Legendary mid-deck of a hunter with animals (Grand Tournament). New Hunter Decks

All Rexxar fans in game Hearthstone interested in which Hunter deck is the best and which cards to use at certain periods of the match. A fight for this character primarily involves the use of strong class cards and their combinations, quickly destroying opponents or creatures on the table. At the time of the current patch, there are two most powerful strategies.

Midrange deck: general tactics

The Hunter deck is focused on aggressive play, and it is called midrange. This tactic involves inflicting maximum damage on the enemy. All cards are laid out on the table solely for this purpose. The low cost of many creatures allows you to quickly seize control and not lose your advantage over your opponent until the end of the fight. The enemy will not be able to exchange creatures due to strong class cards. It is this fact that makes this strategy one of the most powerful in the game.

Selection of cards for aggression

There are few spells in this version of the game. The main weapon against strong cards the enemy will have the “Hunter’s Mark”, making the creature’s health equal to one. The Hunter deck must include two of these cards. Definitely worth taking two class cards“Pet” and “Let the Dogs Out.” This will allow you to summon many animals and get a random boost for the team or the ability to instantly attack with a charge.

Other useful creatures include Carrion Hyena, Stray Cat, and Houndmaster. The first one receives a boost for each killed animal. The second card summons another beast, and the third allows you to strengthen any pet and impose a taunt on it. If at the start you manage to seize the initiative, deploy a lot of animals, including the hyena, then within a few moves the enemy will be defeated. Among more expensive cards For such a deck, it is worth noting “High-Maned Shroud” and “Roc Mother Hen”. These animals will provide a significant increase in damage due to their high characteristics.

Table control strategy

The best Hunter decks in Hearthstone will allow the user to climb high in the rankings, and among them is a set for board control. The whole point of this tactic is to capture the board at an early stage and not allow the enemy to realize his creatures. The player must constantly clear the field and only then deal damage. Typically, matches using this strategy are drawn out over time, because the Hunter will only be able to use free creatures to attack. Many animals will have to be lost on the table, but due to their cheapness, the user will always be able to restore the ranks of their fighters. Most of the creatures in the set will cost one unit of mana, so the player will always find something to put on the table. Many of the animals in the composition are prize cards for completing quests, and therefore you should definitely complete them first.

Cards for table control

The most suitable Hunter deck for the tactics described in the previous paragraph must necessarily include the “Queen of the Swamps” card and many creatures with a cost of one unit of mana. Once a player has played seven of these pets, they can use this card to summon the “Queen of Karnass.” 15 lizards with the same characteristics will appear in the deck, and the user will have unlimited possibilities for subsequent control of the table. Some suitable animals even include basic deck Hunter. Among them, it is worth choosing “Timber Wolf”, “Stray Cat”, “Hungry Buzzard” and “Tundra Rhinhorn”. The last two cards are more expensive, but have useful effects. Buzzard allows you to draw creatures from the deck for each beast summoned, and Rhino will allow summoned pets to immediately attack thanks to the dash effect applied.

What will happen to the meta tomorrow?

Before the TGT patch, the meta was “made” by aggro decks (zoolocks, agropaladins, mechmages and of course facehunts), wars (cartridge, control), ramp druid, tempo and freeze mages, oil horns. The rest of the decks were not so popular or were a figment of the imagination of the players.
As we all know, the hunter was the guy who could be found every 3rd game consistently. The fact is that facehunt is a very effective deck; you can take it to 10 rate by the end of the season without any problems. It's not too difficult to play, but the most important thing is that it's fast, and if you catch a streak, you'll jump through the ranks just as quickly. What will happen to the meta tomorrow? After all, the duel system is clearly aimed at suppressing aggression; will our “favorite face” remain alive? We will look for answers to this in the coming days, and in this article we will analyze what our half-ogre received.

Thanks for the legendaries

1. Brave archer. Nice card at first glance, but when you see the phrase “when there are no cards in your hand,” you understand that you won’t be able to beat it with more than 2 damage, because 1 HP is at the moment when we run out of cards (and this is at least 4-5 turns ) pick up is not a problem at all. What's the point of it then, if ours is much more effective.
2. Bear trap. Not a bad secret, in fact we get it for 2 mana, but we pay for the reduction in price by delaying its release. Will this play on face hunt? Doubtful, but in midrange, why not?
3.Royal Elec. It was very strange to give such an effect to the hunt. And so, adding a deck with stats of 3/2. smokes on the side.
4. Powerful shot. , only cheaper. Count for 3 targets, but 1 mana cheaper.
5. Shepherd. Funny card. It’s difficult to talk about profit, because a parrot or a chicken can come to the table, or maybe even . In the worst case scenario, we get 4/4 stats for 5 mana and this is the price to pay for the risk. After all, I promise, this card will help you win the skating rink more than once. In general, I like it)
6. Spider ball. If there is ever a mega late hunt, this card will play. Why is it so expensive? After all, 3 tenets are 3 more animal cards. That is, it’s 6 cards in 1. Hence the mana cost.
7.Ready. It’s a cool thing, on facehunting there have often been situations where only ripe ones remain on the hand. In general, this is an attempt by the Bliz, and an interesting one at that, to come up with a Khant search. I think I should play.
8.Chief groom. A card that is unlikely to be played, because we have one for 1 mana, which also gives an attack. If he doesn’t play, then that’s even worse.
9. And my favorite: the Useless Legendaries section.
Creepy scales, I don’t understand why the Hantu have them. Give a whirlwind to creatures every turn, this is clearly not good for Rex, it’s rubbish.
Acidic scales. In the Unprecedented Brawl, I was able to use it to exchange well with my opponent. Yes, and the effect of the card is funny, because we can change drop 1 to drop 10, BUT due to the small amount of HP, this is for 1 turn maximum, and due to the high mana cost, we will not be able to do this whenever we want. I say GO#$O to this card!

