Vlad

Midrange Hunter Deck List

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This thread is for comments about our Midrange Hunter Deck List Guide.

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On 4/17/2017 at 7:12 AM, Vlad said:

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

Hi I am hunter fanatic and am currently in a rut at rank 5. I am honestly thrilled to be at rank 5 i mean ill take it that means I am at least doing something right. However I am stuck at rank 5 its not like I can't get wins but I cannot get to rank 4. I will get to the battle to get into rank 4 but then I will lose each and every time. I was wondering if you could look through a couple of my games here and tell me if you can spot the situation that is keeping me from legendary. I know I am going to make mistakes I just need help seeing them sometimes. Thank you for all you do on this site. 
 

I will note that I changed rat pack to stonehill defender mainly because I was seeing so much aggro like (curse them to the pits) pirate warrior. 

https://hsreplay.net/replay/9DWHMaVmyTYRd46vgDszjJ

this was a win but I wonder if I could have played this a little bit better. I was thinking about using crackling on the bird so that it would spawn 2 plants after it was destroyed by that doomsayer but decided not to.

https://hsreplay.net/replay/myZXCZ87qNf3q7zaycQbgQ

once again I won this one but I would like to note this is the first time I have ever beaten murloc paladin at this rank. Honestly I think this was due to mistakes on his part like waiting for that annoying pally clear combo instead of say bringing out the hammer. But I am not certain and again I would like to know if I could have done anything better.

https://hsreplay.net/replay/yP6mNgdmvxArehCaonq2Ai

Wow...another win I usually dont get this many in a row. Either everyone is tired or I have been playing this way too long. Again what could I have done better?

https://hsreplay.net/replay/wfnSex85xEAkVAKzQAyBti

Ok here we go this is what I am talking about. I played what I thought was not only correctly but board dominating but he just with a single card each turn blocked every single thing I could possibly have had plus kept his hand full. when I thought I had finally built the field in a way that I just had to beat him down each turn he had the perfect amount of mana to clear my field with the exact perfect spells that left him able to just end it with that last taunt. Should i just surrender to warriors from now on if they are not pirate warriors? Cause this deck so far has not been able to beat quest warrior. 

Anyways this and paladins and mages are what kill me everytime. I usually just surrender against mages. Even with reno gone they are invincible to little health minions making hyena useless and well yeah. Rogue I have no issue fighting I am usually faster than them and they are too focused on the quest at hand. At any rate thank for watching these if you do and any help or advice would be greatly appreciated. I know rank 5 and lower all through legendary is harder and more about not making any mistakes so I hope I can fix that issue in myself with your expert advice.

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10 hours ago, Guest ThisRandomGuy said:
Spoiler

Hi I am hunter fanatic and am currently in a rut at rank 5. I am honestly thrilled to be at rank 5 i mean ill take it that means I am at least doing something right. However I am stuck at rank 5 its not like I can't get wins but I cannot get to rank 4. I will get to the battle to get into rank 4 but then I will lose each and every time. I was wondering if you could look through a couple of my games here and tell me if you can spot the situation that is keeping me from legendary. I know I am going to make mistakes I just need help seeing them sometimes. Thank you for all you do on this site. 
 

I will note that I changed rat pack to stonehill defender mainly because I was seeing so much aggro like (curse them to the pits) pirate warrior. 

https://hsreplay.net/replay/9DWHMaVmyTYRd46vgDszjJ

this was a win but I wonder if I could have played this a little bit better. I was thinking about using crackling on the bird so that it would spawn 2 plants after it was destroyed by that doomsayer but decided not to.

https://hsreplay.net/replay/myZXCZ87qNf3q7zaycQbgQ

once again I won this one but I would like to note this is the first time I have ever beaten murloc paladin at this rank. Honestly I think this was due to mistakes on his part like waiting for that annoying pally clear combo instead of say bringing out the hammer. But I am not certain and again I would like to know if I could have done anything better.

https://hsreplay.net/replay/yP6mNgdmvxArehCaonq2Ai

Wow...another win I usually dont get this many in a row. Either everyone is tired or I have been playing this way too long. Again what could I have done better?

https://hsreplay.net/replay/wfnSex85xEAkVAKzQAyBti

Ok here we go this is what I am talking about. I played what I thought was not only correctly but board dominating but he just with a single card each turn blocked every single thing I could possibly have had plus kept his hand full. when I thought I had finally built the field in a way that I just had to beat him down each turn he had the perfect amount of mana to clear my field with the exact perfect spells that left him able to just end it with that last taunt. Should i just surrender to warriors from now on if they are not pirate warriors? Cause this deck so far has not been able to beat quest warrior. 

