Damien

Hearthstone Sottle's Legendary Hunter Midrange TGT

Sign in to follow this  

8 posts in this topic

This thread is for comments about Sottle's Legendary Hunter Midrange deck for TGT.

Share this post


Link to post
Share on other sites

I'm guessing dreadscale is essential

Only depending on your meta. In the meta you described actually makes Dreadscale worse. Argent Horserider, King's Elekk, Snake/Bear Trap or a Stranglethorn Tiger can go in its place (although Tiger messes up the curve, so only if you don't have any of the others).

Share this post


Link to post
Share on other sites

So I was wondering why no exploding traps? say that the mad scientist dies turn two after you summoned him turn 1 now your freeze trap is going to be used on some piece of crap 2/1 leper gnome or something to that effect instead of the tank clearer that you need it to be. i find that exploding traps are better because at least they hit all enemies instead of 1. Another example you have freeze trap out the opponent has 5 monsters out all with 2 health. you send one back and he hits you with 4 of them and wins the game. but with exploding trap not a single one touches you and all of a sudden you have field control. but maybe i am missing something. its possible. 

Share this post


Link to post
Share on other sites

So I was wondering why no exploding traps? say that the mad scientist dies turn two after you summoned him turn 1 now your freeze trap is going to be used on some piece of crap 2/1 leper gnome or something to that effect instead of the tank clearer that you need it to be. i find that exploding traps are better because at least they hit all enemies instead of 1. Another example you have freeze trap out the opponent has 5 monsters out all with 2 health. you send one back and he hits you with 4 of them and wins the game. but with exploding trap not a single one touches you and all of a sudden you have field control. but maybe i am missing something. its possible. 

You have given us a scenario that never happens. Better players play around Explosive trap and Unleash the Hounds by not overextending. It is more possible that opponent will have, let's say, 2 big minions on the board, and attacking with any of them will cause him a great tempo loss.

Share this post


Link to post
Share on other sites

Explosive Trap has no effect on a fight for board control which is what this deck is about, Explosive Trap is better for setting up race scenarios where you buy yourself extra turns to deal damage, which is what the more aggressive Hunters are about.

 

You shouldn't underestimate the power of even Freezing a 2 or 3 drop from an early Mad Scientist, it's still a huge tempo advantage that you then build on with your Midrange pressure, it's really important to the deck.

Share this post


Link to post
Share on other sites

any advice or how to play this against combo druid? doing well with this deck overall but im like 1-8 against druid.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Zadina

      A new Brawl has landed in the Tavern.
      Just like with the previous expansions, it's time to try out the deck recipes of Knights of the Frozen Throne in this week's Tavern Brawl. The archetypes for each deck recipe are the following:
      Druid: I guess the best name for this deck is Midrange Druid. It has Ultimate Infestation and Spreading Plague, so... PROFIT?! Deathrattle Hunter Elemental Mage Divine Shield Paladin Control Priest (you've probably seen variations of it in ladder) Jade Deathrattle Rogue Freeze Shaman Zoolock Control Warrior with Enrage minions This is a good opportunity to try out cards that you don't own. Good luck and have fun!
    • By Zadina

      The balance patch is arriving in the beginning of the next week.
      The wait is over! The anticipated card balance changes will arrive on September 18th and hopefully freshen up the meta a little bit. As the case always is with balance patches, for the next two weeks if you disenchant Spreading Plague and/or Murloc Warleader, you will get their full value in Arcane Dust.
      Daxxarri
      In the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:
       
      Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2) Fiery War Axe - Now costs 3 mana. (Up from 2) Hex - Now costs 4 mana. (Up from 3) Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health) Spreading Plague - Now costs 6 mana. (Up from 5)
      This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.

      Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund. (source)