Proving Grounds Demon Hunter Deck - Fractured in Alterac Valley
This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Proving Grounds Demon Hunter in The Fractured in Alterac Valley expansion meta.
Proving Grounds Demon Hunter is a slower deck that uses a large number of removal tools in the absence of any cheap minions. Upon reaching the late game, the deck aims to "cheat out" big minions through the use of cards likeand for huge tempo swings to turn the game in its favour.
Import This Deck in Hearthstone
Proving Grounds Demon Hunter Deck Mulligan Guide
Proving Grounds Demon Hunter is heavily reliant upon the use ofas soon as possible to be effective. With this in mind, you should mulligan almost exclusively for it with very few exceptions.
- General Mulligan (keep regardless of what your opponent is playing) — .
- Mulligan against Aggro (also keep if you think you are playing against an aggressive deck) — .
- Mulligan against Control (also keep if you think you are playing against a slow deck) — No further cards required.
Proving Grounds Demon Hunter Deck Strategy
In the early game, your primary aim is to look forto ensure you can play it when you have the Mana to do so. To achieve this, you should focus entirely on playing your cheap card draw tools like and . Once you have Proving Grounds in hand, you should freely make use of your removal tools like and . You should also avoid any unnecessary card draw at this point reduce the chance of drawing your big minions.
Once you have the Mana to do so, you should almost always playwhere possible. The minions within the deck are built in such a way that they will be unable to kill each other, as Dormant minions like will not deal or receive damage. The exception to this is the combination of and , however, the Fel Summoner Deathrattle can still pull a Demon from your hand in this case.
After playingyou should almost always look to secure the board first to make up for your slow early game. At this time, you will also almost always have a Dormant in play, coming from either , , or Proving Grounds itself. The following turn you can use any minions you have to ensure you have board control, as well as any spells you may wish to use. During this turn, you may also be able to chip away at your opponent's Health.
Once your Imprisoned Antaen is ready to be released, you can begin to make your preparations to close out the game. The damage it deals will likely clean up any remaining minions on your board as well as chipping away at your opponent's Health. At this point, you can commit any other minions you have on board to face as well as any attack damage you have from cards like, , and .
Against Aggro, you should focus heavily on controlling the board to ensure you can survive until playing. paired with ways to boost your attack can prove particularly effecting in surviving long enough get your big minions out. Once you are finally able to get minions in play, you should be able to quicklly overwhelm any Aggro deck, or simply run them out of cards.
Against Control, you should be particularly cautious about the small number of minions you have in your deck. With this in mind, havingbefore playing can help a in instances you pull . Similarly, you should try to avoid using any cards that can help deal damage to your oppponent on their minions, as you will often need to rely on using your spells to finish off your opponent.
Proving Grounds Demon Hunter Deck Card Swaps
- Against Control — Add 2x for 2x .
- Against Aggro — Add 1x for 1x .
- 09 Dec. 2021: Name changed from Big Demon Hunter to Proving Grounds Demon Hunter
- 05 Nov. 2021: Guide added.
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