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Season 18 Hunter Aggro/Rush Naxx Wild Deck

Last updated on Dec 06, 2014 at 09:37 by Sottle 2 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

In this article we will outline an aggressive Hunter deck designed to quickly overwhelm your opponent with early minions and fast damage, whilst also combatting other fast decks such as Zoo and opposing Hunters. Despite costing a modest 1,560 dust and featuring no craftable Legendary cards this deck is capable of competing at the highest ranks on the ladder, and even in Legend rank.

Update: Following the nerf in January's patch to Undertaker, we have carefully evaluated all of our decks that contain the card. It has been decided that this deck should still continue to run the card, since Undertaker is primarily used to push damage through to the opponent, and not to trade with opposing minions.

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. S18 Hunter Aggro/Rush Naxx Wild Deck

Our deck costs 1,560 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve

0
11
8
8
0
1
2
0

3. Strategy

This deck looks to have a fast start using Undertaker and the numerous low cost Deathrattle cards to quickly establish an overwhelming board. Then using cards such as Eaglehorn Bow and Kill Command combined with the Hunter Hero Power continue to push for fast damage and kill the opponent before they have a chance to recover.

Hunter's Mark is a powerful spell. As the majority of the Hunter’s minions have low power, Hunter's Mark is an essential card to clear out any Taunts that are preventing your damage, or to simply clear out a minion that threatens your board in an efficient manner. Combined with Snake Trap or Unleash the Hounds this card can quickly reverse the state of the board.

Tracking is a powerful and unique effect that allows you to dig through the top 3 cards of your deck to find the card you need. You should carefully assess the state of the board, and your hand, before casting Tracking, since the card selection interface will cover up the board and make it more difficult to make a decision on which card to take.

Leper Gnome is a staple 1 Mana card for aggressive decks. Usually dealing a minimum of 4 damage for 1 Mana it is an excellent starting point for pushing fast damage onto your opponent. Its Deathrattle effect also buffs Undertaker to quickly establish board presence.

Timber Wolf is a fantastic synergy card. Combined with Unleash the Hounds or Snake Trap it can provide 2 damage AoE to clear a tricky board, or simply create large damage burst potential to the opponent’s life total.

Webspinner is another fantastic 1 Mana Deathrattle card to buff Undertaker as well as being a cheap activator for Kill Command to do 5 damage. Played early this can help to remove some of the card disadvantage you suffer from playing multiple 1-drops since it grants you a random Beast card once it dies.

Snake Trap is a key card in the deck and is the only Secret that is present. The 3 1/1 Snakes that are summoned from this trap are fantastic tools to combat other fast decks, as well as having fantastic synergy with Timber Wolf and Knife Juggler. Due to the massive damage potential of this deck, your opponents are unlikely to be able to ignore your minions, making Snake Trap all the more likely to be activated.

Knife Juggler is another key card in the deck. It provides fantastic synergy with Snake Trap and Unleash the Hounds and should usually be held until it can be combined with one of these cards. A Knife Juggler dropped on a board with a Snake Trap in play is a very dangerous situation for the opponent.

Mad Scientist is an extremely powerful inclusion, providing great value for a 2 Mana card. Since this deck only uses Snake Traps you always know which Secret Mad Scientist will give you and can adjust your play accordingly.

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. With the presence of Snake Trap and Unleash the Hounds in this deck, Leokk, a Companion that is usually unwanted, is actually very useful due to the power buff it provides for your small minions.

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.

Unleash the Hounds is still an extremely strong card despite the removal of Starving Buzzard from the deck. It is one of the best synergy cards in the deck due to its great combinations with Hunter's Mark, Timber Wolf, Knife Juggler, and Kill Command.

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

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. The Deathrattle effect can also be useful to create some value out of Undertaker if you draw them in the late-game.

3.1. Synergies & Combinations

The Knife Juggler and Snake Trap combination creates a situation where Knife Juggler must be removed with non-melee damage to prevent the 3 damage from the knife activations. In many cases, the knives may kill the minion that attempts to attack the Knife Juggler and prevent it from being killed.

Knife Juggler and Unleash the Hounds work together to summon a 1/1 Charge Beast and 1 point of random damage for each opposing minion on the board. This can be a devastating board clear against other minion heavy decks. Combine this further with Timber Wolf and it can be even more destructive.

Following up an Unleash the Hounds with Hunter's Mark enables you to clear any minion of your choosing with a 1/1 Hound. Combining this further with Knife Juggler can quickly reverse the momentum of the game.

Using Undertaker in conjunction with the large quantity of Deathrattle minions in this deck can quickly create an Undertaker that grows out of control in the early turns and take the game away from your opponent.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is reasonably simple. You always want to push aggressively for Undertaker and low cost Deathrattle minions to give you the fastest start possible. When holding The Coin you ideally want to play 2 1-Mana cards on turn 1. Without The Coin however, a smooth curve of a 1, 2 and 3 Mana cards such as Undertaker, Mad Scientist, Animal Companion is ideal. Despite the simple nature of the mulligan strategy, there are still some matchup specific considerations.

3.2.1. Vs Zoo

Mulligan aggressively for Mad Scientist, this is your key card in the matchup as it can easily trade for 2, 3 or even 4 of your opponents minions using the Mad Scientist body plus the Snake Trap it is guaranteed to summon. Unleash the Hounds is another fine card to keep. However, if you do not have cards in hand for your early turns such as Undertaker you should replace the Hounds back and hope to draw it later. Whilst this matchup should be played in a controlling manner in the early turns, do not be afraid to push for damage later and race your opponent to the finish line as your Hero Power will stack with theirs, creating 4 damage per turn to the Warlock.

3.2.2. 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.

3.3. Card Swaps

Against heavier control decks, the addition of 1 Freezing Trap for 1 Snake Trap can be useful to deal with your opponents large minions.

Houndmaster is another possible inclusion to create powerful board states when combined with your early minions, and to draw removal away from your late game threats such as Savannah Highmane. This change works best with the above Freezing Trap addition, as you can choose to remove some of the Snake Trap synergy cards like Knife Juggler or Timber Wolf.

Cult Master can be used to give this deck more card draw, it synergises excellently with cards like Snake Trap, Haunted Creeper, and Unleash the Hounds to quickly create massive card advantage. Consider cutting the Loatheb to make room for this inclusion.

Sea Giant can also be considered due to the board flooding strategy of this deck. Due to cards like Snake Trap and Unleash the Hounds, you will often be able to play an extremely cheap Sea Giant early in the game and quickly overwhelm your opponent. Loatheb is again a fitting card to remove to make room for this inclusion.

4. ChangeLog

  • 06 Dec. 2014: Due to the increase in cost of Flare, Tracking has been substituted into the deck as a card draw mechanic. 2 Mana is considered too much to simply draw a card in matchups where you are not destroying secrets.
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