[Archived] S6 Hearthstone Low Budget Hunter Aggro Deck

Sign in to follow this  

14 posts in this topic

This thread is for comments about our Low Budget Hunter Aggro Deck.

Share this post

Link to post
Share on other sites

this deck sucks against spell based mage, aka everyone i played today.

Could you provide a more detailed feedback? Like in which part of the game it fails, what rank, how would you improve it?

(By the way, I haven't met any mages today and I've been playing for 5 hours. I was the only mage around)

  • Like 1

Share this post

Link to post
Share on other sites

This deck is simply great... and unlike my Murlock deck it's AoE-proof... when you happen to have a lot of creatures on the board, the opponent is already dead anyway. It often surprises me how early I have lethal biggrin.png

Share this post

Link to post
Share on other sites

Maybe I'm just not playing it right, but I'm pretty sure it's not anymore complicated than rush the opponent down.  Honestly, I think it's a pretty poor deck.  I don't see the point in having beast-oriented cards if you can barely synergize with them.  Just about anything will hard counter this deck because EVERY creature in this deck with the exception of Hyena and Arcane Golem have only 1 HP.  Mages, Rogues, and Druids are especially able to destroy your momentum.  Not to mention any taunt, even the pitiful Goldshire Footman, will always trade your creatures.  Goldshire is also played more on lower ranks so it's not even a good trade off.  Honestly, you're better off really pushing the beasts.  I made my own after losing several rounds and have been winning much more easily.


2x Arcane Shot

1x Timber Wolf

2x Explosive Trap

2x Misdirection

1x Snake Trap

2x Unleash the Hounds

2x Acidic Swamp Ooze (Again optional, just great to have on hand for weapon classes.)

2x Bloodfen Raptor

1x Dire Wolf Alpha

1x Knife Juggler (Helps deal with small creatures and maybe an extra ping to your opponents health with how many creatures drop)

2x Scavenging Hyena

2x Starving Buzzard

1x Eaglehorn Bow (2 would be a good idea, but I don't have enough to make it)

2x Animal Companion

1x Deadly Shot (Useful on big health creatures or just to slow down opponent)

2x Kill Command

1x Arcane Golem (Again, 2 fits better possibly, just can't make a 2nd)

1x Emperor Cobra (Again useful on particularly nasty minions, or as an extra beast)

2x Hound Master (Optional, but I like the security, and the 2/2 boost usually helps even if just for damage)


Same strategy applies more or less.  Just keep getting the most value for your cards, ramming into the opponent unless something real crazy needs to die.  And always Steady Shot if you can spare the mana, should be VERY easy later on to shoot one off every turn.  During the early game it's only really useful if you don't have any better plays, which is rare because there isn't a card above 4 mana in this deck.

Share this post

Link to post
Share on other sites

Managed to edge my way up to rank 15 with this deck, post UtH nerf. Already saving my dust to create the mid budget version, and eventually the Legendary version.

Share this post

Link to post
Share on other sites

Amazing fun deck. I've always thought I was more a Control player, but I seem to do better with this Aggro Hunter deck than the Control Hunter deck (and I'm not too bad on the Control version). Overall, both hunter decks are quite fun to play with in different ways.


This deck gets me moving between L12 and L14. My current game plan is built around the Eaglehorn Bow and secrets, so when those don't turn up when I need them, I'm still mastering how to win without them. 


Misdirection is one amazing card. Actually works like a finisher sometimes! Opponent has a big minion, you got nothing on board but the secret in play. He attacks, he wipes himself out. Great feeling! Surprise!


Anyways, hoping this is the deck that will take me higher in rankings, but in the meantime, really enjoying playing with it. 


Now if only Leeroy Jenkins will drop for me so I can take it up to mid-budget. I actually had a choice some time back to get any lengendary with the dust I had -- I went for Ragnaros. Although a great card, I now would rather have taken Leeroy to play with this deck.



Share this post

Link to post
Share on other sites

Reached rank 9 (single digits) for the first time thanks to this deck & still going strong.

Sweet, gz!


So how did the changes to eaglehorn bow affect this deck?

You might notice a small change when playing a mirror match or against mages / paladins, however you were perfectly capable of winning with only secrets of your own previously and you shouldn't feel any drastic changes post nerf.

Eaglehorn Bow is still op :)

Share this post

Link to post
Share on other sites

I've been playing my own hunter deck which has a legendary card (King Krush) but this low budget aggro deck is even better. As I already have some required cards, I only need to craft 3 new cards that cost 300 Gold dust.  Thank you for sharing this information with us.

