Damien

[Archived] S6 Hearthstone Legendary Hunter Aggro Deck

26 posts in this topic

This thread is for comments about our Legendary Hunter Aggro Deck.

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I had built the previous version of this deck, and did well with it and a few modifications. The current version is not one that i could build any time soon so i wanted to know if you had some ideas on how i could improve on the deck I currently am playing using the cards currently in my stock. I"ll post both below

 

Hunter
2x Flare
2x Timber Wolf
2x Arcane Shot
2x Starving Buzzard
2x Misdirection
2x Explosive Trap
2x Unleash the Hounds
2x Kill Command
2x Eaglehorn Bow
 
Neutral
1x Abusive Sergeant
2x Leper Gnome
2x Bluegill Warrior
2x Ironbeak Owl
2x Arcane Golem
2x Wolfrider
1x Leeroy Jenkins
 
My Inventory: 
Hunter Specific: 
2x Flare
2x Explosive Trap
2x Misdirection
2x Unleash The Hounds
2x Scavenging Hyena
2x Eaglehorn Bow
2x Deadly Shot
1x Gladiator Longbow
 
Neutral
2x Abusive Sergeant
2x Argent Squire
1x Hungry Crab
2x Leper Gnome
1x Lightwarden
2x Murloc Tidecaller
2x Amani Berserker
2x Ancient Watcher
1x Doomsayer
2x Faerie Dragon
2x Ironbeak Owl
2x Knife Juggler
2x Loot Hoarder
1x Mad Bomber
2x Sunfury Protector
2x Wild Pyromancer
2x Acolyte of Pain
2x Arcane Golem
1x Big Game Hunter
2x Coldlight Oracle
2x Coldlight Seer
2x Earthen Ring Farseer
2x Harvest Golem
2x Imp Master
2x Injured Blademaster
2x Murloc Warleader
2x Scarlet Crusader
2x Dark Iron Dwarf
2x Defender of Argus
1x Leeroy Jenkins
2x Spellbreaker
2x Twilight Drake
2x Azure Drake
1x Faceless Manipulator
2x Fen Creeper
1x Gadgetzan Auctioneer
2x Argent Commander
1x Sylvanas Windrunner
2x Molten Giant

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Really awesome deck. As an old WoW hunter I just feel nostalgic about playing a hunter and this deck is really competitive. What I however did notice that I seldom, well never (played this deck maybe around 20 times today) got so far to use King Krush. Either I was dead, or as was in about 90% of case the opponent was dead before I either had King Krush in my hand or had that many crystals. Just as a quick replacement I thought Gladiator Longbow would be good a good idea. Any thoughts?

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Hey, Akaitsuki
 
I've made a general response to your multiple posts, you can find it here
 
Let us know if it helps, 
Regards,
Poyo

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Really awesome deck. As an old WoW hunter I just feel nostalgic about playing a hunter and this deck is really competitive. What I however did notice that I seldom, well never (played this deck maybe around 20 times today) got so far to use King Krush. Either I was dead, or as was in about 90% of case the opponent was dead before I either had King Krush in my hand or had that many crystals. Just as a quick replacement I thought Gladiator Longbow would be good a good idea. Any thoughts?

Hello, Paudan

Gladiator Longbow can work, although I think you will be facing the same issue. Either you will be dead or you will win the game before you can play it. I personally play all out aggro hunter with my mana curve ending at Leeroy Jenkins :D 

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Assuming we're discussing the deck here, and by deck I mean the value of the deck worth 4640 Arcane Dust combined with a Hunter class. I think we would all agree that classes like Hunter and Rogue tend to be played as combo-decks because of their class cards. If a deck is a combo-deck, don't you agree that it relies much more on the player than the deck itself?

 

I think that what matters is when you unleash the combo, rather than which cards do you feed the deck with. In example if you spend all your Unleash the Hounds on clearing the board, you will end up delaying your pressure, giving the opponent another chance in his/hers late game, which you really do not want to do with aggro deck, because your mana curve falls off late game, giving advantage to bigger/stronger minions and the end game legendaries like Ysera, Raggy etc. which will swipe you off no matter which 4 mana minions you have.

 

I played about 40 matches with Hunter Legendary Aggro, and King Krush is just the type of a minion you want to have on the same turn opponent's minions have summoning sickness (Turn delay when played 'Zzz').

