Damien

Barnes Midrange Hunter Standard

29 posts in this topic

This thread is for comments about our Legendary Hunter Barnes Midrange Standard deck.

Share this post


Link to post
Share on other sites

Just wanted to point out that under the "Synergies & Combinations"  you have Hunter's Mark listed while it's not listed in the deck itself. Other than that the everything looks good. I will be trying this version out and letting you know what I think. So far looks pretty solid. Keep up the good work. 

Share this post


Link to post
Share on other sites
17 minutes ago, Guest Develline said:

Would yogg still fit somewhere?

 

Not really, if you fall behind on turns 10+, you will usually have a bad time regaining board, even with Yogg-Saron, Hope's End as he won't have huge amounts of spells, unlike from decks that run him as one of win conditions, such as token druid or yogg-and-load. You should rather run a strong nonsituational minion.

Share this post


Link to post
Share on other sites
On 8/21/2016 at 4:34 AM, Guest Girtwo said:

Changed Tiger for Ram.

Best Winstreak i've ever had, thanks.

barnesmidrange.png

Where does one find this program? 

Share this post


Link to post
Share on other sites
2 hours ago, drumsmani said:

That's the statistics view of Hearthstone Deck Tracker (HDT)

Thanks. Got it and it's nice. 

Share this post


Link to post
Share on other sites

Second King's Elekk is fine. Dire Wolf Alpha is also useful, suddenly Fiery Bat and Kindly Grandmother can fight well. Even the vanilla Bloodfen Raptor is good. All of them have Beast type for Houndmaster that's really important, and 2 mana 3/2 is very important for early interaction.

Your Barnes will be slightly weaker, but you'll get more effective in your bad matchups - against aggressive decks where you have to interact - rather than in slower matchups where you have the edge anyways thanks to the best top end in the format.

Share this post


Link to post
Share on other sites
2 hours ago, Paracel said:

Second King's Elekk is fine. Dire Wolf Alpha is also useful, suddenly Fiery Bat and Kindly Grandmother can fight well. Even the vanilla Bloodfen Raptor is good. All of them have Beast type for Houndmaster that's really important, and 2 mana 3/2 is very important for early interaction.

Your Barnes will be slightly weaker, but you'll get more effective in your bad matchups - against aggressive decks where you have to interact - rather than in slower matchups where you have the edge anyways thanks to the best top end in the format.

Thank you very much. Im trying it with additional kings elekk and dire wolf. It seems very good sub.

Share this post


Link to post
Share on other sites

 Great deck, although I do not have the gold for more than 2 wings of Kharazan yet. Otherwise it looks like a fine cheap to make deck, with lots of removal. Good advice. Thx ALL!!

Share this post


Link to post
Share on other sites

I'm new to this deck but there are quite a few decks I get completely destroyed by. 

 

Aggro lock is tough but doable, but aggro shaman is insane. Take so much damage so quickly and have to kill all my minions against their huge taunts.

 

 

Share this post


Link to post
Share on other sites

This deck isn't even that different from the old midrange hunter deck, I have no idea why I can't seem to win a single game with it. Even with the perfect starting hand I'm getting annihilated by everything from tempo Mage to ramp Druid. 

I've used midrange hunter to get rank 5-1 the past 6 months and I've fallen all the way back to rank 16. Are there any videos of this deck so I can see what I'm doing wrong?

Share this post


Link to post
Share on other sites
39 minutes ago, Abelcain said:

This deck isn't even that different from the old midrange hunter deck, I have no idea why I can't seem to win a single game with it. Even with the perfect starting hand I'm getting annihilated by everything from tempo Mage to ramp Druid. 

I've used midrange hunter to get rank 5-1 the past 6 months and I've fallen all the way back to rank 16. Are there any videos of this deck so I can see what I'm doing wrong?

