Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Midrange Hunter Wild Un'Goro Deck

Last updated on Apr 02, 2017 at 03:55 by Pesty 75 comments

Table of Contents

This Midrange Hunter build is an updated list for the Wild Meta. The deck does not change a great deal in order to adapt to the format as Hunter has not received too many significant changes in the new format. Primarily powerful cards like Call of the Wild have been added to increase your late-game power.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Midrange Hunter Wild Un'Goro Deck

Our deck costs 4,640 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This particular version of Hunter sacrifices some of the fast starting power of cards like Leper Gnome, and the consistent damage of cards like Argent Horserider and instead focuses on a strong midrange curve of minions to maintain pressure on the opponent throughout the mid-game. Should the opponent be able to fight back and gain control of the board, cards like Unleash the Hounds, Kill Command, and the Hunter Hero Power can help you to seal the game.

Webspinner and Jeweled Macaw are strong starting points for the deck and are the only 1-Mana minions that are played. They retain their spot in the deck due to the recycling effect that provides you with a further minion to play out on a following turn.

Freezing Trap will provide you with some answers to huge minions that you cannot otherwise deal with if you do not have access to other removal. Although, you should not be afraid to use Freezing Trap for tempo, simply playing it so you can ignore an awkward midrange minion from your opponent and instead push damage directly to their Hero.

Explosive Trap is added to the deck as a 3rd Secret to create additional insurance against aggressive board flooding decks like Secret Paladin.

Quick Shot helps you both to fight for board dominance in the early turns, and to create additional burst damage in the late-game. It also serves an additional function in the late-game, since you will often be low on cards, and Quick Shot helps you to cycle through the weaker cards in your deck and get closer to your powerful draws like Savannah Highmane and Dr. Boom.

Haunted Creeper is a fantastic early game minion that can help to fight for the board early through its great synergy with cards like Kill Command and Houndmaster.

Crackling Razormaw is a great early minion that helps solidify your board position if any of your other cheap Beasts are in play.

Mad Scientist is an extremely powerful inclusion, providing great value for a 2 Mana card. The Tempo advantage you gain from having your Mad Scientist trade for one of your opponent's minions, and then their follow up minion being rendered useless by a potential Freezing Trap it summons is a very strong effect.

Animal Companion is another fantastic value card. At 3 Mana it grants you a Beast which is always more powerful than a standard 3 Mana minion. Even though you cannot control which Companion you are given, there are plenty of situations where you do not mind which you receive, and the turns where you get the exact one you need can be devastating.

Eaglehorn Bow is an important card. It is used both for eliminating your opponent’s minions to enable your own minions to continue to push for damage, as well as for attacking your opponent’s life total directly. Due to the low number of Secrets in this deck, you shouldn not be afraid to use up both charges of the Bow if it creates a significant advantage.

Kill Command is one of your primary finishers in the deck. At 3 Mana for 5 damage it is an extremely efficient spell. However, do not be afraid to use it to clear a problematic Sen'jin Shieldmasta or Sludge Belcher if necessary.

Houndmaster can be used to buff up a small Beast minion to a much more imposing threat. If Houndmaster is able to be played while activating its Battlecry, it represents incredible value for a 4 Mana card.

Piloted Shredder is included in the deck to give you more mid-game stability. Piloted Shredder is one of the most common minions in the game currently, and is a staple in midrange focused decks such as this one.

Savannah Highmane is one of the most powerful cards in the game and a crucial inclusion to give you enough sustainability against heavier control decks. Due to the large body, and the Deathrattle effect, this card is almost impossible for most classes to deal with efficiently.

Dr. Boom is a powerful card that can be so dominant it can be a worthwile inclusion even in a fast, aggressive deck such as this one. Since you will often be able to put on enough early pressure to force your opponent to play out their removal early for minimal value, your Dr. Boom can often escape this counter in the late-game and be free to dominate the game.

Call of the Wild is an extremely powerful card that can create a a strong board position from scratch. If you have managed to retain any of your sticky minions on the board, Call of the Wild can also serve as burst damage to close out the game.

3.1. Synergies & Combinations

Unleash the Hounds can be used in combination with Hunter's Mark in order to create strong board clears.

Crackling Razormaw can be used in combination with your Cheap minions to create strong early-game board positions.

Houndmaster can be used in combination with your various Beasts to create powerful board states.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is reasonably simple. You always want to push aggressively for Haunted Creeper, Webspinner, Jeweled Macaw, and Mad Scientist in your opening hand. Pay attention to your Mana curve though, as this can be affected by whether or not you have The Coin. If you are going second, then Coining a 2-drop on Turn 1, followed by a second 2 drop on turn 2 is a very strong start. When going first, a more straightforward curve of Jeweled Macaw, Mad Scientist, Animal Companion is preferred.

Against other decks that start quickly like Mech Mage, you can keep Eaglehorn Bow in your opening hand. Playing as the Control deck for the first few turns and using your Bow to clear their minions is fine in these matchups, as you will usually dominate later with your superior mid- and late-game.

3.2.1. Vs Control Warrior

Do not be afraid to keep Savannah Highmane in your opening hand. Warrior will usually start the game slowly, so a fast start is not essential. However, having a Savannah Highmane available to drop on the board on Turn 6 is usually devastating to your opponent as it is an extremely difficult card for Warriors to remove. Without it, you may find that your deck runs out of damage against the Warrior’s removal and armor gain.

3.2.2. Vs Zoo

Mulligan extremely hard for Mad Scientist. Mad Scientist is a hugely important card in the matchup. The value you will get from its body, in combination with the Secret it summons will often put you in charge of the early game. If you are able to take control of the match that early against a Zoo deck, the way your Hero Power matches up against theirs will usually be enough for you to build your way to victory.

3.3. Card Swaps

King's Elekk can be played in place of Crackling Razormaw to try to add some card draw to the deck.

The Secret setup is relatively flexible. Freezing Trap should be kept as at least a single copy, but Cat Trick and Snake Trap can also be used in place of the other Secrets.

Dreadscale can be used in place of one Piloted Shredder in order to further counter aggressive token focused decks like Secret Paladin.

One Houndmaster can be cut for a Tomb Spider to create a card draw effect in the deck.

Piloted Shredder can be cut from the deck to make room for Infested Wolf, which is a markedly similar card, only with additional Beast synergy.

Loatheb can be replaced with Barnes if you do not have access to it.

4. ChangeLog

  • 02 Apr. 2017: Removed 2x Knife Juggler, 1x Webspinner, 1x Unleah the Hounds for 2x Jeweled Macaw, 2x Crackling Razormaw.
  • 21 Dec. 2016: This deck has been updated for the Mean Streets of Gadgetzan meta.
  • 27 Jun. 2016: This deck has been reviewed and deemed appropriate for the current Wild meta.
  • 25 Apr. 2016: Update for Wild Meta and to reflect card nerfs.
  • 15 Mar. 2016: Deck has been reviewed and deemed appropriate for Season 24.
  • 18 Feb. 2016: Added LoE card swap suggestions, deck is still meta appropriate overall.
  • 11 Nov. 2015: Removed 1 x Bear Trap, 1 x Stranglethorn Tiger, 2 x King's Elekk for 2 x Knife Juggler, 1 x Explosive Trap, 1 x Unleash the Hounds.
Force desktop version
Force mobile version