Damien

Midrange Beast Hunter Standard

23 posts in this topic

This thread is for comments about our Midrange Beast Hunter Standard Deck.

Share this post


Link to post
Share on other sites

The Value vs. Tempo section twice mentions Getaway Kodo instead of Dispatch Kodo.

I'm impressed that you managed to publish this many decks on release day.

Share this post


Link to post
Share on other sites

Paragraph 3.1.1, should be Dispatch Kodo, not Getaway Kodo.

 

Looks like a fun deck, and relatively cheap to play. I'll be experimenting with this over the weekend.

Share this post


Link to post
Share on other sites
5 hours ago, zifmia said:

The Value vs. Tempo section twice mentions Getaway Kodo instead of Dispatch Kodo.

I'm impressed that you managed to publish this many decks on release day.

I suppose you see the downsides of publishing so many decks - there are slight issues with the guide, though they should be resolved soon. Thank you and @Allegro for pointing it out!

Share this post


Link to post
Share on other sites
11 hours ago, Allegro said:

Looks like a fun deck, and relatively cheap to play. I'll be experimenting with this over the weekend.

It's honestly fairly solid. It finally allows you to play to Knife Juggler's strengths again, rather than watching him die with little to no impact.

Share this post


Link to post
Share on other sites

Poor pleb who doesn't have Karazhan here. Any suggestions for a Kindly Grandmother swap? I was thinking something like 2x Huge Toad or maybe even one Desert Camel, one Huge Toad (DC to make up some of the Knife Juggler potential lost with no KG).

Share this post


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

Poor pleb who doesn't have Karazhan here. Any suggestions for a Kindly Grandmother swap? I was thinking something like 2x Huge Toad or maybe even one Desert Camel, one Huge Toad (DC to make up some of the Knife Juggler potential lost with no KG).

Huge Toad is a very good swap.

Share this post


Link to post
Share on other sites

How's everyone getting on with this deck?

After 50 games I'm 60% win rate from rank 20-15

I loose badly to warriors ( 1-5) but everything else is fair enough

Enjoying it so far

 

1.png

2.png

Edited by Jonesyy

Share this post


Link to post
Share on other sites

The main thing I would change is the mulligan.  Unleash the Hounds and Knife Juggler are great for regaining the board against a bunch of small/medium minions, but against Druid, you need to be the one leading with tempo and forcing your opponent to respond.  If you can do that successfully, then you'll have enough bodies on the board to either take out a big threat or hit face and end the game before the big threat can be relevant.  Tossing those two cards back would make it more likely for you to have 1-drops like Alleycat, Smuggler's Crate (into a 2-drop), and Fiery bat.

Share this post


Link to post
Share on other sites

Hi again everyone. First off I want to thank everyone on this site who helped me last season for all the great advice I made it to a solid rank 9 and I am happy with that. 

On the next note I was wondering is anyone else outraged by the fact that hunter is now a dead class? Here is what I mean by this. The hunter class itself is built on 1 of 2 options. Face and midrange. Face is fine because you usually get alot of aggro cards early with hunter decks and are able to rush them out and overwhelm. Midrange is good for a little control until a specific combo is met for the win. Usually damage spells combo. But both of those decktypes face a huge problem now.  There is now ZERO chance of killing anyone early! And by the time the midrange option hits that is when everyone else now flurishes. They have more cards than you and EVERYONE has bigger clear damage spells and creatures. 

I mean look at it this way. The biggest field clear spell that hunter has is the explosive trap card that does a measly 2 damage to all the enemy creatures. Last season this was usefull. This season it is useless. Barely any creatures go out with 4 or less health anymore. Everyone is midrange. Everyone is taunts. Everyone is heals. And EVERYONE is DRAWS. There is a rediculous amount of draw cards for each and every class except 1 and that is hunter. 

