Midrange Hunter Deck

Last updated on Oct 16, 2017 at 14:25 by L0rinda 28 comments

This version of Midrange Hunter is our most balanced build. It combines the ability to do large amounts of damage in the mid-game, with enough early-game to both survive against more aggressive decks, and enough spells to be able to remove annoying enemy minions.

1. Card List

This deck costs 3,500 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards
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2. Mana Curve


3. Strategy

3.1. Mulligan

This deck aims to occupy the board with its minions for the first few turns, and then use the larger minions to do repeated heavy damage once control has been established.

3.1.1. General Mulligan

Ideally, you are looking to get a hand that will not waste any Mana for the first few turns. Without The Coin, if you have a 1-drop, a 2-drop and a 3-drop, then you will probably not change anything. You will also not want to keep two 1-drops, as although they slot in nicely to fill in the curve later on, the downside of emptying your hand too fast is important. The 1-drops rapidly lose value as the game goes on, so you should mulligan aggressively for a hand that curves out nicely.

3.1.2. Specific Mulligans

To mulligan correctly, you should pay attention to your opponent's class as well as using the general rules listed above. If you are against a deck that tries to establish the board early, such as Tempo Rogue or Zoo, then you will be looking for Bloodsail Corsair or Alleycat. If you are against a slower deck, then you can still keep those cards, but you would be less likely to throw away a strong Turn 2 and Turn 3 to find them.

In all cases, you should try to imagine how the game will play out, and not just look at your own curve. If you are against Highlander Priest for example, you will keep Bearshark almost always, as the Priest will have great difficulty in removing it. If your opening hand included The Coin and Bittertide Hydra alongside Bearshark, you might choose to keep the Hydra to coin out the turn after the Bear Shark if your other card was also going to exert some pressure.

3.2. Early Turns

As stated, the aim of the deck is to get control of the board early, and then start to deliver damage to face. The good news is that these two aims are achieved in the same way, which is by putting a lot of Attack on the board.

In the early-game, you will be looking to put as much Attack on board as possible. Against decks that are trying to occupy the board with a lot of minions, you will also be looking to make a wide board, which is a board with as many of your own minions as possible. Your short-term aim is to have a Beast on the board going into Turn 4, so that you have a good target for Houndmaster. The best way to establish this is usually by keeping the opponent's board clear of minions. Kindly Grandmother is also helpful in this regard as your opponent will need to kill it twice to stop you from being able to apply the benefit of Houndmaster to it. Crackling Razormaw is also very powerful in the early-game. Giving a minion +3 Attack, or Poisonous is usually enough to get through an annoying enemy minion, while having more defense or Living Spores is often enough to maintain the lead on the board.

3.3. Switching to Face Damage

After a few turns, you will want to turn your attention to reducing your opponent's life total. Many times, you will win the battle for the board and have no other option but to attack your opponent directly anyway. You can gain higher win percentages by knowing in which of the other occasions you should also do start to attack face. You should be aware that when you start to attack the enemy Hero, you are initiating a race. Work out how much damage you feel you are likely to be able to do before you die, not only from your minions, but also from your Hero Power and any damage in hand. After weighing up these factors if you feel that you will win this race, then you should not hesitate to initiate it. Try to bear in mind, that if it looks like you will heavily over-kill your opponent, then there are probably trades that you can make that do not lower the number of turns required to win.

3.4. Managing Mana and Resources

This deck thrives on efficiency. If it looks like you will waste a point of Mana then it is worth looking into other options for the turn. Sometimes you will be able to make a similar turn, but with 2 Mana left over instead of 1. On those turns you can fit in an extra Hero Power and get some value out of the spare Mana. With this in mind, try to plan out your future turns. Rather than waste 1 Mana twice, it is often correct to do things in a different order and have 2 Mana left over just once. This can happen if you were considering playing Bittertide Hydra on Turn 6 and then playing Savannah Highmane on Turn 7. If you play the Highmane first, you can play the Hydra on the next turn and fit in a Hero Power. Of course, in that example there might be good reasons for playing the Hydra before the Highmane, and you will get back your 2 missed damage if the minion played connects with face for 8 instead of 6, but you should be aware that you gave up 2 damage worth of resources in the long run.

There will also be situations when you feel you are running out of cards. In those situations, you can slow down the rate at which you are playing your cards, and fit in extra Hero Powers. You will have to weigh up whether the two damage is worth not playing the cards in your hand, but those points of damage are often surprisingly important if the game drags on.

3.5. Managing Enemy Mana

Many players forget to factor in how their opponent's turn will work. For instance, if you have the chance to play Houndmaster on a Crackling Razormaw on Turn 4 against a Highlander Priest, it is tempting to worry about Shadow Word: Death. However, there are two things that should be remembered when assessing this play. Firstly, their deck does not play many cheap spells. This means that if they play Shadow Word: Death, then it is likely to cost them all of their 4 Mana. In the same way that our deck wants to use spare Mana for Hero Powers, so does the Priest's. By making them use a 4 Mana spell on Turn 3, you are dealing extra damage. The second thing to consider is that they only have one Shadow Word: Death in their deck. If it is used early on, then you make it more likely that your Bittertide Hydra and Savannah Highmane will stick on the board.

4. Individual Card Strategies

4.1. Crackling Razormaw

Sometimes you will have to play Crackling Razormaw on Turn 2, with no other minions available. However, you should carefully consider the rest of your hand and your opponent's deck when doing this. Sometimes you can hold onto the Razormaw to try to get Windfury or Stealth onto a Bittertide Hydra.

In the early-game, you will often want to try to give an Alleycat the Poisonous keyword to get through an annoying enemy Taunt. Creating 1/1 plants is also good early on, especially against decks like Tempo Rogue, where having a wide board can be crucial.

4.2. Houndmaster

Sometimes your only Turn 4 play will be to simply put Houndmaster on the board as a 4/3 minion. Although it is tempting to hold the Houndmaster back to try to get use out of its Battlecry, it is usually correct to play it immediately and maintain your board presence. Against Priest in particular, a 4/3 minion can present problems on its own.

4.3. Stitched Tracker

It might seem odd to play Stitched Tracker with such a small number of tech cards in the deck, however it is important to note that it gives a copy of the minion it discovers. This means that you can have up to four Bittertide Hydras in some matches against Control decks. There is also more versatility than it first appears, with Houndmaster, Spellbreaker, and Crackling Razormaw all situationally useful.

5. Changelog

  • 16 Oct. 2017: Deck re-written for post nerf Knights of the Frozen Throne meta.
  • 10 Jun. 2017: Various text changes to reflect new Icy Veins format.
  • 17 Apr. 2017: Deck added; an efficient Midrange Hunter deck. It can reach Legend.
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