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The Marsh Queen Hunter Quest Standard Un'Goro Deck

Last updated on Apr 07, 2017 at 17:33 by L0rinda 36 comments

Table of Contents

The Hunter Quest is called The Marsh Queen, and as with all of the Quests, it has significant problems to overcome, and a fantastic reward. The reward, Queen Carnassa is not only an 8/8 for 5 Mana, but adds 15 Carnassa's Brood to your deck. At first glance, it appears that these will flood the board and lead to a rapid victory, however, as the deck needs to contain many 1-drops to enable it to complete the quest, there is a danger that that might not be the case. This is because there will be many occasions after completing the Quest that you draw a 1-drop on turn 7, and have no other play. The deck therefore needs to be carefully balanced so as to complete the Quest, but not to have too many bad draws after the Quest is complete.

1. 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.

2. The Marsh Queen Hunter Quest Standard Un'Goro Deck

Our deck costs 3,460 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

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2.1. Mana Curve

0
14
6
3
3
4
0
0

Disclaimer: This deck is one of several that were built before Journey to Un'Goro was released. It will be altered several times in the opening week, which is the soonest that it can be tested within the new meta. At this time, it is offered as a deck to try in the opening days. You can find out which guides have been updated by checking the changelog, or by coming back to the guide.

3. Aim of the Deck

This deck is designed to kill your opponent quickly. Although the Quest is the focal point, the deck will be generating a tremendous amount of pressure through its minions, and sometimes will be able to win the game with minion pressure without even completing the Quest. Upon completing the Quest, the deck is designed to win through the value generated thereafter without having a prohibitive number of bad draws.

4. Strategy

In this deck, the Quest will almost always be kept in your hand, and then played on turn one. From that point onward, you will be looking to put as much attack on the board as possible, using 1-drops where available. Due to the large number of 1-drops in the deck, which are required to complete the Quest, there is a danger that after completing the Quest, that your draws will become very poor if you do not draw a Carnassa's Brood. With that in mind, you will sometimes try to save your Tracking and Tol'vir Warden until after the Quest is completed. You should remember, though, that these cards will also often be instrumental in completing the Quest. This means that you will only want to hold them back if it is practical to do so.

Against slower decks, there is usually no hurry to complete the Quest. You can apply pressure with your minions and take care of your hand size to some degree. The Quest will make sure that you are able to continue to apply pressure later into the game.

4.1. Card Draw

Stampede and Cult Master are included to help make sure that the deck does not run out of cards. Tracking is also included to help diversity, and should be used as late as possible to pick out something from your deck that fits the situation you are in. The deck contains slightly more 1-of-a-kind cards than most decks due to this, and your Tracking can be used to use or discard those cards as required. There are also Jeweled Macaw and Fire Fly in the deck, which will help to keep your hand size topped up.

4.2. Mulligan

As previously stated, there is always the concern that you might run out of cards, and have to rely on top-decking for the rest of the game. This might tempt you into keeping a Cult Master or Tracking in your opening hand to try to solve this issue, but even if you go first, your first turn will be to play The Marsh Queen, and your second turn will be to play two 1-drops. By turn 3, you will have drawn three more cards, and so there is no need to panic in the mulligan. You should keep a good curve, especially with 1-drops, and trust the deck to sort out the hand size later on.

5. Individual Cards

5.1. Bittertide Hydra

Bittertide Hydra is used as a way to put extra pressure on control decks, so that they have to use up some of their removal before you complete the Quest. In that situation, you should not be concerned about the damage you will be taking as a result of playing the card. Against faster decks, you will have to count damage to make sure that you are winning the race. For instance, if your opponent has to trade three minions into Bittertide Hydra to kill it, you will gain a lot of value, but 9 face damage might be important.

5.2. Crackling Razormaw

Crackling Razormaw should not be underestimated. The ability to Adapt a minion that is already in play is very powerful, as you can use the effect immediately. The flexibility of Adapt choices so early in the game should allow you to trade aggressively, force through extra damage, or defend your minion, depending on what you are playing against.

5.3. Raptor Hatchling

Raptor Hatchling should be played as a priority where possible. The longer the Raptor is in your deck, the more chance you have of drawing it. Not only is the 1-drop needed to help complete the Quest, but a 4/3 is one of the bigger minions in the deck, and so will help significantly with your damage dealing.

5.4. Stampede

Stampede is card advantage, but only if it is played late in the game. If you play it early,you should be careful to factor in that it is a card that you are spending to begin the effect. In the late game, however, especially after completing the quest, you will be able to fill your hand with enough attack to give an extra damage push if your opponent is starting to get on top of things.

5.5. Tol'vir Warden

Tol'vir Warden is usually going to be used to fetch the final two 1-drops required to finish the Quest. It does, however, also have the ability to stop you running out of steam if you fail to draw a Carnassa's Brood after completing the Quest. Also note that if you have Raptor Hatchling in your hand, you will want to get the 4/3 Raptor token shuffled into your deck before you play this, as that Raptor is also a 1-drop, and is incredible value.

6. ChangeLog

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  • 07 Apr. 2017: Removed 1x Tracking, 1x Emerald Reaver for 2x Scavenging Hyena.
  • 05 Apr. 2017: Hunter Quest deck, with Tracking toolkit for versatility.
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