I have narrowed down the reason for this major hunter weakness to 2 things. Lack of draws spells and cards for the hunter class (that would go along with the new meta). And a disappointing lack of clear damage spells. Is it really fair to give priests who already have huge clearing spells a card that does 5 damage to every creature except theirs? Especially while hunter got no spells of the sort. Pumping up creatures is fine and dandy but it is of zero use is everyone else is built against them.

Warriors are just rediculous now. Mages have too many spells and draws they out last any face hunter and insta kill anything a midrange throws out. Warlocks are just impossible now. Druids have a million things to throw out early which either counters every single face hunter or just face hunts the midrange decks. Giving the rogues an extra coin when they already had basically 3 in their decks was just rediculous, not needed, and extrememly stupid on the side of blizzard.  Paladins have sort of the same issues as hunters but they were already better equipped. I would guess they are second worst right now with hunters being the worst. Shamans I have not seen many of but I assume they are down here with the hunters and paladins. But at least they have the ability to add windfury and draw to their decks. 

Blizzard has severely screwed hunters and I am hoping against hope the next adventure fixes that. I am think about leaving and not coming back until at least reno leaves standard mainly because that card is the ultimate hunter killer. You waste all your cards face hunting or mid ranging and then reno comes out and with no draw you are dead useless crap just waiting to die. 

Anyways that is my season rant. Not angry just extremely disappointed

Share this post


Link to post
Share on other sites
11 hours ago, Guest ThisRandomGuy said:

On the next note I was wondering is anyone else outraged by the fact that hunter is now a dead class?

Not really. I remember the times when hunter was pretty much the only class on ladder, similar to pre-MSG shaman, which is why I don't really miss him. For the same reason I don't miss paladin as much as I miss rogue.

Share this post


Link to post
Share on other sites
17 hours ago, Guest ThisRandomGuy said:

On the next note I was wondering is anyone else outraged by the fact that hunter is now a dead class?

I wouldn't say outraged, but I agree with a vast majority of what you're saying. I don't think I've won a ranked game against a Kabal class since MSG dropped. 

Share this post


Link to post
Share on other sites
On 12/4/2016 at 4:43 AM, positiv2 said:

@JonesyyHey, we're glad you're having fun with the deck! If you're having major issues with aggro (assuming those warriors were mostly pirate), you can swap out the Tundra Rhino for one Huge Toad.

I think the biggest dangers playing against pirate warriors are the (buffed) weapons, so I think a more apt change might be Acidic Ooze, although I haven't tried it yet.  I haven't kept strict track, but it feels like I am still winning about 30% of the time against pirate warrior with my midrange hunter. A lot of those wins are probably unlucky draws or poor play by my opponent. The new fast warriors are extremely fast when they draw well.

Share this post


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

I think the biggest dangers playing against pirate warriors are the (buffed) weapons, so I think a more apt change might be Acidic Ooze, although I haven't tried it yet.  I haven't kept strict track, but it feels like I am still winning about 30% of the time against pirate warrior with my midrange hunter. A lot of those wins are probably unlucky draws or poor play by my opponent. The new fast warriors are extremely fast when they draw well.

Sadly Acidic Swamp Ooze does not help as much in the other matchups, such as dragon priest. If you encounter a LOT of pirate warriors, then sure, include it, but as long as you are not, Huge Toad is better as it is not bad in other matchups.

Share this post


Link to post
Share on other sites
3 hours ago, Wittgenstein said:

Any tips for playing against priests? especially those with the annoying 1-mana potion.

Not many, if you are talking about Potion of Madness, hand buffs maybe help, as they mostly buff your minions over 2 attack. You may add more hand buffs, like Shaky ZipgunnerSmuggler's Crate and Grimestreet Smuggler, just be careful with shadow word cards.

This deck with this list is bad against dragon priest, but if your personal meta game has too many priests, you may take out Unleash the Hounds and Knife Jugglers and add two copies of one of those cards, possibly one of the first two, or both.

Whatever the decklist you are using, this deck will have problems against most popular decks, as far as I have used it.

Share this post


Link to post
Share on other sites

Having big problems due to lack of card draws. 

