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Midrange Hunter Deck

Last updated on Jun 10, 2017 at 13:42 by L0rinda 25 comments

Table of Contents

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 removal and Taunt to both survive a more aggressive deck, and to be able to remove annoying enemy minions.

1. Card List

This deck costs 960 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. Early Turns

In the early-game, you will be looking to use your minions to gain control of the board by using their individual strengths as efficiently as possible. Alleycat is very good on the first turn as there are very few ways of dealing with both parts. Jeweled Macaw can be used to try to fix your curve, while Fiery Bat is good at dealing with a fast early onslaught.

Your 2-drops also have different situational uses. For instance, Scavenging Hyena can sometimes win a game on its own if you play it on Turn 2, and then trade in both of 1/1s that have been generated by Alleycat on Turn 1. Kindly Grandmother is very good in the early game too. Although it looks too slow, the Grandmother will quite often trade into a 1-Health minion, and also acts as a sticky minion so that Houndmaster can get value more readily. Crackling Razormaw is the best card in the deck, and usually works better on minions that are bigger than 1/1. If it is your only turn two option, however, remember that controlling the board with your minions is key in this deck, and try not to be too greedy. If you have other plays though, it is fine to delay playing the Razormaw, and play it for value later.

3.2. 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. The extra win percentages are gained by knowing in which of the other occasions you should also do this. 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. If you have Taunt minions on board, remember that your opponent will often need to get through those before dealing with your other minions. 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.

3.3. 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 Tundra Rhino on Turn 6 and then playing Savannah Highmane on Turn 7. If you play the Highmane first, you can play the Tundra Rhino on the next turn and fit in a Hero Power.

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 the 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.

3.4. 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. Although they slot in nicely to fill in the curve later on, the downside of emptying your hand too fast is important. While the 1-drops in this deck are efficient on the first turn, they rapidly lose value as the game goes on. Mulligan aggressively for a very early curve.

Against decks that you are sure are heavy control, you can keep Savannah Highmane in your opening hand if the rest of the hand is playable. The card is such a problem for those decks, that it is worth making sure that you get it, even at the potential cost of some early development.

4. Individual Card Strategies

4.1. Alleycat

Alleycat is a fantastic card to play on Turn 1, especially on the play. It also has good synergy with Nesting Roc if you want to guarantee that the Roc gains Taunt.

4.2. Crackling Razormaw

Sometimes you will have to play Crackling Razormaw on Turn 2, with no other minions available. However, the bigger the minion it can target, the better it becomes (although remember to play around cards such as Hex and Polymorph). This is because gaining Windfury, Stealth, or not being targetable is much more valuable on a large minion than a small one.

4.3. 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.

4.4. Nesting Roc

Nesting Roc has very good stats, and can often be played as a 4/7 just to exert pressure. If you have several small minions that you wish to protect, then the Roc will often make sure they live for an extra turn, and sometimes even longer. These extra turns will allow you to inflict large amounts of extra damage. As an aside, it is an extremely powerful card against Priest, as they usually have no easy ways to deal with it.

4.5. Tundra Rhino

Tundra Rhino is a very powerful card, and if it lives for one turn, it usually takes over the game. The card works well with your Deathrattle minions too. You will often have a Kindly Grandmother already in play when you play Tundra Rhino, which will allow you to attack with the Big Bad Wolf on the same turn if you trade with the Grandmother.

4.6. Hunter's Mark

Hunter's Mark is interchangeable with Deadly Shot. Deadly Shot can be better than the Mark for dealing with minions that cannot be targeted, such as Finja, the Flying Star. It is also generally better for dealing with very high Attack minions, which helps keep our own board alive.

5. 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.

6. ChangeLog

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  • 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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