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N'Zoth Camel Hunter Karazhan Standard Deck

Last updated on Oct 20, 2016 at 10:29 by Sottle 1 comment

Table of Contents

This Hunter deck is a powerful late-game build that is primarily focused on beating Control decks. On a ladder that it infested with Control decks such as Warrior and Paladin, or in a tournament format where you have a ban available to you, it is incredibly powerful. However, this deck is not recommended against fast Tempo decks like Midrange Shaman or Zoo.

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. N'Zoth Camel Hunter Karazhan Standard Deck

Our deck costs 4,860 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve

0
5
7
8
4
0
2
4

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 Wolfrider 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 Quick Shot, Call of the Wild, Kill Command, and the Hunter Hero Power can help you to seal the game.

This particular build is tilted heavily towards maintaining consistent pressure on Control decks and features additional late-game minions alongside N'Zoth, the Corruptor. This means that even if by some miracle, the Control deck is able to survive the huge pressure of your mid-game minions and Call of the Wild, N'Zoth can still come down and seal the game in the late-game once all of their premium removal is exhausted.

Fiery Bat is a strong starting point for the deck and is the only non-situational 1-drop that is played. Having 1 Mana beasts is very important in a deck such as this because even if you draw them later in the game, they can be used as a cheap activator for cards like Kill Command and Houndmaster and should usually be held for this purpose if you miss them on curve. In this deck it also functions as a target for Desert Camel to pull from your deck. Since you only play a single copy in the deck, keeping this card in your opening hand can guarantee that you get the strongest outcome from your Desert Camel.

Injured Kvaldir is an inclusion in the deck that can allow you to create extremely big board states early in the game using Desert Camel. You should never keep Kvaldir in your opening hand as you never want to play it onto the board as a 2/1. The goal is always to pull this card from Desert Camel so you should always choose to throw it back into your deck and hope to never draw it.

Quick Shot helps you both to fight for board dominance in the early turns, and to create additional burst damage in the late-game. It also serves an additional function in the late-game, since you will often be low on cards, and Quick Shot helps you to cycle through the weaker cards in your deck and get closer to your powerful draws like Savannah Highmane and Call of the Wild.

Kindly Grandmother is an addition to the deck that provides you with a sticky board presence early in the game. Although the deck is not tuned to be able to fight early-game board contests against aggressive decks, Kindly Grandmother is one of the few cards that is powerful enough to allow you to do this. It also provides great synergy with Houndmaster, Kill Command, and N'Zoth, the Corruptor.

King's Elekk is a solid 2-drop and one of the few effective Joust minions in the game. Since Midrange Hunter actually plays a very high curve of minions with numerous 5 and 6-drops, it will draw you a card quite consistently.

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 lack of Secrets in this deck, you should 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 minion 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.

Stranglethorn Tiger is an aggressive mid-game minion that can function particularly well against decks that are able to remove your minions efficiently. Due to its Stealth ability it can almost be guaranteed to attack at least once and functions as an excellent target for a Houndmaster buff on a following turn.

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.

Call of the Wild is one of the most powerful late-game cards in the game. By combining all three Animal Companion effects in a single card for less Mana than playing Animal Companion 3 times it spikes well above the usual power curve of a card. The effect itself is also extremely flexible, providing you with immediate burst damage or removal, a Taunt, and an immediate board presence.

N'Zoth, the Corruptor is your final push in the deck. Due to the huge number of high quality Deathrattle minions such as Savannah Highmane and Infested Wolf in the deck, N'Zoth will often be able to create a huge game-winning board state that is even resistent to one off board clears like Brawl and Twisting Nether. The real power of N'Zoth however is that the deck can output so much aggression against Control decks that you will often be able to chew through all their removal options before you even drop N'Zoth, leaving you free to seal the game.

3.1. Synergies & Combinations

Desert Camel is one of the big power cards in the deck and can create a huge advantage for you against decks that do not play 1 Mana minions.

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 Kindly Grandmother, Fiery Bat, and King's Elekk 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 Fiery Bat, Kindly Grandmother, Animal Companion is preferred.

Against other decks that start quickly like Zoo, 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.

You should never keep Injured Kvaldir in your opening hand as you are looking to pull it out consistently with Desert Camel. Conversely, keeping Fiery Bat is huge, since it then guarantees pulling a 2/4 from your Desert Camel.

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. Desert Camel is also a huge keep against Warrior and other Control decks since they often do not play any 1 Mana minions.

3.2.2. Vs Zoo

Mulligan extremely hard for Fiery Bat and Kindly Grandmother. The fight for early board control is extremely important in this matchup and others like it. 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. It should be noted that in this matchup Desert Camel is usually a poor card for you and should not be kept in your opening hand.

3.3. Card Swaps

Kill Command can be cut from the deck in favour of even more mid-game power minions like the 5-drops listed below, or Sylvanas Windrunner.

The 5 Mana slot is very flexible and any combination of Tundra Rhino, Ram Wrangler, Stranglethorn Tiger, and Stampeding Kodo can be used.

4. ChangeLog

  • 20 Oct. 2016: Deck added.
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