So far i won a lot of games but mostly due to the fast that i was lucky in top decking. Any suggestions to prevent this?

Share this post


Link to post
Share on other sites
2 hours ago, Guest Nice deck said:

Having big problems due to lack of card draws. 

So far i won a lot of games but mostly due to the fast that i was lucky in top decking. Any suggestions to prevent this?

You can add 2x King's Elekk, either for cards that you feel like are underperforming, or for 1x Tundra Rhino, 1x Dispatch Kodo.

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 emoji 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 Zadina
      The update will take effect on October 18.
      Well, the balance changes were smaller than expected as only three cards were affected this time.
      As expected, Giggling Inventor was affected as it now costs 7 mana, up from 5. The team actually considered it too powerful for 6 mana, which raises the question why it was 5 mana in the first place. Anyway, it still remains an odd card if this is still relevant.

      Now, a big and unexpected change was Mana Wyrm being raised to 2 mana. The iconic Classic minion has undergone the Tunnel Trogg treatment and after 4+ years of power, it is ready to retire.

      And a Wild change to alleviate the devastating Druid combo: Aviana will now cost 10 mana. This means she can't be played at the same turn as Kun the Forgotten King and Juicy Psychmelon won't be able to draw both Kun the Forgotten King and Aviana with it.

      The update will go live on October 18th with the weekly reset. What do you guys think about the changes?
    • By Zadina
      The rewards on Hearthstone for purchasing a BlizzCon Virtual Ticket have been revealed.
      You will receive a very elegant card back and 2 packs from each of the following expansions: Classic, The Witchwood, Kobolds & Catacombs, Knights of the Frozen Throne and Journey to Un'Goro.
      You can purchase the virtual ticket for this year's BlizzCon here.
    • By Zadina
      Bosses from various Hearthstone adventure battle it out in this week's Tavern Brawl.
      This is the second time we see Boss Battle Royale 2, which itself is a variation of the original Tavern Brawl. This time, we have a new Druid hero and the Warlock hero Sindragosa has been slightly nerfed.
      You pick a class and then you get a specific boss hero, which has its special hero power and a predetermined deck:
      Druid: King Togwaggle (Magic Candle: 3 mana - Find a Treasure) Hunter: Skelesaurus Hex (Ancient Power: 0 mana - Give each player a random cards. It costs 0) Mage: The Curator (Gallery Protection: Passive - Your Hero has Taunt) Paladin: White King (Castle: 2 mana - Discover a chess piece) Priest: Professor Putricide (Mad Science: Passive - All Secrets cost 0) Shaman: Lady Naz'jar (Pearl of the Tides: At the end of your turn, replace all minions with new ones that cost 1 more) Rogue: Grobbulus (Poison Cloud: 2 mana - Deal 1 damage to all minions. If any die, summon a slime) Warlock: Sindragosa (Ice Claw: 2 mana - Do 2 damage. There will be 2 Blocks of Ice on your opponent's side of the board at the beginning of the game) Warrior: Coren Direbrew (Pile On!: 0 mana - Put a minion from each deck into the battlefield) Sindragosa is pretty powerful. Lady Naz'jar, Coren Direbrew and Skelesaurus Hex have random effects that can benefit your opponent - Lady Naz'jar seem to have more success than the other two. Grobbulus can work too, if you play smartly.
      Good luck!
    • By Zadina
      Twitch streamers are invited to create a new account and raise it to 5000 Gold during the period of Hallow's End. The winner will earn $5000!
      This special Twitch challenge will begin on October 17, the same day as the Hallow's End event. Here are the rules:
      If the Challenge is not completed by any players during the tournament, players will be ranked, highest to lowest, based on the amount of Gold currently held at the end of Hallow's End.
      Registration for the Challenge will stay open throughout the duration of the event.
    • By Zadina
      The details for this year's Hallow's End festivities have been revealed.
      As already known from update 12.2, Hallow's End will return from October 17 until October 31. During that time, upon logging in you will receive a free Golden Witch's Cauldron and a free Arena ticket.
      You can use that ticket to enter the Dual Class Arena event. You will choose a Hero, then the Hero Power of another Hero and you will make a deck consisting of both Heroes' class cards and neutral cards. If you have an Arena run in progress when Hallow’s End begins on October 17, then it will be retired and you’ll receive the normal rewards for the number of wins you achieved and a free Arena ticket.
      We'll have two Tavern Brawls during Hallow's end. During the first week (October 17-22), there will be a new Tavern Brawl called Monster Smash. You will get randomly assigned one of six Monster Hunt villains with a premade deck. The other Tavern Brawl (October 24-29) is the one we saw last year as well, The Headless Horseman Rides Again!
      Lastly, the new Paladin Hero, Sir Annoy-o, will be available as a bundle along with 20 Witchwood card packs. The pricing of the bundle is still unknown.
      Daxxarri
      It’s the Headless Horseman’s favorite time of year, and he’s returning to the Hearthstone tavern from October 17 through October 31 to host another a blowout Hallow’s End celebration for everyone! If you dare to brave a tavern decked in delightfully dreary decorations, you’ll find that your horrific host has also planned some spine-tingling treats and chilling challenges!
       