 

My strategy while playing and learning this deck is always throwing cards in synergy, never drop minions alone. Just because you can't afford to trade much. You need to deliver the package(damage) before it gets ripped off(spell sniped/charge minion killed). And always count the cards. If anything matters, then card count matters. If you end up trading minions, your mana curve will make you empty handed mid game, while your opponent will have 4-5 cards more then you. And this is exacly where Hunter excels, because he can deliver the damage, while keeping your cards in hand. Steady Shot(Hero Power) alone is about 30% of the total damage I make.

Edited by Narraxus

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I'm having alot of fun with this deck and was wondering what would be your ideal cards on the draw? which should I throw away or hold?

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I'm having alot of fun with this deck and was wondering what would be your ideal cards on the draw? which should I throw away or hold?

 

I wrote a response to your question in Hunter Mid Budget Aggro deck section. Here's the link. I hope my comment there answers your question.

 

Hunter Legendary Aggro deck is a bit different, but playstyle remains almost the same. You're waiting for your opponent to act, and then you react to it. Every opponent's action should be followed by your reaction. Always try to counter the most of his cards with your single one, and use rest for damage.

 

More importantly you asked about the cards - there's no "best hand", niether "best deck". There's only variations depending what you're playing against. But more rigid answer would be, leper gnomes are the best turn 1 here.

Edited by Narraxus

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This deck is ok for low mmr games but I wouldn't use it if your trying to get your rank as high as possible because:

 

you have 12 two drops, so if you don't win on your fifth turn you can just concede.

 

You have no taunts unless you get a Misha, so if you don't get a weapon your not going to break through the enemy defenses.

 

You suggest taking two starving buzzards and one scavenging hyena??????????????????????????????????????????????????????????????????????????????????????????????????????????

 

When was this last updated lol

 

 

 

 

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No Hunter's Mark or Tracking?  This decklist is very old and needs to be updated.

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No Hunter's Mark or Tracking?  This decklist is very old and needs to be updated.

Both Warlock and Hunter decks will receive revision and two more decks will be implemented. Thank you for pointing it out, they should be up soon.

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Yeah not really working for me, loosing about 60% of my games when I tried it and wont come past rank 17-15. sad.png

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I have the complete deck aside from the two legendaries, still working on them.  I've noticed that I jump out to a big lead, but then basically just run out of gas.  hovering around 18-19 with the deck so far.  Seems like if you can pull the hounds card or something like it you end up getting overwhelmed halfway throught the game.  Maybe the two legendaries really make that much of a difference.  Thoughts?

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I have the complete deck aside from the two legendaries, still working on them.  I've noticed that I jump out to a big lead, but then basically just run out of gas.  hovering around 18-19 with the deck so far.  Seems like if you can pull the hounds card or something like it you end up getting overwhelmed halfway throught the game.  Maybe the two legendaries really make that much of a difference.  Thoughts?

Hey, Potatosftw :)

Leeroy Jenkins indeed will make a difference, especially because it also boosts your Unleash the Hounds (Leeroy - opponent gets 2 whelps, you get 2 extra dogs), King Mukla on the other hand wont make much of a difference and you can easily play without it.

 

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Possible to get some details on mulligans, having difficulty deciding what to trade.  Thx!

Try getting as aggressive hand as possible. It also depends a lot what you play against, but in general, you goal will be to inflict as much damage early on in order to be able to finish your opponent with your chargers / hero power.

Generally, you should get rid of any traps or cards with 3 mana (except Eaglehorn Bow). 

Against Zoo (aggro warlock), keeping explosive traps is a pretty good idea as well as Unleash the Hounds, while against most mid-range / control decks, you should try to fish for a Leper Gnome or other early pressure.

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This deck almost makes me feel bad about winning. It's awesome. I love how aggressive it is. I see many hunters use tracking on the first turn. That's such a waste. That card can help you draw what you need to finish them off for good or remove a taunter. I might even keep that card in my starting hand when I get the coin because its so flexible. This is my favorite deck because its fun to play and its fun to win!

Edited by Cornbread

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This deck almost makes me feel bad about winning. It's awesome. I love how aggressive it is. I see many hunters use tracking on the first turn. That's such a waste. That card can help you draw what you need to finish them off for good or remove a taunter. I might even keep that card in my starting hand when I get the coin because its so flexible. This is my favorite deck because its fun to play and its fun to win!

I'm glad you are having fun with the deck. Keep it up!

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I'm 2-10 with this deck now. It's complete garbage. Does not fit with the meta at all. Real aggro decks blow you up like no tomorrow. No explosive trap in your starting hand against zoo? Might aswell quit right there.