Anyways this and paladins and mages are what kill me everytime. I usually just surrender against mages. Even with reno gone they are invincible to little health minions making hyena useless and well yeah. Rogue I have no issue fighting I am usually faster than them and they are too focused on the quest at hand. At any rate thank for watching these if you do and any help or advice would be greatly appreciated. I know rank 5 and lower all through legendary is harder and more about not making any mistakes so I hope I can fix that issue in myself with your expert advice.

 

Hey, 
against aggro, you as a hunter want to play more aggro cards, rather than understatted control cards. This means you should play Rat Pack or Dire Wolf Alpha, rather than Stonehill Defender. Some tech cards are fine as well - Acidic Swamp Ooze is a solid counter against pirate warriors.

Replay #1
On turn 1, using The Coin to play Crackling Razormaw would have challenged the board and you would have had a free trade. it would have been fine even if the warlock had a Mortal Coil.
On turn 5, I would have played Houndmaster and went full face, as it would have set up lethal for the following turn. Couldn't spot any outright misplay though.

Replay #2
Playing Tundra Rhino on T5 was an alternative I would consider, solely for the possibility of a high-damage Scavenging Hyena + Kindly Grandmother combo. Again, couldn't spot any outright misplays.

Replay #3
Playing Jeweled Macaw first to gain more information sometimes makes a huge difference, and in this case, if you had gotten Jeweled Macaw from the Jeweled Macaw, it would have been likely the stronger play. It didn't matter in the end, but as I said previously, it can matter a lot sometimes.

Replay #4
I would have thrown Houndmaster out of the opening hand as well, as you did not have a 3-drop or a sticky 2-drop (Kindly Grandmother) that would ensure your ability to taunt something up. This time it sort of paid off, but it can be risky at times.
On Turn 1, playing Alleycat to have a smoother curve, ultimately allowing you to coin out Houndmaster on T3 to buff the T2 Kindly Grandmother, granting you a strong early-game and early midgame. I think you saw the curve mattered a lot when the warrior played the Acolyte of Pain, forcing you to either let him draw more cards, or to play an overkill card - Skill Command. Seems like this was the mistake that screwed you over, causing your loss.
You missed your hero power on turn 6.

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Hello guys

I've been testing this deck

10 games so far 4 wins, 6 losses. All casuals

Struggling against Hunters and doing good against Warriors.

I'll let a few replays here. If you'd like to help me improve my win rate I'd appreciate it.

Thanks in advanced.

Quote

 

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3 hours ago, positiv2 said:

Hey, 
against aggro, you as a hunter want to play more aggro cards, rather than understatted control cards.

Hey thanks for the help and for watching my matches. I had thought that the best way to counter aggro was taunts but now that I think of it with my aggro hunter I have made it through quite a few taunt decks so maybe I wasn't in the correct mindset yet. All the advice you gave me was great. As an update i did make it to rank 4 and summarily fought 5 paladins in a row as soon as I hit rank 4 the final one sent me back to rank 5. I have been trying to pinpoint a good way to beat paladins but have not quite figured it out yet. Their synergy with murlocs is incredible this season. 

Thanks again. I might post a few more matches later. 

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2 hours ago, Guest ThisRandomGuy said:

Hey, 
against aggro, you as a hunter want to play more aggro cards, rather than understatted control cards.

So I wanted to make an update since my last post. I have done 15 matches with my aggro hunter and not a single one has been a win. Everyone has so much clear while hunter has been given no new clear since I don't know when. The new bite spell is not a clear card it is an insult. Mages get volcano cards doint 15 damage but the hunter gets a measly 2 damage. Aside from hunters I have not seen anyone else throw out a 1 health 1 cost card EVER. All my beasts get insta cleared the turn after I summon them. Even if I go first and throw out alley cat they both get cleared everytime by my next turn. Also I could power up hyena to infiniti but every other class will kill it the next turn no problem. I think that makes it a useless card. I mean i got it up to a 8/5 on turn 2 by straight luck and this stupid warrior just kills it with only 3 mana to use and throws out a huge taunt on my next turn ending my game because hunter cant counter taunts whatsoever. In order for hunters to counter taunts we need at least 4 mana and previous cards on the field and that rarely ever happens. 

