Midrange Beast Hunter Deck

Last updated on Jun 10, 2017 at 13:47 by L0rinda 28 comments

Table of Contents

The main concern with many Hunter decks, even Midrange ones, is the lack of late game. This version concentrates on keeping the damage coming throughout the game with the addition of two Bittertide Hydra.

1. Card List

This deck costs 4,140 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards
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2. Mana Curve


3. Aim of the Deck

Although this is a midrange deck, the aim is to create constant pressure from the first turn and sustain that pressure throughout the whole game. While your opponent is using resources to try to get the board under control, the deck plays threats that become increasingly difficult to deal with until the opponent runs out of ways to deal with them. The Steady Shot ability gives a certain degree of inevitability in many matchups, allowing you to finish off an opponent who gets control of the board while on a very low Health total.

4. Strategy

4.1. Playing on Curve

One of the most important things required keep your opponent under pressure is to waste as little Mana as possible. This is true of most Hearthstone decks, but is especially true of this deck. This is because the value of the cards is reduced significantly if they end up effectively costing one more Mana by being played a turn late. Even though you will be playing on curve, you should still take time to consider your future turns. For instance if your board is empty and you have to choose between playing Rat Pack and an Animal Companion, with a Houndmaster in hand, you should usually play the Rat Pack first, even though the Animal Companion is likely to be bigger, so that there is an improved chance that the Houndmaster has a minion to target on the following turn.

4.2. Running out of Resources

In some games, especially against control decks, you will find that you begin to run out of resources. On these occasions, it is important to work out if you can win with the cards remaining in your hand, and how much the top few cards of your deck are likely to help. If you feel that you cannot win by emptying the rest of your hand in one turn, it is worth considering the option of using Steady Shot every turn, even though it will dent your board development. Those extra two points of damage per turn can make a big difference in a close finish.

4.3. Mulligan

As you are looking to play on curve, getting a 1-drop will be a priority. For people who have played Midrange Hunter in the past, it is worth remembering that this has become even more of a priority in Journey to Un'Goro with the release of Crackling Razormaw. In previous iterations Midrange Hunter, you would have considered keeping a Savannah Highmane against control decks, but in this version you have more big threats in your deck, and so the chances are you will draw into one of them by turn five. On top of that, this deck plays numerous Deathrattle minions to help to protect against AoE. With that in mind, trying to get a strong early curve, even against control, will generate plenty of pressure.

5. Individual Card Strategies

5.1. Alleycat

In hands that contain Crackling Razormaw, Alleycat can be the best 1-drop as it will be difficult for most decks to remove both minions in time to stop the Razormaw from having a target for the Adapt.

5.2. Bittertide Hydra

Against many decks, it will be very easy to play Bittertide Hydra, you will put it on the board, hit your opponent in the face a few times, and they will lose. Often though, your opponent will be able to remove it, and cause you a lot of pain in the process. In those instances you will have to evaluate who is going to win the race that will ensue. To do this you will need to consider the damage that you will be doing with the rest of your hand, and board, over the next few turns, and how much your opponent will be set back by trading his minions into your Hydra. There are several large minions in this deck, and if you are following up with a Savannah Highmane, or Swamp King Dred, it will often be the case that losing the Hydra simply clears the way for those minions to do large amounts of damage. It is perfectly acceptable to win the game while you are on 1 Health, and sometimes with Hydra, you will have to live on the edge.

In the mirror match, you will have to be extremely careful not to run into a large Unleash the Hounds. Each opposing Hound will do 3 damage, which will often be enough to cost you the game.

5.3. Crackling Razormaw

Adapt is an interesting mechanic in that it is much more valuable if it is applied to a minion which can attack this turn. The easiest way to picture this is to imagine that you pick the +3 Attack option. If you play it on a 1/1 which has just been played, your opponent will usually be able to deal with the threat easily. However, if you play it on a 1/1 that was played on the previous turn, that 1/1 will be able to do four damage, or take out a 4 Health minion. Adapt is also much more valuable when you have more information. The later that you can Adapt a minion in the game, the more likely you are to Adapt it in a way that significantly influences the outcome of that game. For these reasons, if you can do so without costing yourself board presence, you should try to maximize your Adapt by holding on to the Razormaw whenever the situation allows.

5.4. Houndmaster

Sometimes your only Turn 4 play will be to simply put Houndmaster on the board as a 4/3 minion with no targets. Although this is a big loss of value, the loss of momentum from not playing it can result in an even bigger loss. You should consider it carefully before doing so, but should not be afraid to make the most of what you have, rather than making the situation worse.

5.5. Swamp King Dred

Swamp King Dred has many uses beyond being a big minion. It prevents your opponent from using Charge minions to the face, or minions such as Murloc Warleader, which could impact your opponent's board in a positive way. It is also a great card if your opponent is playing a minion based combo, as Dred will kill the individual pieces before the opponent can use them.

5.6. Tundra Rhino

Tundra Rhino is a card that your opponent absolutely has to deal with. Not only does it serve the purpose of letting your Bittertide Hydra or Savannah Highmane attack on the turn they are played, but it also allows you to attack with Beasts that come from Deathrattles. There will be times that although playing the Rhino does not seem very strong, you will have to think about the board state from your opponent's point of view, and realise that even though you know you do not have much of a threat in hand, your opponent still has to deal with the card. Often, simply making them waste time and Mana dealing with the Rhino can buy you some time to get back into a game where you are behind.

6. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

7. Changelog

  • 10 Jun. 2017: Various changes to text for new Icy Veins format. Removed 1x Eaglehorn Bow, Added 1x Scavenging Hyena.
  • 07 Apr. 2017: Removed 1x Trogg Beastrager for 1x Scavenging Hyena.
  • 06 Apr. 2017: Un'Goro Midrange Beast Hunter added, taking advantage of the power of Bittertide Hydra.
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