Share this post

Link to post
Share on other sites

This is an interesting deck, with a number of benefits and drawbacks. The main benefit is that all the minions are expendable since they either charge or are sent out to die (as is the case with Leper Gnome). The drawback, however, is that your minions are limited and you can often depend very desperately on drawing the right card. 


When I first played with this deck, I went from rank 19/20 to rank 18, then back down to 20, then back up to 17,and now I'm down at 18 again. 


The biggest drawback for this deck is the lack of minions to reliably deal with strong enemy minions. Cards like Sen'jin ShieldmastaDark Iron DwarfLoatheb,Sludge Belcher,and Cairne Bloodhoof are especially troublesome to deal with unless you have a hunter's mark on hand (and even then, you only have two, and you'll have to finish them with either an explosive trap or you'll have to use unleash the hounds). 


Certain cards like Injured Blademaster are a major pain in the ass; especially when a Priest plays them. Speaking of Priests, Lightspawn requires an immediate hunter's mark or any Priest with a clue will combo it with Divine Spirit (only once.. if you're lucky). Lightwell can be problematic due to a lack of board control; you either need to waste a hunter's mark on it or hope that you have an eaglehorn bow and an explosive trap handy. Most priests seem to play Northshire Cleric on turn 1 or 2, and that card is just plain irritating since over time it will give the opponent a great card advantage over you, so I usually have to waste an attack with the eaglehorn bow or use kill command on her ASAP.


I'd say that - for me - Prists are possibly the biggest issue, followed by Mages (their late game spells are deadly) and sometimes Paladins as well. 


I feel like this deck is good for early to mid game, but the late-game minions are just too powerful to deal with. If you don't have a hunter's mark or already used it, then you have to possibly waste one of your minions just so you're not getting hit for 5 or 7 damage each turn. Taunt-heavy decks are a nightmare, and that's what makes Sludge Belcher so damned irritating. 


It's not often that I am able to combo unleash the hounds with timber wolf and/or starving buzzard. I'd say that at least 50%+ of the time I need to use unleash the hounds, it's either too early for me to combo (though lately I have been able to combo it at least with timber wolf in most cases), or the cards just aren't in my hand when I need them. Due to this, I've experimented with swapping them out completely or partially and adding in arcane shot and deadly shot just to help me clear through taunts and other tricky minions.


I'd say that the vast majority of matches leave my opponent rather beaten up. Usually if I lose, I'd say my opponent's health is at ~15, and I've had a number of matches where I brought them down to the single digits before they killed me with either a string of minions, spells, or a combo of both. On one hand, board control isn't needed because usually it's kept pretty clear thanks to the opponent trying to deal with the minions brought out. On the other hand, one good taunted creature is enough to really through a wrench in your plans and two taunts is just a nightmare.


This is a good deck, but I think that it's greatly improved upon with the mid-range and legendary versions of agrro/rush. Just pray that your opponent doesn't have a handful of taunted minions or how low-cost high-power cards; otherwise, you're toast.

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

      Anton "Dvck" Lund found his way out of a jam on the ladder. Can you?
      Dvck and Aleco discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup.
      The player interviews I've done with RayC and TerrenceM have been some of the most fun and informative episodes of "What's the Move?", so I was very excited when Anton "Dvck" Lund reached out to me via reddit with a play from a recent game of his. Playing as Combo Dragon Priest, Dvck was able to find his way out of a tough spot against Murloc Paladin. Can you do the same?
      In this week's episode, Dvck and I discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup. For what ended up being a relatively short episode by "WTM" standards, I was pleasantly surprised by how much we were able to break down together so quickly. The interview with Dvck was as fun as it was informative, so I hope to have him back on the show soon! If you're interested in watching some high-legend gameplay, be sure to tune into Dvck's stream on twitch.tv.
      You can look forward to a few more episodes about the Hearthstone World Championships in the coming weeks, but I always welcome submissions and suggestions for future episodes. Did you have a favorite play from the world championships? Feel free to link me the VOD here on Icy Veins or send me a message on twitter @Aleco_P.
      Thanks for watching!
    • By positiv2
      This thread is for comments about our TvZ: uThermals Fast 3CC into Bio build order.
    • By Aleco
      Kolento and ShtanUdachi found themselves in nearly identical situations at the world championships - but did they make the same decisions?
      Episode 14 of "What's the Move?" discusses the importance of being mana efficient in the early game, as well as the relationship between speed and value.