 

What's your early game, a bunch of 1 health minions? Abusive sargeant on turn one? That's supposed to do anything against rogue, mage, druid, knife jugglers, wild pyromancer? People are laughing in my face left and right. Most matches I have the choice of dropping a wolfrider on turn three that dies for free, or do nothing but hero ability until turn 5. No idea what you guys are going on about with this kind of deck being viable.

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I'm 13-4 with this deck and I love it; speeds up game play considerably (from my opponents).  No dis, Guest Black, but there's no way you should be 2-10 with this deck.

 

I replaced 2x tracking with 2x Webspinner (great card) and one Eaglehorn Bow w/Scavenging Hyena.

 

Thanks!

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I think this deck could be better with web spinner and no King Mukkla or Leper Gnomes.

 

I took out 2 Leper Gnomes because it's a pretty useless card against aggressive hero powers like a mage and will create a card disadvantage. I replaced it with 2 web spinners which I am shocked not to see in this deck.

 

I think King Mukla is a terrible card to have. Especially against something like a miracle rogue (he will use the bannanas with a Gadgetzan Auctioneer). If you don't get King Mukla early enough to play on turn 3, he seems to cause more harm than good. I often kept King Mukla in my hand rather than play him late game or against control deck that will just buff their taunters or minions to take out mine. Any card that you can play at any time is better than King Mukla.

 

I replaced King Mukla with a haunted creeper because of how difficult it is to get rid of. Its tougher to get rid of a haunted creeper and its 1/1 spectral spiders than it is to get rid of King Mukla.

 

In general I think King Mukla should be taken out of this deck. So if you don't have this legendary, good news, you're better off with out it!

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I think this deck could be better with web spinner and no King Mukkla or Leper Gnomes.

 

I took out 2 Leper Gnomes because it's a pretty useless card against aggressive hero powers like a mage and will create a card disadvantage. I replaced it with 2 web spinners which I am shocked not to see in this deck.

 

I think King Mukla is a terrible card to have. Especially against something like a miracle rogue (he will use the bannanas with a Gadgetzan Auctioneer). If you don't get King Mukla early enough to play on turn 3, he seems to cause more harm than good. I often kept King Mukla in my hand rather than play him late game or against control deck that will just buff their taunters or minions to take out mine. Any card that you can play at any time is better than King Mukla.

 

I replaced King Mukla with a haunted creeper because of how difficult it is to get rid of. Its tougher to get rid of a haunted creeper and its 1/1 spectral spiders than it is to get rid of King Mukla.

 

In general I think King Mukla should be taken out of this deck. So if you don't have this legendary, good news, you're better off with out it!

Hey, Cornbread

King Mukla is definitely not essential in order for this deck to work, in fact, you will do just as well with a lower budget version.

The changes you are suggesting would indeed be more card efficient and if you are leaning towards a mid-range hunter rather than aggro, you should check our mid-range hunter deck which is using Webspinners and Haunted Creepers instead of an aggressive early minion base.

Hope this clears up the confusion about the choices made for aggro vs mid-range hunter decks.

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      The Post-Nerf Metagame
       
      Most would have expected the de-facto “second best deck in the game”, Highlander Priest, to completely dominate the ladder in a post-Jade world free from Pirate Warriors. The metagame had something else to say about that.
      A handful of previously overlooked decks quickly emerged as top contenders, including Tempo Rogue, Midrange Hunter, and Zoo Warlock. Safe from the toxic Innervate turns of Aggro and Jade Druid decks of old, these new-look contenders were able to keep both Highlander Priest and post-nerf Jade Druid decks in check. The weeks following Patch 9.1 were a time of experimentation, evolution, and adaptation which ultimately led to a healthy and stable metagame. It’s hard to argue that the nerfs were anything but totally effective at restoring balance to the competitive ladder.
      With the play rates for dedicated aggro decks (namely Aggro Druid and Pirate Warrior) as low as they’ve been in years, the door opened up for slower and bigger decks to prey on the Midrange kings which had begun to dominate ladder. The top choices in today’s ladder environment (after Highlander Priest and Tempo Rogue) appear to be Big Druid, Big Priest, and Freeze/Burn Mage. Though none of these decks appear to have unhealthy effects on the meta at present, the new Recruit mechanic is looming on the horizon. Will Kobolds and Catacombs see the Old Gods reign supreme in their last hurrah before rotation?
       
