Damien

[Archived] S6 Hearthstone Legendary Hunter Aggro Deck

26 posts in this topic

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

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 

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

 

 

 

 

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Got to rank 12 with this deck and still going on a win streak. Good job!

Share this post


Link to post
Share on other sites

lol tried it, should be renamed faceroll to legendary

 

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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.

 

1 person likes this

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Inarius Skeletons Necromancer build guide.
    • By Zadina

      A new Tavern Brawl has been introduced this week by Ahune the Frost Lord himself.
      In this Brawl, you will play as either Uther or Jaina. They both have premade decks and Uther is reportedly slightly better than Jaina, which is interesting since Mage usually dominates in Tavern Brawls.
      Here is Uther's deck:
      Jaina uses a Reno deck, minus the Reno:
      Both heroes are immune to damage and they cannot be healed nor keep armor. The only way to damage them is by killing the Ragnaros? minions. These are 1/4 minions and there is one of them at each side of the board. They cannot attack and upon death they deal 4 damage to the opponent of the current player. This means that you can kill both minions (the one on your side and the one on your opponent's side) and your opponent will take all the damage. Moreover, once a Ragnaros? dies, a new one will appear thus making it possible to kill multiple of them in one turn.

      Some tips you should know:
      If the game reaches the fatigue stage, in the next round the enemy that has the least amount of health will automatically die and their opponent will be crowned as the winner. At the moment, Ice Block and Eye for an Eye seem to be bugged and they are not working as intended. This will be fixed soon. Bomb Squad and Ancient Curse deal no actual damage to you, so don't be afraid! This is the 110th Brawl and it's part of the Frost Festival. If you want to find out more about the Frost Festival, check our main article on it.
    • By Zadina

      As Ragnaros' Midsummer Fire Festival has ended, it is time for Ahune the Frost Lord to take over with the Frost Festival! 
      As we explained in our previous post, this is a holiday that celebrates Arena mode. Once you log in the game, you will see that Ahune is giving you a free Arena ticket for this week. This will happen for the entire duration of the festival, so in total you will get three free Arena keys.
      You will also get a free win each time you start an Arena run, whether it's from a free or a purchsed entrance key.
      You will also get a quest to play three Arena games. This weekly quest awards you with a Knights of the Frozen Throne card pack. Once again, you will receive this quest next week and the week after that accounting for a total of three Knights of the Frozen Throne packs (assuming you complete the quests).

      Feel free to check out our Arena guides and card rankings before you step into the Arena!
      As far as the themed Tavern Brawl called Ahune's Superior Brawl is concerned, you can read more about it here.
      The Frost Festival has created speculation for the next expansion. Since it will run for three weeks, it is going to end on August 9. The day after that, August 10, is thought by many to be the date that Knight of the Frozen Throne will be released.
    • By Starym

       
      Well, after the failed interview with Ben Brode and his dreams of being a Hearthstone developer squashed, the Lord of the Scourge decided to prove himself an accomplished entrepreneur and take what he's naturally good at - making ice - and adding cream. And so, behold the new ICC, Arthas' latest wondrous edifice: the Ice Cream Citadel.
      Of course, true to form, Blizzard took this little in-joke all the way and will have the Ice Cream Citadel, an actual ice cream shop, at the Petco Park Interactive Zone in San Diego near San Diego Comic-Con®, featuring two flavors: Villain-illa and Scourgeberry Sorbet.
      Blizzard (source)

      Greetings, mortal whelps!
      As part of my efforts to prove to the accursed Brode that I possess the necessary experience to command the Hearthstone development team, I have decided to expand my efforts to all aspects of mortal enterprise.
      At first I considered peddling power and vengeance, but according to my focus testing, the foremost human craving seems to be for cold, creamy, sweetened sludge. I have decided to create a frozen-cream sugar-ooze unlike any you have ever tasted. You will desire it.
      Prepare yourselves for the grand opening of Ice Cream Citadel, a fortress of refreshment in the scorching heat that afflicts this place. I will be on hand to personally help you conquer the heat with free ice cream. You need spend no money for your first taste of my power.
      Choose from an endless selection of TWO flavors:

      Behold my tasteful brochure:

      Attend the Petco Park Interactive Zone in San Diego near San Diego Comic-Con® and be guided to your just desserts by this map:

      You may also take photographs of me with no immediate fear of retribution. Share proof of your delicious ice cream conquests on social media using the #icecreamcitadel “hashtag,” whatever that means.
      Begin preparations for your journey now. Ice Cream Citadel will receive supplicants between the hours of 9:00 a.m. and 9:00 p.m. PDT July 20 through July 22, and 9:00 am to 5:00 pm PDT on July 23.
    • By Stan

      Hearthstone Game Director Ben Brode did an AMA on reddit yesterday and here's a summary with the most interesting highlihts.
      Blizzard didn't want to reveal 1 card a day for the new expansion, because the feedback they were getting was that hype was slowing down as they got closer to the expansion. Cards will be revealed on July 24. They would like to make Handlock a thing again, but Brode's worried with their ability to make Handlock insane in Standard going forward, with new cards, without pushing it into insanity in Wild. It can be done in Wild by moving cards that are buffing it, or by making entirely new cards in Standard that are good in both formats.  When asked about free cards on a weekly rotation, Brode said they wouldn't be doing it due to its complexity, but the team is exploring other options with similar, less complex goals. The team internally experiments with various formats to keep the game fresh e.g. by changing the ladder format for the last month of a set. Each class will have a hero card and a legendary minion in Knights of the Frozen Throne expansion. New ladder experience is in the works with the goals to reduce the monthly grind for top-level players, increase progression for bottom 25% of player, better match-making and improve new player ranked experience. Hearthstone won't be coming to consoles anytime soon. Ice Block is a card that matches their red flags for cards that shouldn't be in Standard forever. They will continue to add more features to the collection manager. The team will make a new Druid and Warlock hero. Regarding Tyrande, the goal was to find alternative ways for regions that were not eligible for the offer to get access to Tyrande and they've been working with their regional offices to make it happen. More minion-placement cards will be added to the game. Blizzard's working on a way to provide more stats to players, but Brode doesn't like "profile" pages. The main goals with the upcoming ladder rework are Reduce grind for top-level players Increase progression for players stuck at rank 20-ish Get better matchmaking for bottom 25% players Make experience better for new players The biggest challenging is making those things better without losing what they like about the current system. Specating mode is definitely a place with a lot of room for improvement. New opportunities are on the horizon to earn packs of the new set through upcoming events and single-player missions that will be free with the new set. They're going to bring back Wild cards for sale, which should make Wild more accessible. No plans to add another class, they have plans for more unique things for Warlocks and a 10th class wouldn't be helpful. The time should be spent to make the core classes more fun. Adding the Hall of Fame in Un'Goro and hitting those 6 cards allowed them to see the "freshest" meta yet.  Changes to arena rewards are coming. Details TBA. Hero cards are a new thing that replaces your hero, not transforms them. (Source)