      The Hearthstone World Championships were full of incredible plays, sticky situations, and valuable lessons to be learned from the best players on the planet. There were far too many great plays to analyze in a single video, so for the next few episodes of "What's the Move?" I'll be breaking down all of my favorite plays from the World Championship weekend.
      To kick things off we have a pair of Tempo Rogue vs. Highlander Priest matchups featuring Kolento and ShtanUdachi. Both players drew nearly identical opening hands, but did they did make same decisions?
      If you managed to spot a particularly tricky or interesting play from the recent World Championships, please feel free to link it in the comment section below! I'd love to break down as many viewer-submitted topics as I can in the coming weeks and months, and I have little doubt that I may have missed some of the most fascinating plays from the tournament during my initial viewing.
      Wishing you all the best of luck in the post-nerf meta!
      - Aleco
    • By Zadina

      Welcome to the post-Corridor Creeper meta.
      Hearthstone Update 10.2 is now live worldwide and it's a big one!
      The first change it brings are the nerfs to four cards that have terrorised dominated the meta up until now. Bonemare now costs 8 mana, Patches the Pirate no longer has Charge, Raza the Chained makes the Hero Power cost (1) instead of (0) and Corridor Creeper has been butchered down to 2 attack. You can read Aleco's interesting opinion piece on Blizzard's nerf policy here.
      The second big addition of this patch is the Ranked Play update, which will take effect on March 2018. Players will now drop only 4 ranks with each monthly reset, all ranks will have 5 stars and you will only need to win 5 Ranked games to earn the monthly card back.
      The Year of the Mammoth Bundle is also finally available on the Shop. For $19.99 or 19.99 EUR, you can get 30 packs - 10 for each of the Year of the Mammoth expansions (Un'Goro, KFT, K&C). Don't forget that the Quest for Packs event is still ongoing and an addition has been made to the grand prize winner reward: $1.200 (read here for more info)!
      Lastly, the patch introduces the Wildfest event. From February 19 to March 11, Hearthstone is going Wild! Initially, you will be able to draft cards in Arena mode that are exclusive to Wild. Second, even though Tavern Brawl is usually on Wild format, there will be two special Wild Brawls. The first one is called "Venture Into the Wild" and it will just contain premade Wild decks for each class. The second one, "The Wild Brawlisseum", is basically a Wild Heroic Tavern Brawl, but with a major improvement: the first run will be free for everyone. You can read more about Wildfest here.
      Below you can read the patch notes, which describe all the updates as well as various bug fixes. A massive change is that the timer for the first two turns will now be shorter!
      The tavern is buzzing with all the stuff that’s packed into this Hearthstone update! There’s a Ranked Play update, a Wild party, card changes, and a chance to save on packs with a new Mammoth Card Bundle! We managed to squeeze in some card backs and bug fixes too!
      Whew! Read on for details!
      Ranked Play Update – This Hearthstone update brings changes to Ranked Play, starting March 1st. Read the Ranked Play Updates blog for details! Your reset will not be based on the stars you earned over the season. Instead, you’ll reset to four ranks below the highest rank you achieved during the season. Players at Legend reset to rank 4, 0 stars. All ranks will have 5 stars. Starting in March, you will no longer earn the monthly card back by reaching Rank 20. Instead, you can earn each season’s card back by winning 5 games in Ranked Standard or Wild at any rank. Card Changes – Please read the Upcoming Balance Changes blog on the official Hearthstone site for full details regarding the reasons and philosophy behind these changes. Corridor Creeper – Now has 2 attack, down from 5.
      Patches the Pirate – No longer has Charge.
      Raza the Chained – Now reduces your Hero Power cost to 1 instead of 0.
      Bonemare – Now costs 8 mana, up from 7.
      Wildfest! From February 19th through March 11th join us for a Wild party! Read the Wildfest blogfor details! Wild cards return to the Arena for the duration of Wildfest. Venture into the Wild – A Tavern Brawl celebrating Wild with pre-built decks. The Wild Brawliseum – A special Tavern Brawl where you’ll build and lock-in a Wild deck, and then see if you can take it to twelve wins versus other players! Three losses and your run comes to an end. Your first Brawliseum run is free! Additional runs are available for the same price as Arena tickets. Also like the Arena, prizes are based on number of wins, and follow the Arena reward structure.
      Year of the Mammoth Bundle For a limited time, purchase 10 packs each of Journey to Un’goro, Knights of the Frozen Throne, and Kobolds & Catacombs—a total of 30 packs!—for a special price.
      Added the following card backs: Sparkles - Acquired from achieving Rank 20 in Ranked Play, February 2018.
      Year of the Mammoth – Acquired from winning five games in Ranked Play, March 2018.
      Bug Fixes & Updates Gameplay
      The turn timer for the first two turns of a match are now shorter, though they should still be significantly longer than most players take on those turns. Switching from Valeera the Hollow to Deathstalker Rexxar will now correctly allow Rexxar’s Battlecry to destroy minions buffed to 2 health by Stormwind Champion or similar effects. Nemsy Necrofizzle’s Hero frame is now golden if you have unlocked the golden Warlock Hero. Removed rarity gems from several summoned minions. Playing multiple copies of Temporus in a row will now queue up sequences of two turns for your opponent and two turns for you. Fixed a bug where the Divine Shield provided by Elixir of Purity could not be silenced. Spectators now see green highlights on playable cards for both players. Fixed an issue that could cause Hearthstone to freeze when a spectated player disconnects and their opponent concedes. Tooltips for Hero Cards now appear correctly when spectating. Resolved a crash that could occur when drawing a Darkness Candle spell after The Darkness is no longer dormant. Grand Archivist can now correctly cast the Darkness Candle spell if it is present in a player’s deck. Resolved a crash that could occur when certain cost reducing cards were played. Resolved an unintended interaction that could occur with Anomalus, Taunt minions, and Commanding Shout. Added missing Collection Manager tooltips to several cards. Resolved an issue that could cause a player to become stuck when reconnecting before the first turn. Resolved an issue that would prevent the progress notification for more than one Daily Quest from being shown after a match is complete. Ice Breaker now correctly destroys Rotface without activating his effect if he is Frozen. Resolved interface issues that could arise when retiring an Arena game. Resolved an issue that would allow the Friends menu to remain active while a Friendly Challenge is active. Fixed various minor visual and text issues. Dungeon Run & Adventures
      The cards that appear in several loot categories have been adjusted slightly. Cards stolen by Gloves of Mugging now appear in history tile when played by an opponent. Resolved a visual issue with Candlebeard’s charge enchantment banner. [Adventures] Atramedes now correctly uses his Hero Power whenever he should. Mobile
      Resolved an issue with the Collection Manager that could allow the set filter to be interacted with behind the “Done” button. Scrolling through an Arena deck on a mobile device will no longer generate unnecessary prompts. The “Back” button will now function correctly after an Arena run is complete. History tiles that were queueing up while viewing a history event now populate correctly. Resolved an issue that could cause crafted cards to remain visible over the Collection Manager. Corrected a visual issue with the search bar in the Collection Manager. [Android] Resolved an issue with the download progress indicator. [iOS] Compatibility now requires iOS 8.0 or later. [iOS] The client will no longer sometimes freeze when a spectated player wins a match.   (source)
    • By Zadina

