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Legendary Hunter Midrange No BrM/LoE/Kara Wild Deck

Last updated on Nov 06, 2015 at 20:51 by Sottle 2 comments

Table of Contents

This Midrange Hunter build is an updated list for The Grand Tournament meta. It retains much of the gameplan of classic Midrange Hunter, but adds in King's Elekk for some much needed card draw, and uses additional Beasts such as Stranglethorn Tiger to up the Mana curve enough that Joust becomes more viable.

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. Legendary Hunter Midrange No BrM/LoE/Kara Wild Deck

Our deck costs 2,400 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve

0
4
9
8
4
2
2
1

3. Strategy

This particular version of Hunter sacrifices some of the fast starting power of cards like Leper Gnome, and the consistent damage of cards like Arcane Golem and instead focuses on a strong midrange curve of minions to maintain pressure on the opponent throughout the mid-game. Should the opponent be able to fight back and gain control of the board, cards like Unleash the Hounds, Kill Command, and the Hunter Hero Power can help you to seal the game.

Webspinner is a strong starting point for the deck and is the only non-situational 1-drop that is played. Webspinner retains its spot in the deck due to the recycling effect it has by providing you with a further minion to play out on a following turn.

Freezing Trap will provide you with some answers to huge minions that you cannot otherwise deal with if you do not have access to other removal. Although, you should not be afraid to use Freezing Trap for tempo, simply playing it so you can ignore an awkward midrange minion from your opponent and instead push damage directly to their Hero.

Bear Trap is a new trap addition from The Grand Tournament set that essentially functions as a 2 Mana Ironfur Grizzly. Your opponent can choose not to attack your Hero if they suspect this trap is present, but it will generally represent good value at some point in the game.

Haunted Creeper is a fantastic early game minion that can help to fight for the board early through its great synergy with cards like Kill Command and Houndmaster.

King's Elekk is a strong new 2-drop for Hunters that can provide some much needed card draw in the deck. Although it is not reliable, unlike most Joust cards, it is still a fairly costed 3/2 minion, even if it loses the Joust, which makes it a worthwhile inclusion.

Mad Scientist is an extremely powerful inclusion, providing great value for a 2 Mana card. The Tempo advantage you gain from having your Mad Scientist trade for one of your opponent's minions, and then their follow up minion being rendered useless by a potential Freezing Trap it summons is a very strong effect.

Animal Companion is another fantastic value card. At 3 Mana it grants you a Beast which is always more powerful than a standard 3 Mana minion. Even though you cannot control which Companion you are given, there are plenty of situations where you do not mind which you receive, and the turns where you get the exact one you need can be devastating.

Eaglehorn Bow is an important card. It is used both for eliminating your opponent’s minions to enable your own minions to continue to push for damage, as well as for attacking your opponent’s life total directly. Due to the low number of Secrets in this deck, you shouldn not be afraid to use up both charges of the Bow if it creates a significant advantage.

Kill Command is one of your primary finishers in the deck. At 3 Mana for 5 damage it is an extremely efficient spell. However, do not be afraid to use it to clear a problematic Sen'jin Shieldmasta or Sludge Belcher if necessary.

Houndmaster can be used to buff up a small Beast minion to a much more imposing threat. If Houndmaster is able to be played while activating its Battlecry, it represents incredible value for a 4 Mana card.

Piloted Shredder is included in the deck to give you more mid-game stability. Piloted Shredder is one of the most common minions in the game currently, and is a staple in midrange focused decks such as this one.

Loatheb is an inclusion in many decks currently. Its ability to lock out your opponent's spells can protect an established board from AoE removal, or provide you with an extra turn needed to win the game in a race for damage situation. At 5/5 Loatheb is also one of the most powerful creatures in the deck and can draw removal away from Savannah Highmane

Stranglethorn Tiger is included in the deck to increase the potency of King's Elekk slightly. By raising your Mana curve a little by including one additional late-game Beast, you increase the likelihood of your Kings Elekk winning a Joust.

Savannah Highmane is one of the most powerful cards in the game and a crucial inclusion to give you enough sustainability against heavier control decks. Due to the large body, and the Deathrattle effect, this card is almost impossible for most classes to deal with efficiently.

Dr. Boom is a powerful card that can be so dominant it can be a worthwile inclusion even in a fast, aggressive deck such as this one. Since you will often be able to put on enough early pressure to force your opponent to play out their Big Game Hunter early for no value, your Dr. Boom can often escape this counter in the late-game and be free to dominate the game.

3.1. Synergies & Combinations

Unleash the Hounds can be used in combination with Hunter's Mark in order to create strong board clears.

Houndmaster can be used in combination with your various Beasts to create powerful board states.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is reasonably simple. You always want to push aggressively for Haunted Creeper, Webspinner, and Mad Scientist in your opening hand. Pay attention to your Mana curve though, as this can be affected by whether or not you have The Coin. If you are going second, then Coining a 2-drop on Turn 1, followed by a second 2 drop on turn 2 is a very strong start. When going first, a more straightforward curve of Webspinner, Mad Scientist, Animal Companion is preferred.

Against other decks that start quickly like Mech Mage, you can keep Eaglehorn Bow in your opening hand. Playing as the Control deck for the first few turns and using your Bow to clear their minions is fine in these matchups, as you will usually dominate later with your superior mid- and late-game.

3.2.1. Vs Control Warrior

Do not be afraid to keep Savannah Highmane in your opening hand. Warrior will usually start the game slowly, so a fast start is not essential. However, having a Savannah Highmane available to drop on the board on Turn 6 is usually devastating to your opponent as it is an extremely difficult card for Warriors to remove. Without it, you may find that your deck runs out of damage against the Warrior’s removal and armor gain.

3.2.2. Vs Zoo

Mulligan extremely hard for Mad Scientist. Mad Scientist is a hugely important card in the matchup. The value you will get from its body, in combination with the Secret it summons will often put you in charge of the early game. If you are able to take control of the match that early against a Zoo deck, the way your Hero Power matches up against theirs will usually be enough for you to build your way to victory.

3.3. Card Swaps

The Stranglethorn Tiger is a flexible card that can be replaced with another Beast such as Stampeding Kodo. Alternatively, you can include Ram Wrangler or a tech card like Harrison Jones.

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