      Lessons from KFT: Class Legendaries Disappoint
       
      KFT brought us some of the strongest Legendary cards in recent memory: Prince Keleseth, Shadowreaper Anduin, Malfurion the Pestilent, Bloodreaver Gul'dan, and The Lich Kingto name a few. Despite this high volume of heavy-hitting Legendaries in KFT, the non-Death Knight class Legendaries unanimously and unquestionably failed to deliver. Have a look for yourself:
      Druid: Hadronox Saw fringe play in dedicated Taunt decks in the first weeks after launch. Was never featured in a popular competitive deck. Hunter: Professor Putricide Saw fringe play in dedicated Secret decks in the first weeks after launch. Was never featured in a popular competitive deck. Mage: Sindragosa Saw fringe play in some Control decks in the first few weeks after launch. Was never featured in a popular competitive deck. Paladin: Bolvar, Fireblood Saw fringe play in dedicated Divine Shield decks in the first few weeks after launch. Was never featured in a popular competitive deck. Priest: Archbishop Benedictus Featured in Hemet Highlander Priest decks for a couple of weeks. Briefly saw play at a few tournaments before completely disappearing from the metagame. Rogue: Lilian Voss Never saw play, even in the earliest days of the KFT meta. Shaman: Moorabi Never saw play, even in the earliest days of the KFT meta. Warlock: Blood-Queen Lana'thel Never saw play, even in the earliest days of the KFT meta. Warrior: Rotface Intermittently saw fringe play in Warrior decks as a finisher alongside Scourgelord Garrosh. The card eventually fell out of favor and hasn’t seen play since the first month of the set. Who would have guess before the set came out that the most competitively viable class Legendary would be Archbishop Benedictus, the walking meme? Despite a decent amount of hype surrounding Sindragosa, Bolvar, Fireblood, and Blood-Queen Lana'thel before KFT’s release, all nine of the non-DK class Legendaries can now be best described as “400 dust waiting to happen”.
      In defense of Blizzard, I completely understand the need for cards like Moorabi and Rotface. Not every Legendary should be a slam dunk, and the unique effects which are printed on these cards make the most sense on a Legendary minion. With that said, these kinds of effects rarely (if ever) find their way into competitive decks, and I struggle to see the logic behind wasting so many precious Legendary slots on such narrow design spaces.
      With the rising number of complaints surrounding the cost of the Hearthstone, I can empathize with the disappointment that many players experience when their pity timer is reset by one of these underwhelming Legendaries. The somewhat recent change to prevent duplicate Legendaries from being opened does little to prevent these cards from being opened again and again, as these cards have a tendency to be dusted almost immediately after being opened. Speaking from personal experience, I’ve opened Moorabi three times since the release of KFT. Opening a Legendary after weeks of pack opening and finger-crossing is supposed to be a moment of great excitement, yet I found the experience of cracking a third Moorabi in three months to be nothing short of tremendously frustrating.
      Adding on to the disappointment of the class Legendaries in KFT was an atypically high number of underwhelming Epics. By my count, only 6 of the 27 Epics in KFT saw any kind of consistent play: Ultimate Infestation, Obsidian Statue, Simulacrum, Dead Man's Hand, Corpsetaker, and Skulking Geist. I was overjoyed to see the number of powerful and highly-playable Commons and Rares in the set, and realize that if cards like Bonemare and Saronite Chain Gang were moved to Epic the cost of the game would be moving in the wrong direction. With that said, I would have liked to see more Epics like Obsidian Statue with safe, boring, and playable text boxes.
      Going forward, I’d like to see Blizzard shift the balance of Legendary minions more towards “playable” than “unique and interesting”. Cards like Archbishop Benedictus certainly have their place in Hearthstone, but whenever nine out of nine class Legendaries fail to find play for the duration of a set it’s time to change the formula.
       
      Aleco’s Knight of the Frozen Throne Awards
       
      Best Design: Deathstalker Rexxar

       
      Do you want to build a Zombeast?
      One of the first cards I crafted in KFT, It’s hard not to fall in love with the design of Deathstalker Rexxar. Despite being a sub-optimal option in many Hunter lists, I couldn’t help bet include this card in nearly every Hunter deck I built. Whoever designed this card deserves a raise!
       
      Worst Design: Prince Keleseth

       
      My problem with Prince Keleseth is not that he’s too powerful, though you could certainly make the case that he is. I have the same complaints about “Prince Two” as I do with Patches the Pirate - he leads to frustrating gameplay experiences for both players. The majority of games with Keleseth in it lead to one of two negative player experiences: 
      “I didn’t have Keleseth on two this game, how unlucky!” “My opponent had Keleseth on two this game, how unlucky!” A delicate balance needs to be struck when designing cards that impose deckbuilding restrictions. Though this is certainly a compelling design space which has led to a handful of healthy cards (such as Prince Valanar and Krul the Unshackled) this design space has also led to its fair share of meta-defining and incredibly frustrating cards to play against (such as Prince Keleseth and Reno Jackson). Future cards with deckbuilding restrictions stapled to them deserve to be more carefully tested.
       