The main fact is I cannot beat paladin, warrior, mage, shaman, and non-quest rogue and that is what everyone is playing down here at rank 5. Why just why is blizzard such a failiure at balancing. They gave hunter some good cards yes but they gave everybody else so much better cards its rediculous. And that is the way they have treated hunter for many many expansions. Lets boost the fk out of everyone else and give hunter some piddling hope cards that make it ok but inevitably useless. 

What I am saying is I need help is there anyone who has a video of themselves playing this deck at rank 5 or something? I feel like I am the only one even trying to make hunter viable. I am losing faith and getting frustrated and just about to like sue blizzard or something stupid like that. 

I read that once you hit rank 5 it should take about 180-200 games approximately to get to legendary. well that means that at least in all those games you are moving somewhat. But for everygame I win I lose the exact same amount or more. I cannot move with hunter decks at all. I have had at least 100 games since I hit rank 5 and only once did I get to rank 4 after a 5 game win streak and then I lost 7 games in a row and went back to no stars rank 5. It just sucks and I need like a coach or something. 

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Hi everyone! I tried to use this deck for the standard matches but it doesn't allow me to use it. It says it's only allowed to play in wild matches. Do you know why is that? I want to find a good face/agro hunter deck, or the best face/agro deck regardless of class. Would you be so kind to point me to the right direction? :)

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@RIPAX Sorry, I have been quite busy lately (and still am), so I will only go through the first two replays.

Vs Hunter
I don't see a reason not to keep the Fiery Bat int he opening hand. You had The Coin, so you could play 2-drops on T1, then follow up with Kindly Grandmother on T2 with huge board pressure. It did not matter in this case, luckily.
Coining out the Fiery Bat seemed like an alright play, even with opponent's Jeweled Macaw on the board.
When you want to play Jeweled Macaw, play it first to get more information - it's like drawing, and you wan to draw first almost every time.
On T4, another strong play would be Jeweled Macaw into Fiery Bat into Scavenging Hyena and trade with the Big Bad Wolf.
It seems that you not putting enough pressure on the board caused your loss.

Vs Warrior
I don't think Kill Commanding the Stonehill Defender was necessary. You could have easily traded over two turns with the Kindly Grandmother. The Kill Command would have been more useful against the Ornery Direhorn later on.

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6 hours ago, Guest alphagod said:

Hi everyone! I tried to use this deck for the standard matches but it doesn't allow me to use it. It says it's only allowed to play in wild matches. Do you know why is that?

You need to click/tap "Convert to Standard" after hovering your mouse over the portrait of the hero when having the deck open in the collection, or when tapping the portrait (if you are using mobile device). If that doesn't help, delete the deck, create it again, click/tap the button again and it should work. If it does not help, asking the support is your safest bet.

6 hours ago, Guest alphagod said:

I want to find a good face/agro hunter deck, or the best face/agro deck regardless of class. Would you be so kind to point me to the right direction? :)

Face hunter can be found here. Arguably the strongest face deck at the moment is pirate warrior deck, which can be found here.

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10 hours ago, Strongpoint said:

 

 

If only hunters had a hero power that ignores taunts.... Oh wait

I agree there is the hero power but it only does a max of 2 damage to face. If the other player has at least 2 taunts out and 15 health left it while you have nothing because they controlled the crap out of you then your hero power means zip. You are top decking for both damage spells (which only one i can think of damages the hero) and an easy beast to send out to proc kill command. And out of 30 cards that is hard to get the exact combo like that. I mean yeah you can whittle it down 2 by 2 each turn but think about that a minute. At 15 health 8 turns you need to waste in order to do 15 damage (barring any spells you might  get) meanwhile the other player has 2 taunts and builds the field by at least 2-3 minions per turn and considering most taunts deal about 4 damage on average you cannot survive except by the dumbest of luck which does happen sometimes but not very often. 

Rule of thumb for aggro hunter decks! If you lose the first 4 turns YOU LOSE THE GAME!

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This deck looks great and plan to build it soon as it wont cost much dust for me. Sadly I cannot craft kindly Grandmother since I dont own that expansion. Whats a decent sub for it, pref not being epic/leg since I cannot afford crafting those atm unless it is truly for the perfect deck.