I made a few adjustments to the deck myself. I took out Abusive Sergeant and Stranglethorn Tiger and replaced them with Tundra Rhino and Ragnaros the Firelord. I haven't played the deck too much on ladder this month, just a few games around rank 9 and 10 but I had roughly 70ish Win rate with it. I'm not sure what the issue you're having with it. Tempo Mage can be rough for Hunter but this deck does pretty well from what I've seen against most Druids. If you can, can you post a video of you playing a few games with it so we can see or maybe you can add someone from the site to help you with it while you play. Hope this helped. 

Share this post


Link to post
Share on other sites

I guess the majority of players have just adapted to the popularity of Hunter. It's such an everpresent deck you'd better a good matchup with it. That's what I did choosing Shaman instead of Warrior, and that's what I assume a big share of reasonable players does. That can be a pretty reasonable explaination for your issues.

  • Like 1

Share this post


Link to post
Share on other sites
48 minutes ago, Paracel said:

I think Princess Huhuran is worse than Savannah Highmane.

Yes, she is. However, she isn't supposed to take place of Savannah Highmane. She should be played together with the Savannah Highmanes, Kindly Grandmothers and Infested Wolves, instead of replacing them.

14 hours ago, Guest GunnerBarth said:

I think Princess Huhuran would be still good in this deck.

Since the deck does not feature sufficient amount of powerful deathrattle minions, she is not good enough to be included.

Share this post


Link to post
Share on other sites

I put in N'Zoth instead of Kings Elekk but i never got to play it (played about 10 games).. you think i should try Ragnaros instead (or just Kings Elekk) ? Cause i think against control decks u need another late game threat besides Call of the Wild.. but i'm not sure 

Share this post


Link to post
Share on other sites
3 hours ago, Guest The Dude said:

I put in N'Zoth instead of Kings Elekk but i never got to play it (played about 10 games).. you think i should try Ragnaros instead (or just Kings Elekk) ? Cause i think against control decks u need another late game threat besides Call of the Wild.. but i'm not sure 

If the amount of control decks is significant and you often find yourself in need of a big minion, then yes, you could try Ragnaros the Firelord. However, I do not recommend this change if you face considerable amount of aggro decks.

Share this post


Link to post
Share on other sites

I see a lot of hunters using ragnaros in this deck to make it better for ranked play, but I'm not sure what to substitute it for. Any tips?

 

Also, what is the secret to Barnes? I get that in theory it would be good to get something like savannah with it, but aside from the occasional big bad wolf I feel like I almost always get a 1/1 tiger or elek or something. How do I make the most out of it?

Share this post


Link to post
Share on other sites
14 minutes ago, Abelcain said:

How do I make the most out of Barnes?

First of all, factor into your strategy he will pull a vanilla 1/1 whenever you play him. That way, you won't be disappointed when he does so.

Use an add-on that shows what cards remain in your stack, mulligan harder and play Barnes when the odds of him pulling a valuable minion are stacked in your favor. 

Spoiler

Don't rage too much when he still does pull a vanilla 1/1 despite everything.

 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Aggramar guide.
    • By Aleco

      It's rare, it's slimy, and it's latest card to be spoiled from Kobolds and Catacombs.
      It wouldn't be a proper dungeon crawl without an encounter against a giant ooze, and it wouldn't be a proper Hearthstone set without a Hunter card with Deathrattle synergy. Say hello to Seeping Oozeling:

      Despite the random nature of this card's Battlecry, it actually doesn't seem too difficult to construct a deck with nothing but hard-hitting Deathrattles. As a mere 5/4 for 6 mana I doubt that Seeping Oozeling will see play on the back of its stats alone, but there are plenty of powerful Deathrattle cards for this ooze to gobble up from your deck. Deathwing, Dragonlord, Cairne Bloodhoof, and Rat Pack come to mind as potential friends for the Oozeling.
      Do you think that Seeping Oozeling will find its way into standard decks this December? Let us know what you think about the card in the comment section, and remember to check our news forum and the Kobolds & Catacombs hub for more new cards from K&C!
      Card image courtesy of Hearthpwn.com
    • By Aleco