      Most Improved: Raza the Chained

       
      Highlander Priest was pronounced dead after the departure of Reno Jackson from Standard, but the printing of Shadowreaper Anduin saw Raza’s fate quickly turn back around. Expect to see plenty of Raza for the remainder of the Year of the Mammoth.
       
      Most Potential: Shadow Ascendant

       
      Shadow Ascendant is clearly quite powerful, and has recently begun to see an uptick in play during the final weeks of KFT. Aggro Priest decks are starting show some potential, and could easily be on the verge of competitive if Kobolds and Catacombs gives the deck a few more goodies to work with.
       
      Best Art: Bearshark

       
      With my sincerest condolences to Snowflipper Penguin, I simply couldn’t bear to choose anything else. Half bear, half shark, 100% awesome.
       
      Worst Art: Dark Conviction

       
      Upon closer inspection I can see what the artist was going for in the picture, but something about the way this piece was comes together makes it look like a jumbled mess of knees and elbows. I also have a hard time connecting the art of the card to its name and effect.
       
      Best Arena Card: Bonemare

       
      Both Ultimate Infestation and The Lich King are certainly more powerful in a vacuum, but Bonemare's status as both a Common and a Neutral made it an ever-present threat that demanded constant consideration in the Arena. Now synonymous with turn 7, Bonemare has arguably had an even bigger impact on Standard than Arena.
       
      Deck of the Format: Tempo Rogue
       
      Though it’s undeniable that Jade Druid was the most powerful deck in KFT before the nerfs to Innervate and Spreading Plague, patch 9.1 just one month into the set. Tempo Rogue is the deck that wore the crown of “best deck in KFT Standard” for the longest time, boasting incredibly strong winrates for multiple, uninterrupted months. Just one set removed from ruling Journey to Un’Goro Standard with The Caverns Below, Rogue has proved itself to be the class most capable breaking powerful neutral cards. As the best Prince Keleseth deck in the game, Tempo Rogue is poised to remain a powerful option for many months to come.
       
      Card of the Set: Ultimate Infestation

       
      KFT is bursting at the seems with powerful cards, but in a set of stand-outs only one card can claim the title of “most powerful Hearthstone card of all time”. Ultimate Infestation was the coup de grâce in pre-nerf Jade Druid, one of the most devastating standard decks in history, and has been the source of more ire than any card in recent memory (including Prince Keleseth). Though it may not be the KFT card with the highest overall winrate, I have little doubt that Ultimate Infestation was the card from KFT responsible for the most tears, sweaty palms, and cell phones thrown across the room.
       
      Wrapping Up KFT
       
      Knights of the Frozen Throne was a set of highs and lows, of flaws and success. The early toxicity of Jade and Aggro Druid proved to be the catalyst for positive changes in Patch 9.1, paving the way for a stable and healthy metagame to exist for the majority of the set. The nine class Legendary minions will go down as unmitigated disasters, but the nine Death Knights were a resounding success.
      With spoiler season for Kobolds and Catacombs off to a shaky start, debates raging over Hearthstone’s pricing model, and complaints are mounting over the game’s increasing propensity for random effects, nothing would silence the critics more than a strong launch for K&C. One of the biggest reasons for optimism in K&C is the surprisingly dynamic nature of the aging KFT metagame, a sign that its cards still have plenty of gas left in the tank. I have a good feeling that KFT will be looked back on with much fonder eyes than it was ever seen with during its reign as Hearthstone’s newest set.
       
      - Aleco
    • By Zadina

      Mage gets another useful Secret in Kobolds & Catacombs.
      ShtanUdachi revealed this spell card on his YouTube channel. It's a 3 mana rare Secret that reads: "After your opponent plays a minion, deal 6 damage to it. Deal all remaining damage to your opponent". The card's name hasn't been officially confirmed, but it should be Explosive (or Fire) Rune(s).
      The video is in Russian, with English subtitles available.
      This is a great card and fits perfectly into Secret Mage or any aggressive Mage deck. Essentially, it's a cheaper Fireball, that can potentially splits its damage to the enemy hero too! The only question that is raised is how this secret is going to work with minions with Divine Shield. Lastly, Explosive Rune(s) can benefit from Spell Power.
      Let us know what you think about the newest addition to Mage's arsenal of powerful spells. Final versions of all cards will be posted in our Kobolds & Catacombs hub.