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21 minutes ago, crusadurus said:

This deck looks great and plan to build it soon as it wont cost much dust for me. Sadly I cannot craft kindly Grandmother since I dont own that expansion. Whats a decent sub for it, pref not being epic/leg since I cannot afford crafting those atm unless it is truly for the perfect deck.

I recommend saving gold for Karazhan, simply because it offers huge value. Until you save up enough gold, you can use generic hunter cards, such as Infested Wolf or Rat Pack. If neither of these cards work for you, let me know.

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3 hours ago, crusadurus said:

This deck looks great and plan to build it soon as it wont cost much dust for me. Sadly I cannot craft kindly Grandmother since I dont own that expansion. Whats a decent sub for it, pref not being epic/leg since I cannot afford crafting those atm unless it is truly for the perfect deck.

Karazhan is a great gold investement even if you don't plan to ever play wild because next rotation you can disenchant everything  for a very good gold\dust ratio.

Kindly Grandmother is a nice card for this deck but there enough 2 drops to replace it. Golakka Crawler is an anti-pirate tech that works better in hunter than anywhere else. Dire Wolf Alpha works with your 1 drops and make a good combo with Unleash the HoundsRavasaur Runt is a bit situational but it is a decent card. Trogg Beastrager can be played, too but it lacks synergies in this deck and he is not a beast himself. 

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Ok thanks, i have 1 of the crab so that will work for now and ill find somethign else. prob dire wolf alpha. Im not going to save gold for an expansion, that would take ages. I could eaisly buy it I'm just not sure I want to invest any more money into the game atm.

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What could I tech in to improve my winrate against taunt warrior? Every time I get them low they seem to pull out Alley Armorsmith and I run out of resources

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On 4/21/2017 at 4:56 PM, Guest ThisRandomGuy said:

 

Rule of thumb for aggro hunter decks! If you lose the first 4 turns YOU LOSE THE GAME!

This is so true it hurts.

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So far this deck loses to:

Every control deck
Every Mage
Pirate Warrior
Quest Rogue
Quest Priest
Dragon Priest
...But it can reach legendary because one player somewhere did it at one time.
 

Edited by DJRemark

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7 hours ago, DJRemark said:

So far this deck loses to:

Every control deck
Every Mage
Pirate Warrior
Quest Rogue
Quest Priest
Dragon Priest
...But it can reach legendary because one player somewhere did it at one time.
 

I disagree with your opinion. Firstly, saying "X loses to Y" is unclear, as this isn't Rock-paper-Scissors, where Rock beats Scissors every single time, which is not true for any two decks in Hearthstone. Instead, Hearthstone is a game of chance and even "hard counters" can lose, which makes "X loses to Y" quite unclear. Is it any below 50%, or below some % for that matter? Is it the relative laddering power?

This deck certainly does not "lose" to "Every control deck", even less so "Every mage", as it has well over 50% winrate against both popular mage decks at the moment - control and freeze. I feel like quest rogue is a 50/50 matchup as well, which I wouldn't put into "loses to" category. 

Seems like you are missing information - all decks on our site have been tested. If they aren't good enough, or aren't meant to provide fun (but this deck is not one of the fun decks), they aren't added. 

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11 hours ago, DJRemark said:

So far this deck loses to:

Every control deck
Every Mage
Pirate Warrior
Quest Rogue
Quest Priest
Dragon Priest
...But it can reach legendary because one player somewhere did it at one time.
 

I ran a slight variant of this deck last month and hit around Rank 5 with it. I really didn't have the time to put into trying to climbing with it anymore past that. I had a 68% winrate with it, best match ups coming from Warrior (Both control and Pirate) and Mage (control and Freeze), both somewhere close to 75% so I'm not sure where your getting your info from. If you want to provide some Replays of your matches @positiv2 and myself would be more than happy to help you with this deck. It really is a good one. 

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I'm enjoying this deck.  I am currently stuck around rank 9/10 with it.  Any suggestions on card swaps for upgrading?  I have everything for the Midrange Secret Hunter except for Snake Trap and Call of the Wild.  I only have enough dust for 1 epic at the moment.  Should I craft Snake Trap and move to that deck or should I slowly start upgrading toward the Midrange Beast Un'Goro deck by getting a Rat Pack or Bittertide Hydra?  Thanks!

