decks with damage. The increased damage in your deck also gives you the best possible chance at beating Control decks that have a lot of stability options like Control Warrior.

Following this, you will transition to the mid-game period where you will continue to press damage with your Charge cards such as Wolfrider, as well as Eaglehorn Bow. It is important during this period to Hero Power every turn where possible. This will maximise your damage over time since it will do consistent damage every turn while preserving your card resources for later turns. For example, on turn 5, Wolfrider + Hero Power is probably preferable to playing Wolfrider and Haunted Creeper, as you can use the Haunted Creeper the following turn and fit in another Hero Power.

Finally you will look to draw into your direct damage cards like Kill Command to deal the killing blow to your opponent. It should be noted however, that if you have the spare Mana to use one of these cards on an earlier turn, you should probably do so. Since you know how these cards are being used anyway, fitting them into your Mana curve on an earlier turn is fine. They will almost never be used to remove minions. Maximising the amount of damage you can do each turn is the most important thing with this deck, so make sure to count how much damage all your cards do over the next few turns and work out the most efficient way to use them, while weaving in your Hero Power wherever possible.

3.1. Key Cards

Worgen Infiltrator is the primary 1-drop in the deck. Since it has stealth it is almost guaranteed to get at least 2 damage in and it is an excellent target for follow up buffs like Glaivezooka and Abusive Sergeant.

Abusive Sergeant is an important buff card in the deck. It can be used as an early game tool to cement an advantage in the early turns, to buff a small minion in order to clear an annoying Taunt, or simply to push extra damage to the opponent.

Ironbeak Owl is your second way of dealing with those irritating Taunts. Using an Owl to silence a taunt, pushing through the minions you have on board and then finishing your opponent with a Kill Command using the Owl as an activator, will be a very common win condition with this deck.

Mad Scientist, Explosive Trap, and Snake Trap are chosen as the Secret cards in this deck. Mad Scientist is a staple card in Hunter since the release of the Naxxramas set. The decision when building a Hunter deck now comes down to which Secrets to include. This deck plays Explosive Traps in order to deal damage to the opponent, and control the state of the opponent's board. Snake Trap is added to the deck to create awkward 50/50 situations for the opponent where they are not sure which attack will end up punishing them.

Unleash the Hounds is included in the deck due to the common nature of board flooding strategies in the meta from decks like Mech Mage, Zoo, and Paladin. Unleash the Hounds can either be used as an activator for Kill Command, or alternatively to simply push through a lot of damage in conjunction with Abusive Sergeant or Leokk. It also combos extremely well with Knife Juggler.

Animal Companion is featured in this deck. Previously, many Face Hunter decks were favouring Jungle Panther as it dealt damage more consistently. However, with Unleash the Hounds being present in this deck, both Leokk and Huffer can be welcome outcomes from this card.

3.2. Mulligans & Matchup Specific Strategies

Mulligan aggressively for your 1 drops, and other early minions such as Worgen Infiltrator, Leper Gnome, Haunted Creeper, and Mad Scientist. These minions are essential for starting to deal damage early to your opponent.

Against other fast Aggro decks like Mech Mage or Zoo, Mad Scientist should be given top priority. The combination of the 2/2 body, along with the Explosive Trap it summons will usually create you an advantage in the early game.

The most difficult matchups for this deck are Warrior and Priest. The combination of efficient removal and life gain in these classes means that you will often simply run out of damage. However, Warrior and Priest are already favoured against standard Aggro Hunter decks, so the idea of this build is simply to increase your winrate against other classes. If you do run into a Warrior or Priest, simply mulligan hard for as much damage as you can.

3.3. Card Swaps

Argent Squire can be used in place of Worgen Infiltrator to provide some extra trading stability against other aggressive decks.

Misdirection is another potential inclusion in place of one Explosive Trap since it adds the possibility of sending an opponent's minion attack back into their own face. Due to how uncommon Misdirection is currently, your opponent will often fail to consider this trap when planning their turn.

If you are running into a large number of difficult Control matchups like Priest or Warrior, you can consider adding 1 Savannah Highmane or Loatheb to give you more staying power. However, it is instead recommended that you play a more suited Hunter deck if these two matchups are prevalent.

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