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Season 6 Mid Budget Hunter Aggro/Rush Wild Deck

Last updated on Aug 29, 2014 at 21:14 by Poyo 8 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Disclaimer: this deck has been archived.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 mid budget Hunter Aggro/Rush Wild deck. It costs 2,760 Arcane Dust to make (counting common cards) and will help you make your way towards the top of the rankings.

1. S6 Mid Budget Hunter Aggro/Rush Wild Deck

Our deck costs 2,760 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our mid budget 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. Unlike most other decks, you should always prioritise going after your opponent rather than trading minions. 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 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. Misdirection will redirect an attack, which will always delay your opponent and if they have no other minions on the board, they will damage damage themselves, thus applying additional pressure. 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.

Flare will often be a simple filler for your spare Mana and allow you to cycle a card, however 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, Wolfrider, Arcane Golem, 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. Timber Wolf will increase the potential of your Hounds, and you should always hold on to it until you can play the Buzzard / Unleash combo.

Hunter's Mark will help you break through any taunter that could potentially slow you down, which is why 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 one of your cheap minions, card-cycles (Tracking / Flare) or preferably Eaglehorn Bow.

Your finishers are rather expensive and have a drawback. You should never keep them in your starting hand. Wolfrider dies easily and you will often simply prefer using your Steady Shot in the early game. Arcane Golem speeds up your opponent's game and the last thing you want is to help your opponent take the board earlier.

When playing against minion-heavy aggressive decks, you should attempt to chase Unleash the Hounds and Explosive Trap.

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 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.
  • 29 Aug. 2014: The deck has been reviewed and deemed valid for Season 6.
  • 27 Jul. 2014: Updated the text to reflect the change that now causes Eaglehorn Bow to only gain new charges from your own Secrets being triggered.
  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 19 May 2014: Updated the deck and added more explanations.
  • 12 Mar. 2014: Completely revamped the deck.
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