      After an unexpected delay, Spectral Pillager was announced as the latest Netural Epic from Kobolds and Catacombs.
      After an unexpected five-hour delay, Brazilian eSports site Esporte Interativo spoiled Hearthstone's latest Neutral Epic:

      In typical fashion for Neutral Epics in the Year of the Mammoth, Spiteful Summoner appears to be next in a long line of minions with fun and powerful, underwhelming stats, and conservative mana costs. With some creative deckbuilding one could attempt to maximize the effect of this cards Battlecry trigger, but it doesn't appear to be powerful enough on its own to build an entire deck around.
      What do you think about Spiteful Summoner? Let us know what you think about the card in the comment section, and remember to check our news forum and the Kobolds & Catacombs hub for more new cards from K&C!
      Card image courtesy of Hearthpwn.com
    • By Zadina

      The third Kobolds & Catacombs card reveal for today is Zola the Gorgon, a neutral Legendary minion.
      Popular Hearthstone personality Jeffrey "Trump" Shih revealed this card on his YouTube channel. Zola the Gorgon is a 3-mana 2/2 with the Battlecry: "Choose a friendly minion. Add a Golden copy of it to your hand."
      According to the schedule, there was supposed to be another card reveal before the one from Trump, but so far we've seen nothing. At this rate, it's not sure if four or five cards are going to be revealed today. Keep checking our news forum and our Kobolds & Catacombs hub for more new cards!
    • By Aleco