      Tempting Treats
      The Headless Horseman is handing out ghoulish goodies just for logging in! Log in between October 17 and 10 p.m. PDT on October 31 to receive a free golden Witch’s Cauldron card and an Arena ticket.

       
      The Great Hallow’s End Arena Costume Party
      During Hallow’s End you can experience dual class Arena* with an added twist: Each of the nine classic Hearthstone Heroes will be attending in costume!

       
      When you start an Arena run during Hallow’s End, you’ll choose a Hero, then a Hero Power, and the cards offered in your picks will feature cards from BOTH of those classes, in addition to neutral cards. And don’t forget, you’ll get a free Arena ticket just for logging in, so there’s no excuse not to attend the party!
       
      TWO Tricky Tavern Brawls!
      Monster Smash is a special Hallow’s End Tavern Brawl that will run from October 17 to Oct. 22.
       
      Wise monster hunters avoid the haunted wood during Hallow’s End, so the creepy creatures of the Witchwood are taking the opportunity to find out which among them is the strongest! Take control of a monster from The Witchwood’s Monster Hunt single-player mission and SMASH the competition!

       
      The Headless Horseman Rides Again is a special Hallow’s End Tavern Brawl that will run from Oct. 24 to 29.
       
      The Headless Horseman has been marauding through the countryside, and it’s up to you to stop him! You’ll go in disguise to catch the fiend by surprise—after the Brawl begins, you’ll get to Discover which costume you’ll wear. Each costume has its own deck featuring cards from several classes and a passive Hero Power that you’ll need to make the most of if you want to succeed at sinking the sinister specter!

       
      Hallow! Hallow! Bundle
      While the creatures of the Witchwood stir, and townsfolk cower during the fearful fun of Hallow’s End, Sir Annoy-o remains ever undaunted! He doesn’t even know what a daunt is! Say HELLO! HELLO! HELLO! to the new Paladin Hero and add 20 The Witchwood card packs to your collection when you buy the Hallow! Hallow! Bundle.
       


       
      There’s a feast of fearsome fun to be had at the Headless Horseman’s Hallow’s End hootenanny. Don’t forget to check out a Hallow’s End Fireside Gatherings Tavern near you and get Nemsy Necrofizzle as the celebration continues!
       
      We hope you’ll join us, and we wish you a HAPPY HALLOW’S END!

       
      * NOTE: If you have an Arena run in progress when Hallow’s End begins on October 17, then it will be retired and you’ll receive the normal rewards for the number of wins you achieved and a free Arena ticket. In the hours just before the beginning and conclusion of Hallow’s End on October 17 and October 31, the ability to purchase a new Arena ticket will be temporarily disabled.
      (source)