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Season 6 Legendary Hunter Aggro/Rush Naxx Wild Deck

Last updated on Aug 29, 2014 at 22:12 by Poyo 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Disclaimer: this deck has been archived.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.

On this page, you will find a S6 legendary budget Hunter Aggro/Rush Naxx Wild deck. It costs 4,160 a total of Arcane Dust to make, and it is called legendary because it utilises any number of required Legendary cards. This deck is designed to help you reach the top of the rankings (and possibly even Legend rank).

1. S6 Legendary Hunter Aggro/Rush Naxx Wild Deck

Our deck costs 4,160 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

1.1. Mana Curve

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2. Strategy

This Legendary Hunter deck is extremely aggressive, and it excels in a meta game packed with control decks. Your Hero Power and extremely aggressive Mana curve will often allow you to finish your opponents before they can establish board control.

Playing the early game correctly is essential. Your minions and Steady Shot should apply enough pressure in the early stages of the match in order to get your opponent within kill range. Your Eaglehorn Bow should break through any early Taunters and apply additional pressure on your opponent. Triggering one of your Secrets will help you replenish Durability on your weapon, and you should always save your last attack until you can either trigger a Secret, play a new Eaglehorn Bow, or finish your opponent.

Explosive Trap will help you against most aggressive decks, as it can easily wipe the board clean in the early game as well as apply additional pressure on your opponent. Freezing Trap, unlike your other Secrets, has no potential of creating card advantage, but it will slow down your opponent's pressure and can feed Durability to your weapon. With these Secrets in your deck, Mad Scientist is an excellent card, which is why we have included it.

Flare will often be a simple filler for your spare Mana and allow you to cycle a card. When playing a mirror match or against any other class with Secrets (Mage, Paladin), you should always consider holding on to it if you suspect your opponent is playing Secrets in their deck, so that you can create card advantage.

Your cheap minions, Secrets, weapons, and Hero Power will often bring your opponent extremely low on health throughout the early stages of the game and you can easily finish them with Kill Command or Leeroy Jenkins.

2.1. Synergies and Combinations

When it comes to card advantage, Hunters rely on the Unleash the Hounds and Starving Buzzard combo.

Hunter's Mark will help you break through any taunter that could potentially slow you down. So, you should always hold on to it until you can take out a minion with Unleash the Hounds or when you have played Explosive Trap and you want a particular minion to die from the AoE damage.

Leeroy Jenkins will spawn 2 Whelps for your opponent, which increases the number of minions they have and consequently the potential of your Unleash the Hounds, as you will get 2 additional Hounds.

Eaglehorn Bow will gain 1 Durability each time one of your Secrets is revealed.

2.2. Mulligan / Starting Hand

You should mulligan for as aggressive a hand as possible, which means it would be prudent to keep your most aggressive cards that will shape your early game.

Your Secrets are extremely situational and you would always be better off swapping them and trying to get Mad Scientist or one of your cheap minions, card-cycles (Tracking / Flare) or preferably Eaglehorn Bow.

When playing against minion-heavy aggressive decks, you should attempt to chase Explosive Trap or a Mad Scientist.

Generally, Animal Companion will be one of your best early plays, and you should always mulligan any expensive cards away, trying to find one of these cards or one of your other cheap minions.

2.3. Card Swaps

Choosing which cards to replace always depends on the meta game, however unless you are often playing against mid-range / control decks, you can easily consider taking out your Freezing Trap.

The only notable cards to consider are Timber Wolf, Scavenging Hyena and Ironbeak Owl. The Owl provides valuable Silence, which can easily act as a finisher and help you break through Taunters, while the Hyena can potentially make an additional combo with your Unleash the Hounds.

3. ChangeLog

  • 30 Sep. 2014: Archived deck following Starving Buzzard nerf.
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