      According to the Principal Game Designer, Cubelock isn't as powerful as it seems.
      Cubelock won't be touched in the upcoming balance changes which, for many people, is a sign that the deck will completely dominate the meta after said changes become active.
      The deck is already prominent enough that people have started making false claims about it. A Reddit user claimed that he faced 17 Cubelocks in a row! However, Mike Donais put the matter into place by saying that there was no such streak in Blizzard's internal data and that Cubelock is currently the 12th best deck.
      He subsequently explained that he expects the deck to rise after the nerfs, but he's not too worried because it's a challenging (and expensive, I would add) deck to master. If the team feels that Cubelock is too powerful, though, they will evaluate it.
      I just checked the data, and no one played 17 cubelocks in a row today.
      If you are indeed having trouble with Cubelock there are several decks that beat it consistently right now. It is currently the 12th best deck.
      I did enjoy the title of your post though. (source)
      A couple people asked why the stats I mentioned don't metch VS power ranking so I looked up VS 79 and across all rankings Control Warlock is the 10th best deck. I assume they mix control and cube warlock in their stats. We have decks broken out a bit more but 10th gives you the general idea.
      Obviously after the nurfs it will be stronger since none of the cards in cubelock are being nurfed and that concerns me but it is a pretty challenging deck with a lot of opportunities to show off player skill. People will eventually get better at playing it, but people will also put in more weapon destruction or silence cards if it gets more popular.
      I am excited to see what people figure out after the patch. If Warlock is a big problem after people have some time to adjust and tune the new decks then we will look into it. I have said many times before that win rate is not the most important factor in our nurf decisions. How people feel matters more, so we will listen to players and make decisions based on that, just like we did in the past with Quest Rogue and Patron Warrior. (source)