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Season 18 Hunter Face Aggro/Rush Naxx Wild Deck

Last updated on Nov 15, 2014 at 18:51 by Sottle 14 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Disclaimer: this deck has been archived.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.

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 only 1 Legendary card, it is an excellent choice for someone looking for a cheap, effective deck to climb the ladder with.

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 Face Aggro/Rush Naxx Wild Deck

Our deck costs 2,440 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


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 Hunter deck, as well as more direct damage in the form of Arcane Shot and Kill Command.

The early turns play out in a similar fashion to a regular Aggro Hunter deck. You will look to quickly gain board presence with Undertaker, 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 Jungle Panther.

Following this, you will transition to the mid-game period where you will continue to press damage with your Charge cards such as Wolfrider and Arcane Golem, 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.

Finally you will look to draw into your direct damage cards like Kill Command and Arcane Shot along with Leeroy Jenkins 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. This extends as far as using Arcane Shot to your opponent's face on turn 1. As ridiculous as this may feel, it is correct with this deck.

3.1. Key Cards

Tracking has fallen out of favour in Hunter recently. However, it is vital in this deck. Since your board position is so fragile, there will be a higher than usual number of turns where you need a particular card to maintain your advantage. Without Tracking to do this you can fall behind very quickly.

Abusive Sergeant is an important buff card in the deck. Since this deck does not feature Hunter's Marks, annoying Taunt minions will have to be dealt with the hard way. Using an Abusive Sergeant buff on one of your small minions is often the most efficient way to do this.

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 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 only, for one simple reason, Explosive Trap is the only Secret that does damage to the opponent.

Jungle Panther is included in this deck in the spot where you would normally see Animal Companion. The reasoning for this is that Jungle Panther mimics the behaviour of Huffer which is the Companion you would always want with this deck. Stealth is similar to Charge in the sense that it is extremely likely to get to attack at least once. The Stealth effect can be important for a second reason. Since there is a low number of Beasts in the deck, having one on board to activate Kill Command can be problematic. Having a Stealthed Jungle Panther on board with a Kill Command in hand is almost guaranteed 9 damage to the opponent the following turn if they do not hold AoE.

3.2. Mulligans & Matchup Specific Strategies

Mulligan aggressively for Undertaker and the followup Deathrattle minions: Leper Gnome, Haunted Creeper, and Mad Scientist. These minions are essential for starting to deal damage early to your opponent.

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

If you do not have access to Leeroy Jenkins you can swap in a Reckless Rocketeer for a similar effect. Alternatively a 2nd Ironbeak Owl can provide some more utility to get through Taunts, as well as deal with opposing Deathrattle minions.

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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