Edited by scotth

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31 minutes ago, scotth said:

I'm enjoying this deck.  I am currently stuck around rank 9/10 with it.  Any suggestions on card swaps for upgrading?  I have everything for the Midrange Secret Hunter except for Snake Trap and Call of the Wild.  I only have enough dust for 1 epic at the moment.  Should I craft Snake Trap and move to that deck or should I slowly start upgrading toward the Midrange Beast Un'Goro deck by getting a Rat Pack or Bittertide Hydra?  Thanks!

What are you currently facing in your meta? Knowing this we can help you figure out what steps you need to take to getting around it. 

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23 hours ago, KingMe said:

What are you currently facing in your meta? Knowing this we can help you figure out what steps you need to take to getting around it. 

I hadn't been playing ranked much for a while so I played some today keeping track of who I lost to.  First, the meta seems different at the moment, being harder at least.  I played mostly against control decks and did not do so well.  Several mages including a secret mage and some sort of Medivh, the Guardian mage.  Dragon priest. A paladin with Ragnaros, Lightlord and Sunkeeper Tarim, which I didn't manage to beat out.  Only one I managed to beat out of about 7 was an elemental priest (easily).  A week or two ago or so I'd say I would at least average 50/50 win loss at this rank.

 

Edit: Played again last night and this morning with much better luck.  Managed to make it within one win of Rank 5 a couple of times before sliding back to 7.  So close!  Saw quite a few more control priests that seem to give me trouble as well as some jade and murloc shamans and jade rogues.  Is it worth adding a Hungry Crab when i'm not exactly seeing mostly murloc decks?

Edited by scotth

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      Regardless of your deck style, AKAWonder says you must look for a new strategy if your original one has been derailed. “When you lose your win condition, you need to find an alternative plan to win the game," he says. "Most likely, your chances to win are lower than they were.” But so long as they aren't zero, you have a chance. He suggests looking for every point of win percentage you can, by any means possible.
      “In order to find an alternative plan, I think about different situations—denying my opponent their win condition, going to fatigue, or just creating pressure using minions,” AKAWonder says. He adds that certain cards can offer new outs all their own, like The Lich King.
      It’s not always easy, but practice helps. He says, “You need to find a new way to win—and the more you play a deck, the more alternative game plans you will discover for different matchups.” If you’re newer to Hearthstone, he says this is actually a valuable lesson to learn: “Your win condition is important, but not if you lose with it in your hand. Go for an alternative plan if the situation forces you to!”
      Sounds like AKAWonder recommends a whole string of keywords: you need to Discover new ways to play and Adapt to the situation! Every game is different, so playing with that in mind just makes sense.
      Part Five: Playing to Your Outs [Return to Top]
      Blizzard (Source)

      There’s a surprisingly wide gulf between winning and not losing yet. A very kind Jace “DrJikininki” Garthright, best known for his 2017 Americas Winter Playoffs victory, lends us his guidance today to distinguish between the two, helping you to “play to your outs”—making sure you’re still working towards a game-winning play.
      “It’s important to ask yourself every turn—how can I win this game?” DrJikininki says. “Some games, you may have a very slim chance to win, but recognizing when you are in that situation and adapting is a very important skill.” He cautions against what may seem instinctual, which is to make the "safe" play each turn. “All players have a tendency to make plays that would be considered safer,” he says. “Plays as simple as trading into minions on the board to live for an extra turn.”
      But the concept of playing to live isn’t how you should play. “Use critical thinking about the potential reach in your opponent’s deck,” DrJikininki says. “Taking slim percentage chances is what you have to do sometimes!” His advice makes sense—evaluating how a given line of play sets you up to win later is incredibly important.
      Getting there takes time, so DrJikininki echoes what others have said: practice. “Next time you play a game and are in a losing position, ask yourself—what hands can you beat? What play with your hand leads to you winning the most often? This will help you out more than just playing a large number of games.” He notes that understanding the variables—your deck’s reach, your opponent’s deck’s reach, whether or not either deck can afford to play a value game, and more—all factor into those questions.
      That’s it! We hope you’ve enjoyed this series of educational snippets from pro players across the competitive Hearthstone landscape, and that Midgame Week inspires you to take your game to the next level.
      Which of this week’s skills do you think is most important? What advice would you offer other players looking to learn more about how to level up their play? Offer up your thoughts in the comments and stay tuned for even more pro player insight right here on playhearthstone.com/esports.
    • By Stan
      Blizzard posted changes to game mechanics that will be implemented with with the Boomsday Project 12.0 patch.
      Highlights
      Ghostly Charger will no longer have the Beast tag. Ixlid, Fungal Lord is losing the Elemental tag. Shifter Zerus, Molten Blade, and Shifting Scroll will no longer keep any enchantments when they transform. Voodoo Doll's curse will be broken if you transform the minion that's already been cursed by Voodoo Doll. The transformed (formerly cursed) minion will not be killed when Voodoo Doll dies. Shadowboxer will be updated to deal 1 damage to a random enemy, whenever a minion is healed. Players will be able to disenchant the card for its full Arcane Dust value for two weeks after 12.0 goes live. Blizzard (Source)
      Dr. Boom’s bringing more than just mayhem to the Netherstorm. The 12.0 update will also come with several rule changes to Hearthstone’s gameplay. Read on to learn about another minion Type update, the copy a card rule change and the transform rule change.
      More Minion Type Changes
      There was a ton of feedback following the last minion Type update we posted, and after reviewing all of it, we realized that there were a couple more minions that needed changing. Here are our decisions following the full review of your feedback.
      Ghostly Charger

