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Mid Range Hunter [STANDARD]

  • Hariz Husaini
  • May 22, 2016
  • 3 min read

Deck by Hariz "Stpatsboy" Husaini

It may not be the most efficient deck, but hey, at least we get to use some of the other hunter cards we rarely see.

This deck is for all the hunter lovers out there. Although it is a mid range deck, its power comes

from turn 6 onward. The focus of this deck is to try to survive the early game and buy

time for

your mid range minions to fill the board.

Whenever you get a chance, try to play a minion onto the board instead of trying to burn down

your opponent with your hero power; as most face hunters do. The only exception to

this is on turn 3 where you should equip your Eaglehorn Bow if possible. It gives you the ability

to potentially remove your opponent's turn 3 and turn 4 minion while you play Infested Wolf on

turn 4. This will give you a small tempo swing that will escort you to the mid-late game.

Generally, you should seek to control the board rather than slap the opponents face. Try to get

your Highmane out on turn 6 and use your Gladiator's Longbow to protect your Highmane on

turn 7 and also giving you an extra removal tool for turn 8 as well.

Finally, when the time is right, let the worm slap the opponent till his hero portrait breaks!

Mulligan Guide

Hunter:

Against Mid Range Hunter aggressively mulligan for your Fiery Bat, King's Elekk and explosive trap.

You can keep Eaglehorn Bow if already have a hand that curves out nicely into turn 3.

In this match up early game is the key to surviving.

Mage:

Against Tempo Mage mulligan for the same things as you would against a Mid Range Hunter.

If you think that your opponent is running a Freeze Mage deck, mulligan for your early game minions.

Do not keep your secrets! Infested Wolf is not a bad keep while the Eaglehorn Bow can help you clear

out an early Doomsayer.

Warrior:

Against all variants of warrior, mulligan for early game minions and weapons. If you already have a

2 and 3 drop, it is alright to keep Kill Command in your hand to get rid of their turn 4 Bloodhoof Brave.

Paladin:

Assuming that you are up against a N'zoth Pally, DO NOT keep your fiery bat. Most of the time, paladins

will hero power on turn 2 and your Fiery Bat will just die to a 1/1. Keep 2 drops, 3 drops, 4 drops and

weapons. If you are feeling greedy, you can keep freezing trap for their turn 6 Cairne Bloodhoof.

Its risky though.

Rogue:

Against all variants of rogue keep your early game minions and weapons.

WARNING! If you are going first, you might not want to play a King's Elekk on turn 2 as the rouge can

just coin out a SI Agent and remove it, giving him a BIG tempo swing. It might be better to just equip

your weapon on turn 3 and play a 4 drop or two 2 drops.

Shaman:

Assuming its Aggro Shaman, mulligan for early game minions and weapons. If you have a 1 drop and

2 drop, you might want to keep Freezing Trap or Kill Command for the turn 4 Flamewreathed Faceless.

But do not keep both.

Choose or die, or die anyways.

Warlock:

Since most Warlocks are playing Zoolock, mulligan as you would against an Aggro Shaman. Keep in

mind that you should always clear the Zoo player's board when ever possible. Without Implosion,

warlocks have difficulty removing your minions from hand.

Against a Renolock, mulligan for early game minions and weapons. Also, be aware that Fiery Bats can

be easily removed by mortal coil. Try not to over commit onto the board especially around turn 8 to

avoid a big Twisting Nether.

Priest:

Against any type of Priest, try to mulligan for your 2 drops and Eaglehorn Bow. Do not keep Fiery Bats

and Explosive Traps as it gives the priest player an easy way to draw cards in the early game with the

turn 1 Northshire Cleric.

Druid:

Against any variant of Druid, mulligan for early game minions and weapons. If you already have a good starting hand,

you may want to keep a Kill Command or Hunter's Mark to remove any large taunts that my come in the way.

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