      Standing on the shoulders of the Star Wars: Battlefront II controversy, the Hearthstone community has been voicing their concerns over the game's rising costs louder than ever. What can be done to fix Hearthstone's payment model?
      The Hearthstone community isn't happy - what can Blizzard do to fix the rising costs of the game?
      Since the release of Star Wars: Battlefront II, EA Games has found itself in the midst of one of the most heated, unified, and prolonged attacks against a game studio in the history of the gaming industry. Infuratied by the game’s costly “pay to win” microtransactions, the online gaming community made a recent reddit comment by the EA Community Team the most downvoted comment in the history of reddit, an impressive accomplishment which EA can rest on their mantle next to their back to back "Worst Company in America" in awards.
      Hot on the heels of this controversy, Blizzard released an advertisement for Starcraft II to spread the word about its recent shift to free-to-play which appears to take some serious shots at EA. It's a funny and well-crafted advertisement which is certainly worth a watch:
      As we discussed on the Icy Veins podcast, it's a bit odd to see Blizzard to take an aggressive stance against other gaming studios. Not only does Blizzard have a tendency to play it safe with their marketing and advertising, but one could make the case that Blizzard is currently in the midst of a very similar (albeit far smaller) controversy over their payment model for Hearthstone.
      There has nearly always been a vocal part of the Hearthstone community speaking out against the game’s cost, but the complaints against Hearthstone’s payment model are currently as loud as they have ever been. Just as Blizzard decided to capitalize on the EA controversy to advertise StarCraft II, the Hearthstone community is using the Battlefront debacle as a pedestal to shout their grievances from.
      With such a significant portion of the Hearthstone community demanding changes to the current in-game reward systems and payment models, now seems as good a time as ever to have an honest dialogue about what kinds of changes will strike the fairest balance between our bank accounts and our Hearthstone collections.
      A Fair Price for Hearthstone
      Is there something fundamentally broken about Hearthstone’s reward systems and payment model, and what can be done to fix it? To answer that question, the Hearthstone community needs to be honest about what kind of game Hearthstone really is.
      It’s far too easy to draw unfair comparisons between the cost of Hearthstone and the cost of other games. Take Overwatch for example. It’s undeniable that you’ll get a vastly superior return of fun on your investment of 40 bucks for Overwatch when compared against the $49.99 it will cost you to pre-order 50 packs of the latest Hearthstone set, but it doesn’t make a lot of sense to compare the cost of these two games against each other. First and third person shooting games (Star Wars: Battlefront II notwithstanding) rarely cost more than $59.99 for an entire game’s worth of content, while card games are expected to charge their customers for packs of cards instead of charging for the game itself. So how does Hearthstone stack up against other card games? 
      If you compare Hearthstone against the grandaddy of them all, Magic: the Gathering, Hearthstone is incomparably cheaper. Speaking for myself, the primary reason I switched from MTG to Hearthstone was to save money. Take a look at the average cost of a Standard deck, then take a look at the average cost of a Legacy deck (the rough equivalent of Wild). Want to play a round of draft (the MTG equivalent of the Arena)? That’ll cost you between 10 and 15 USD to play three matches of Magic.
      Is Hearthstone starting to sound cheap yet? Well, it shouldn’t, because MTG and Hearthstone are also totally unfair comparisons. Magic is a trading card game, not a collectible card game, which means that its individual cards hold value and can be traded to other players. Though Magic is undeniably more expensive than Hearthstone no matter how you slice it, the fact that its cards can be sold at any time for real money means that the two games should be held to very different pricing standards.
      It’s about as useful to compare the price of MTG to Hearthstone as it is to compare the price of a BMW to a John Deere tractor, yet I see comparisons like this being made all the time. I’m personally guilty of drawing comparisons between the cost of MTG and Hearthstone in a guide I wrote on this very site.
      If we want to have a realistic conversation about what a fair payment model should look like in Hearthstone, then we need to be realistic about what kinds of games it’s fair to compare Hearthstone with. Not FPS games, not trading card games (TCGs), but only other collectible card games (CCGs). These are Hearthstone’s true competitors. Games which are free to download, charge money to unlock cards at an accelerated pace, and have no system in place to trade cards between players.
      Here’s a quick list of the most popular non-Hearthstone CCG’s on the market:
      Shadowverse Gwent Eternal Elder Scrolls: Legends Ready for a controversial opinion? Hearthstone should be more expensive than the other CCGs. It’s the oldest and most polished game of the lot, it has the largest player base by a mile, and it has vastly more cards, expansions, and free single player content than its competition. Before we can begin to discuss ways that we can improve the reward systems and payment models for Hearthstone we need to accept that Hearthstone has earned to right to call itself the premier CCG in the world. As such, a fair price point for Hearthstone is something higher than that of the other CCGs and something lower than Magic: the Gathering, which is where Hearthstone currently lies.
      The Hearthstone community would probably complain far less about the game's cost if its players felt as though they were being appropriately rewarded for their investments of time and money; superior products are allowed to cost more than inferior ones. However, there is a tangible gap between the time and money players are investing into Hearthstone and the feeling of “reward and accomplishment” they are getting in return. This is a problem which, quite frankly, the other CCGs just don’t have.
      Win or lose, playing the Draft mode in Eternal makes me feel as though I’m steadily marching closer and closer to building the decks I want to play on the ladder. Creating a Shadowverse account bestows players with so many packs that it made me feel as though I owed the developers a debt of gratitude in return. Having played each of the other CCGs I mentioned earlier in this article (some much more than others), there is a strong sense of generosity and progress present in these games which is largely absent in Hearthstone. 
      The unfortunate truth is that Hearthstone is so much bigger and more profitable than the competition that these games need to be generous with their players in order for them to stand a fighting chance. It's an extremely common business practice for smaller companies to undercut their bigger and better-funded competition. If the Draft mode in Eternal didn’t tangibly feel as though I was progressing towards a complete collection of cards then I probably wouldn’t play it at all. If Shadowverse didn’t immediately shower me with packs for creating a new account then it may not have held my attention past the tutorials. These vastly smaller CCGs are fighting an uphill battle by attempting to compete in the same design space as Hearthstone, making it a virtual necessity for their developers to be overtly generous to their player base.
      Blizzard has earned the right to charge more and reward less to Hearthstone players than other CCGs do. What Blizzard has failed to do thus far is make its players feel as though the rewards offered by playing and paying for Hearthstone are worth every penny.
      In-Game Rewards and Player Psychology
      Blizzard has made some serious strides in the past few expansions by providing its players with more free content than ever. They’ve started giving out one free Legendary card per set, have started producing rich single-player content for every new expansion, briefly experimented with daily login rewards leading up to the release of Journey to Un’Goro, and have periodically run festivals that handed out free packs and Arena runs. These are certainly significant strides in a positive direction, yet players still feel guilty when purchasing packs from the shop. Why is that?
       