      We made a decision that, at least by default, spectral/undead/ghost/spirit versions of animals are not considered Beasts in Hearthstone. There are quite a lot of these sort of cards, most of which are already not Beasts, and changing them would have extensive balance implications.
      Ghostly Charger is one of those cards. Clearly a ghost in both its name and art, its Beast tag has also not been relevant in any significantly used interaction. As a result, we’re planning to remove the Beast tag in a future update.
      In the much rarer case of spectral/undead/ghost/spirit versions of Dragons, Murlocs, Pirates, and Elementals, they will still remain their Type. There aren’t a whole lot of these cards, but there are a few, and they’re already consistently their type. Examples of these are Ghost Light Angler, Cursed Castaway, Bone Drake.
      Ixlid, Fungal Lord

      World of Warcraft uses a looser definition of Elemental than what we decided to standardize on for Hearthstone. In Hearthstone, an elemental is something that has been brought to life by being inhabited by an elemental spirit, but is otherwise not alive. These are easy to recognize: a Fire Elemental looks like a living creature made out of fire; A Water Elemental looks like a living creature made out of water.
      One of the biggest outliers to this definition are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone. Examples of these include The Voraxx, Fen Creeper, Biteweed, Vilespine Slayer, Rotten Applebaum.
      Ixlid, Fungal Lord, is by this definition, a plant creature. Although we’re committed to consistency, there are also other criteria that we consider when changing card Types. One of them is how often a card’s current Type matters when it comes to interacting with other cards. Ixlid’s Elemental tag is not significantly used in current decks, so we’ve decided to remove it in a future update.
      We also looked at the following minions but decided against making any changes. We’ve included our thought process as to how we came to our decisions with these cards.
      Kindly Grandmother
      Kindly Grandmother/Big Bad Wolf looks like a Worgen (which are not considered Beasts) but is actually some other sort of wolf-like creature that is a Beast. The Beast tag is also extremely relevant to its gameplay, and defines most of the card’s intended usage. With this in mind, we will not be changing Kindly Grandmother’s/Big Bad Wolf’s Type. In the future, we’ll be more careful to make the art clear when it comes to Worgen or similar races.
      Arcane Giant  & Arcane Golem
      On top of Elementals and plant creatures, there’s another category of things that have been brought to life via magical animation. These are creatures like War Golem, Arcane Giant, and Avian Watcher—which are not Elementals.
      Arcane Giant, Arcane Golem, and The Curator are all examples of another sort of creature collectively referred to as Arcane Golems. These mechanical constructs utilize arcane energy as a power source, with The Curator being a Mech Type as part of his character in the One Night in Karazhan Adventure. This is actually subtly different from something like War Golem, which is carved from stone and then magically animated. While the “golem” definition refers to something that has been magically animated and is therefore neither a Mech nor Elemental, both Arcane Giant and Arcane Golem’s card art don’t clearly show them to be one or the other. Since the correct type for these creatures is so unclear, we will be leaving them unchanged for now, but would love to hear what you think.
      Bogshaper
      Bogshaper seems to be the same type of creature as Ixlid or Fen Creeper, and that would logically lead to removal of its Elemental tag. However, as mentioned above, we look at more than just the fantasy of a card when determining if it needs a Type change. While Bogshaper’s fantasy criteria checkbox is filled, it’s currently heavily utilized in the meta, and features in many decks, including that of the 2018 Summer Champion, Bunnyhoppor.
      We are holding off on changing Bogshaper's Type for now, but would love to hear what the community thinks we should do in this case. We’re also considering making this sort of change when a card rotates to Wild.
      Copy A Card Rule Change

