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Y'Shaarj Hunter Karazhan Standard Deck

Last updated on Sep 02, 2016 at 21:36 by Sottle 26 comments

Table of Contents

The following guide contains instruction on how to play Y'Shaarj Hunter. This deck plays out with a similar style to Yogg and Load Hunter in most games but has the added benefit of being able to create a board so ridiculous on turn 4 that the game could simply be over.

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. Y'Shaarj Hunter Karazhan Standard Deck

Our deck costs 3,080 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


3. Strategy

The core goal of this deck is very simple. Mulligan away every card in your opening hand apart from Barnes and Tracking. Your goal is to have Barnes in your hand by turn 4, with Y'Shaarj, Rage Unbound still remaining in your deck. If this happens, since those are the only 2 minions in the deck, your Barnes will pull a 1/1 Y'Shaarj which will then summon the full 10/10 Y'Shaarj. If this happens, the game is more or less over since even if your opponent has the very specific answer that they need, the swing in Tempo will be enough for you to capitalise on and still be able to win the game through pressure and Hero Power damage. The chance of this occurring is around 25%, which means you can win 1/4 of your games more or less for free.

Obviously this begs the question of how the deck can win without having this scenario play out. A Barnes later in the game can still be powerful, but sometimes Y'Shaarj, Rage Unbound will be drawn and your Barnes will be a dead card. Furthermore, sometimes Barnes will not be drawn at all, or Barnes and Y'Shaarj will show up in the same Tracking. In these scenarios, the games are a lot trickier to win, but the game can still be won in a variety of methods.

Due to the enormous number of Secrets in the deck you can essentially generate an infinite number of Eaglehorn Bow charges. This, in combination with the Hunter Hero Power can provide you with all the pressure you need to win the game. Furthermore, Call of the Wild is simply one of the most powerful cards in the entire game and is capable of sealing any game if you can reach that point in the game with a state of relative parity. Since your deck is primarily removal cards, it is fairly easy to progress a game to this point.

With this in mind, your priority cards from Tracking outside of Barnes are the aforementioned Eaglehorn Bow and Call of the Wild. If you are given the option of both of these in the same Tracking then the decision will often come down to the texture of your hand. If you have a number of Secrets in your hand then Eaglehorn Bow will be the superior choice, where as if your hand is a collection of removal tools that can stall the game, then Call of the Wild will be more effective.

3.1. Mulligans & Matchup Specific Strategies

Mulligan your entire hand for Tracking and Barnes. If you already have Barnes in your opening hand, unless you are facing an aggressive deck then you should mulligan nothing else to minimise the chances of drawing Y'Shaarj, Rage Unbound. If you are facing an aggressive deck, then pushing a little bit for cards like On the Hunt, Quick Shot, and Snipe can be beneficial.

3.2. Card Swaps

The make-up of the deck is fairly flexibile and you can include any number of different removal spells such as Multi-Shot or Explosive Shot. However, you should not add any other minions to the deck since it will disrupt the core strategy.

4. ChangeLog

  • 02 Sep. 2016: Deck Added
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