      Let’s start by taking a look at the random Legendary reward which was introduced at the start of Knights of the Frozen Throne. It’s certainly a welcome prize, but how does it make players feel? I’d argue that in practice, the average Hearthstone player will end up receiving a shiny new Legendary card that they didn’t actually want. The majority of players will be crossing their fingers for a specific Legendary (such as the one belonging to their favorite class) and will feel disappointed when they receive one of the eight other Legendaries they weren’t hoping for. Newer players might only have enough cards in their collection to build a deck for one or two of the classes (I only crafted Druid cards for my first few months in Hearthstone) and will probably have no use at all for a random Legendary outside of those classes. What we have is a reward that is purely beneficial to players, yet somehow it often results in a negative player experience.
      Player psychology is an incredibly important issue in game design, and it’s an issue that Blizzard has demonstrated the ability to masterfully navigate in the past. A famous example comes from World of Warcraft, where Blizzard was able to successfully morph one of the most complained about systems in the game into a system which has since been copied by nearly every MMO after it:
      This notion of player psychology is undoubtedly playing an important role in the perceived gap between player investment and player reward in Hearthstone. The way that rewards and punishments are framed has a tremendous effect on player psychology, and it certainly seems as though Blizzard is losing the psychological battle with its player base. Without having to make any sweeping changes to the in-game reward systems, I’d argue that Blizzard could gain a lot of good will with its players by reframing the way that some of its current in-game rewards are presented. Let’s start by revisiting the random Legendary reward to see if it can reframed in a way which feels better its players.
      At worst, a random Legendary card can be turned into 400 dust; enough to construct four Rares or one Epic. Instead of setting up a large portion of the player base to be disappointed by receiving a random Legendary they may or may not have really wanted, how would players feel if they were simply given 400 dust instead? This reward would be strictly worse than receiving a random Legendary, but I would guess that it would have been received much better by the average Hearthstone player than the random Legendary reward currently is. It’s not so bad to receive a free reward you didn’t really want, but it feels downright awful to dust a Legendary into one quarter of its previous value. Taking this one step further, imagine how excited players would be if they received 1600 dust (or a Legendary of their choice) for trying out a new set. This would give players a feeling of agency and control which is wholly absent from the current in-game reward model. The single biggest problem with Hearthstone’s current in-game reward systems and payment models is a perceived lack of player control. 
      A Lack of Choice in Hearthstone’s Payment Model
      The slow trickle of gold players receive for playing games leads to a slow trickle of packs, and this slow trickle of packs leads to even slower trickle of dust, the only resource players get for constructing the cards they truly want. Outside of grinding away on the ladder, the only other tool at player’s disposal for getting the cards they need to build competitive decks is to pay for packs.
      The best rate that players can get on packs is $49.99 for a one time pre-order of 50 packs of the new set. The estimated average dust per pack is 102.71, assuming you dust every single card you open. 102.71 dust per pack times 50 packs equals 5135.5 dust, which is just enough to construct three Legendaries of your choosing but not nearly enough to build the vast majority of competitive decks in the current metagame.
      If you assume that most of the players who pre-order every new set have the majority of the most popular Legendaries and Epics from previous sets, then it’s fair to assume that 5k dust will be enough for these players to build one or two decks using cards from the newest set. For a newer player with a thinner collection, it’s much more likely that they will be at the mercy of the cards they open in those 50 packs and won’t be able to afford the luxury of dusting most of the cards they purchased. One could make the case that $49.99 is a fair price for a player with a deep collection to pay to be able to immediately build a couple of new decks, especially when you take into account the amount of free content that Blizzard has been rewarding players with of late. One could also make the case that it isn’t. Regardless, I have a very hard time believing that $49.99 is a fair price for a new player to pay to maybe be able to construct a single deck that they may or may not have wanted to build in the first place.
