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Legendary Hunter Control Wild Deck

Last updated on Nov 06, 2015 at 08:59 by Sottle 12 comments

Table of Contents

In the following guide you will find instructions on how to play Control Hunter. Due to the addition of several new strong cards in the Goblins vs Gnomes and Grand Tournament expansions, playing Hunter as a Control deck is a far more viable option and brings a nice alternative to the usual aggressive builds.

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. Legendary Hunter Control Wild Deck

Our deck costs 11,660 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This Control Hunter deck is a refreshing change from the norm for the class. While most Hunter decks aim to outpace the opponent in the early turns and create overwhelming pressure, this deck instead aims to draw out the game and beat your opponent in the later turns.

Without access to staple Hunter cards like Webspinner and Undertaker, your early turns will be fairly passive. You will often simply look to use your early removal cards like Arcane Shot to control the board. Almost all of your early minions have fairly situational uses that you will look to get value out of later, so it is often better to hold onto them until you can activate their unique abilities. With that said, if you do not hold removal cards like Arcane Shot and Eaglehorn Bow in your hand, you should consider dropping a Steamwheedle Sniper or Wild Pyromancer onto the board to fight for control of the game.

Once you enter the mid-game, your card combinations start to come into their own to create powerful plays. Wild Pyromancer can be combined with Hunter's Mark to clear almost any opposing minions, or with Acolyte of Pain to draw multiple cards. Since Acolyte of Pain is your only draw engine in the deck, it is important to get at least two draws out of it wherever possible. Another important card in the mid-game is Steamwheedle Sniper. While this card is on the board, Hunter has access to an extremely strong Hero Power. Because of this, the best use of the card is to wait until you can drop it onto the board and use your Hero Power to remove a minion immediately.

During the mid-game period you also have access to powerful minions like Piloted Shredder and Azure Drake to create an intimidating board presence. On top of this, as a Hunter you also have access to one of the most powerful mid-game creatures in the game in the form of Savannah Highmane. These cards are important to start to draw removal away from your bigger threats. The perception of Hunter decks can play to your favour, as people are used to Savannah Highmane being the most powerful minion in a Hunter deck. Due to this, many players will hold a card like Hex or Polymorph to deal with your Highmane, but in this deck you have even more powerful creatures to follow up with once their removal has been exhausted.

Going into the late-game, this deck plays a high quantity of threats to seal the game. Dr. Boom and Sylvanas Windrunner are excellent tools to swing a board that is in the balance in your favour, or simply to drop as a threat on an empty board to draw some more removal from your opponent. These cards also bring Feign Death into play, since activating the Deathrattle effects of either of these cards while keeping them on the board can be a very powerful play. You should always look to save Feign Death to activate one of these powerful Deathrattles, or at worst a Savannah Highmane, and avoid wasting it on a low impact Deathrattle like Mad Scientist.

After this, your finishers in the deck are Kel'Thuzad and Gahz'rilla. Kel'Thuzad is a backbreaking play for your opponent if you are able to drop it on a board after trading off a couple of your minions and usually represents too much value for them to overcome. Gahz'rilla is your final threat, and should be played as late as possible, once your opponent is out of removal options. This deck plays a large number of ways to damage your own Gahz'rilla and double its attack with Wild Pyromancer, Arcane Shot, and Steamwheedle Sniper, meaning if you are able to get Gahz'rilla to stick to the board for one turn, you can often create enough damage to kill your opponent in one attack.

3.1. Synergies & Combinations

Wild Pyromancer can be used to draw multiple cards from your Acolyte of Pain, to clear a minion with Hunter's Mark or to damage your own Gahz'rilla.

Steamwheedle Sniper plus Hunter's Mark can be used to remove almost any minion with your Hero Power.

Feign Death can be used to instantly steal a minion with Sylvanas Windrunner, or to activate Dr. Boom's Boom Bots for an immediate board control tool.

The deck plays numerous ways to activate your own Gahz'rilla's ability and double its damage. Wild Pyromancer, Arcane Shot, and Steamwheedle Sniper can all fulfill this role.

3.2. Mulligans & Matchup Specific Strategies

You should look to mulligan early for Arcane Shot and Mad Scientist, as well as early control tools such as Eaglehorn Bow.

Although Steamwheedle Sniper might be a tempting card to keep, you should consider your opponent's early removal options before you decide to keep it. Against many decks, playing this card out on turn 2 will simply get it removed before you can get any value out of its powerful effect. However, there are some classes where it is a good idea. Against Paladin for example, they are unlikely to be able to kill your Steamwheedle Sniper until Turn 4 with Truesilver Champion and you can use your Hero Power to keep their Hero Power tokens under control.

Against Aggro, Wild Pyromancer is a key card to look for as you can use it to effectively clear multiple minions in the early turns using tools like Arcane Shot and Hunter's Mark. You will also rely heavily on Mad Scientist summoning you Explosive Trap to control the board.

Against Control, along with the aforementioned cards, you can consider keeping one strong mid-game minion such as a Savannah Highmane to ensure that you curve into your mid-game aggression in a timely manner.

3.3. Card Swaps

The choices of Legendary minions at the top of the Mana curve are fairly flexible. You can choose to swap in Sneed's Old Shredder, Troggzor the Earthinator, or Cairne Bloodhoof if you prefer.

As with any Control deck, tech cards like Big Game Hunter, Kezan Mystic, or The Black Knight can be included if you are running into enough situations where they would be effective. The Defender of Argus is a good card to make way for these inclusions.

4. ChangeLog

  • 06 Nov. 2015: Removed 1 x Ragnaros the Firelord, 1 x Wild Pyromancer for 1 x Dreadscale, 1 x Kel'Thuzad.
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