      Card copies currently only retain enchantments when both the original card and its copy are in play—think Molten Reflection. In Update 12.0, this rule will be updated to match the one regarding enchantments being retained when a card transitions zones.
      Zones in Hearthstone are defined as areas where cards are hosted: your deck, your hand, in play, and in the graveyard. In Hearthstone, there is a general forward-moving flow through zones. Whenever a card moves forward in that flow (Deck -> Hand, Hand -> Play, Deck -> Play), it retains enchantments. If a card moves backwards in zones (Play -> Hand, Hand -> Deck, Play -> Deck, Play/Hand/Deck -> Graveyard and Graveyard -> Play/Hand/Deck), it loses enchantments.
      With this update, card copies will retain enchantments in the following scenarios.
      Cards that are resurrected currently do not and will continue not to retain any enchantments, unless specifically stated otherwise. If you copy a card from a deck to a deck, the copy retains enchantments. (eg. Archbishop Benedictus) If you copy a card from a hand to a hand, the copy retains enchantments. (eg. Mind Vision) If you copy a card from play to play, the copy retains enchantments. (eg. Molten Reflection) If you copy a card from a deck to a hand, the copy retains enchantments. (eg. Thoughtsteal) If you copy a card from a deck to play, the copy retains enchantments. (eg. Mindgames) If you copy a card from hand to play, the copy retains enchantments. (eg. Kobold Illusionist) Transform Rule Change
      When transformed, a Hearthstone card typically loses all of its enchantment. Most cards in game already obey this rule. However, there are four cards that we are changing to keep in line with the rule, as part of this consistency pass.

      Shifter Zerus, Molten Blade, and Shifting Scroll all transform in your hand at the start of every turn. Following the 12.0 update, they will no longer keep any enchantments when they transform. This includes things like hand buffs and Emperor Thaurissan mana-cost discounts.

      The impact on Voodoo Doll is a little different with the update. If you transform the minion that’s already been cursed by Voodoo Doll, the curse will be broken, and the transformed (and formerly cursed) minion will not be killed when Voodoo Doll dies. Silencing the cursed minion will also break the curse, in addition to silencing the Voodoo Doll.
      Shadowboxer Update

      Since the creation of the Lifesteal keyword, Shadowboxer has been a high risk card, in that it can trigger off of itself and deal up to 30 damage in one turn if you ever give it Lifesteal. Because of this, we have changed it to: Whenever a minion is healed, deal 1 damage to a random enemy.
      Once Shadowboxer's card change is live with Update 12.0, players will be able to disenchant it for its full Arcane Dust value for two weeks.
      These are all the changes that you’ll see come into effect with Update 12.0, in line with our commitment to consistency within the game. Let us know what you think in the comments below, or via Facebook and Twitter!
    • By Aleco
      Will these three new Treant cards see play in the meta? Or will they come up short like the hand-size cards from The Witchwood?
       
      Three new Treant-themed cards were revealed today by PCGamer:
       

       
      First up we have Dendrologist. The floor on this card is solid, as a 2 Mana 2/3 is passable in a pinch. The ceiling on Dendrologist is higher than you might think, as his Battlecry is quite strong. Druid might have more high-quality spells than any other class in the game (Wild Growth, Nourish, Ultimate Infestation, Branching Paths, Naturalize, and Savage Roar to name a few), which leads me to believe that Dendrologist will be a powerhouse if Druid gets sufficient Treant support in this expansion.
       

       
      3 Mana for 4/4 worth of stats is already a great deal on its own, and the added Treant synergy puts this card over the top. The fact that this card creates two bodies makes it even better in aggro decks that look to go wide and finish with cards like Fungalmancer. This is a very reasonable card to curve into on turn 3, and it hints that the Treant deck will likely be quite aggressive.
       