      Its debateable as to whether or not the issue with Hearthstone’s payment model is the actual value players are receiving from their purchased packs. One thing we can for certain is that there are no choices associated with opening packs that feel good for players to make. There’s really no two ways about it, dusting cards that you may or may not need in the future feels awful. A 25% rate of return for dusting cards feels like selling your grandmother’s jewelry to a pawn shop, yet choosing to dust or not dust cards is the only choice players are presented with after purchasing packs.
      Why is it that the only choice players are offered after paying money feels bad to make? There’s nothing intrinsic to the design of Hearthstone which has to prevent players from having more authority over the kinds of cards that are being added to their collection, and I seriously doubt that it is Blizzard’s goal to associate paying money with bad choices. Returning to the idea of player psychology, if we could reframe the current pack purchasing system to offer players more choices, to offer them better choices, perhaps Hearthstone fans wouldn’t feel as disenfranchised as they are feeling right now.
      An example of a way that Blizzard could offer players more choice in their pack purchases would be to give players the option to choose from one of nine “prerelease bundles”, one for each class. Each bundle could be guaranteed to contain one Legendary, two Epics, and four Rares belonging to the class of their choosing. Blizzard could easily adjust these bundles of 50 packs so that they have the same expected value as 50 normal packs. This would offer players with smaller collections a choice that maximizes the likelihood that they will actually be able to use the cards they open, while simultaneously offering the more hardcore players a better opportunity at opening the specific Legendaries and Epics they want most. All this upside can be offered to players without having to actually increase the total amount of cards and dust that players receive from their prerelease packs, and has virtually no downside for players when compared against the current prerelease bundle. I hope this example illustrates that Blizzard is highly capable of improving their existing payment model by providing players with more choices, and that sweeping changes to crafting and pack opening systems are likely unnecessary.
      Conclusion
      To recap, here’s everything we’ve discussed so far:
      Hearthstone fans are currently as upset as they have ever been with the cost of the game. As the premier CCG on the market, Blizzard has earned the right to charge more for Hearthstone than other CCGs. The onus is on other companies to undercut Hearthstone to attract players to their less popular products. The way that players feel about the rewards they receive is just as important, if not more important, than the quality of the rewards themselves. Hearthstone has room to improve from a player psychology perspective and should seriously consider reframing some of their current rewards if they are unwilling to increase them. The only choice players receive when purchasing packs is which cards they would like to dust after opening them. The very low rate of return on dusting cards means that the only choice associated with spending money on the game is one that makes players feel bad, yet there’s no discernable reason that pack purchases can’t offer players meaningful choices that actually make them feel good. Its undeniable that Hearthstone has some room to improve on the systems which are currently under fire from its player base, but at the same, the player base needs to be a little more realistic about what they truly deserve from Blizzard. Hearthstone is an incredible game which provides its players with loads of free content, but at the same time, that doesn’t mean that its devoted fans don’t deserve more than they are currently receiving for their money. It seems as though Blizzard and Hearthstone fans need to meet each other halfway.
      Blizzard doesn’t need to make sweeping changes to its in-game reward systems and payment models to silence their unsatisfied customers. By offering players a greater degree of choice than they are being offered today, players will feel as though they are getting a much better return on their investments of time and money. There will always be a vocal minority of the Hearthstone community who feel as though they deserve more for their money, but when that minority turns into a majority as it has in today’s Hearthstone community, it’s time to make some changes.
      - Aleco