       
      Finally we get Mulchmuncher, a big fat Mech with Rush and a dangerously tempting Mana reduction effect. We know from experience with Corridor Creeper and Giant cards how strong it can be to play big Minions for low amounts of Mana, but it won't be that easy to reduce Mulchmuncher's cost. If the Mana Treants from Living Mana count as Treants for this card, then I can easily see Mulchmuncher as finisher in an aggressive Treant decks.
      Will these new Treant cards turn Force of Nature and Witchwood Apple into playable cards? Or do you think the Treant cards will fall flat like the hand-size cards from The Witchwood? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      The latest Hearthside Chat with Peter Whalen revealed Supercollider, Flobbidinous Floop, and Whizbang the Wonderful from The Boomsday Project.
       
      In the latest Hearthside Chat, Senior Game Designer Peter Whalen explained some of the themes (science) and inspirations (more science) for The Boomsday Project. In doing so, he spoiled three new incredibly exciting cards. If you're interested in watching the video (which is just 4:59 seconds long), you can do so right here:
       
       
      Card Reveals
       

       
      This card gets an "A" for flavor, as I don't think its possible to come up with a better design for a card called "Supercollider" in a science-themed set.
      This Warrior weapon has the potential to be a 2 or 3 for 1, as it can set up trades quite easily if you attack your opponent's largest minion with it. However, attacking your opponent's largest minion means you will also be dealing plenty of face damage to yourself, making high amounts of armor gain a requirement for putting this card in your deck. For that reason, Supercollider plays excellently with Baku the Mooneater, and I expect it to see play in Odd Warrior decks.
       

       
      Next up is another card with an excellent name, Flobbidinous Floop. This guy provides a Faceless Manipulator-style effect for Druid decks for just 4 Mana, which will almost certainly make him a combo piece in a variety of Druid decks. Between Innervate, Twig of the World Tree, and Biology Project, there will almost certainly a few new OTKs with Flobbidinous Floop. He can also be used in Big Druid decks one turn after playing a huge minion, such as Ysera, Hadronox, or The Lich King, to become a 3/4 copy of a card with a powerful effect. Expect to see plenty of Flobbidinious Floop in the new meta!
       

       
      Next we get Whizbang the Wonderful, which is one of the most unique and exciting cards in the history of Hearthstone. What does he do? Let me show you:
       

       
      Whizbang the Wonderful replaces your entire deck. He replaces your hero, and he names your new deck "Whizbang is Wonderful". When you enter a game with this deck, you will be randomly handed 1 of 18 recent deck recipes by Blizzard at the start of the game.
      Will Whizbang be competitively viable? Almost certainly not, but I think that question is almost entirely missing the point. By adding Whizbang to the game, Blizzard has offered new players a way to access 18 different for just 1600 dust! Though its unlikely these 18 premade decks will be 100% meta optimal, they will almost certainly be viable enough for newer players to climb the earlier ranks while playing a wide variety of decks and learning new cards. This is the closest thing that Blizzard will probably ever do to selling pre-constructed decks (something that many other cards games do), which in my eyes is a major step forward. Will tryhards be disappointed when they open Whizbang? Probably. But not every Legendary minion needs to be a home run for the hardcore audience. Whizbang is the new player's best friend, and will surely add much more joy to the game of Hearthstone than he takes away.
      What do you think about today's spoilers? Will Supercollider see play? Can you find any new OTKs with Flobbidinous Floop? And are you as excited about Whizbang the Wonderful as I am? Let us know in the comments what you think about these new cards, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      A callback to Annoy-o-Tron, this new Mech card could be a serious player in the meta.
       
      Episode 2 of "Enter Boom Labs" has revealed another new Magnetic card from The Boomsday Project, called Annoy-o-Module:
       

       
      A callback to Annoy-o-Tron, this guy gains Magnetic and 1/2 worth of stats for just 2 Mana! The stats and keywords this card instantly adds to another Mech seem quite strong when you compare it to Blessing of Kings, which adds 2 more Attack to a minion but does not add Divine Shield and Taunt. This card isn't awful when played on it's own, and it plays well in a deck with Corpsetaker. Annoy-o-Module checks enough for boxes for me, and I full expect it to see play in the upcoming meta.
      Episode 2 of "Enter Boom Labs" is short but sweet, and you can watch the full video right here:
       
       
      Do you think Annoy-o-Module impact the game as much as Annoy-o-Tron did? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.