Hunt on animals TGT

This is how I see the animal deck. I’ll make a reservation right away: instead of the Tenetniks, you can insert Royal Elleks, this is everyone’s business. But personally, I wanted to have a 1-drop in the deck and build a really playable deck.
Muliganim of scientists, networkers, if a bear trap comes, leave it. We slowly place our animals on the table, after triggering

Class Features

  • aggro ability - with this ability of the hero, which does not in any way affect the table and the number of cards in the hand, the developers hint at how this class should play: either completely aggressively in the face, or control the table from the start of the game with a subsequent burst of 6-10 moves. As a result, because of this ability of the hero, and as a consequence of the character’s orientation, the hunter actually has a very small range of playable variations: outright aggro, thinly veiled aggro, aggressive midrange and complex hydra-invented builds from perverts who want to play a hunt, but do not want to play in the face
  • very poor card draw - without additional crutches like “Cult Leaders”, which weaken the deck, the hunter lives only with top decks. And it’s not for nothing that he was introduced with a whole layer of cards that receive bonuses from playing from an empty hand - also a rather thick hint for those who cherish dreams of control hunters
  • synergy with animals - most of the hunter’s cards are animals and creatures and spells that interact with them like “Take Command”. Such cards fit very well into the concept of the hunter as an aggro class - after all, in synergy, they all provide benefits (and tempo) more than their cost: 5 damage for 3 mana, a 4-3 + 2-2 creature for 4 mana, etc.

Face hunt

  • view - aggro
  • frequency of meetings – sometimes
  • plan for victory - plan? What is the plan? My don't understand the plan. My nobility is a bad portrait of him. It must be destroyed with all available pictures in your hand. Exchanges? Nooo... oh well, only with the most dangerous minions of that portrait. Rarely, exchanges should be made rarely, otherwise mine will not be so effective. I agree that sometimes it is necessary. But in general, all the pictures in my hand are needed to destroy this or that: dashes, spells, everything! I hope mine clearly described that there is a plan here
  • key cards

Hybrid hunt

  • view - aggro
  • frequency of meetings – sometimes
  • the victory plan is an intermediate stage, or a kind of cocktail (hence the name of the archetype) between face and midrange. This is expressed in the fact that this hunter is more sensitive to the creatures on the board than the face, but still doesn’t like these exchanges of yours much. From midrange here – “High-Manes”, “Frost Traps”, “Loathib”, i.e. cards necessary for better control of the board. It is understood that the pressure causes a lot of damage in the initial stage of the game with the help of aggro cards, this hunter tries to gain a little foothold on the board in order from this springboard to pick up the missing units of damage on the victim’s face
  • key cards

Midrange Hunt

  • look – aggressive midrange
  • frequency of meetings – sometimes
  • plan for victory - unlike midrange decks of other classes, Hunter is dominated by the second drop: most often it makes up a third of the deck. Hence the concept of victory - trying to capture the table with early game and hold it with the help of weapons and spells, which here serve more often for control than for finishing. Playing with this archetype involves accumulating critical striking power on the board and abruptly switching to the “in the face” mode in certain moment. How better player- the more accurately he is able to guess this moment
  • key cards

Hunt on spells

  • view – it’s not exactly clear, the idea is too crude
  • frequency of meetings – on streams among those who like to experiment
  • plan for victory - the idea of ​​​​this deck exists thanks to one card - “Ready”. Why it is needed and how to use it so that it is not only fun, but also effective is not yet clear. If playable decks with this card appear, it will obviously be some kind of control, or a slow midrange. Although this does not combine with the hunting ability, now in the era of the gentleman, murloc, billionaire (and probably philanthropist) “Sir Finley Mrrgglton”, anything is possible
  • key cards

Khripo-hunt

  • view – midrange
  • frequency of meetings – very rare
  • plan for victory - you could say that this is a weaker and more fun version of the midrange hunt. Many cards here are replaced for dubious kinds of synergy. All this is worth playing just for fun, because decks of this archetype are extremely unstable. And this is not surprising, cards in the style of “do something when there are creatures of a certain type on the table” usually do not work in HS.
  • key cards

Control-hunt

  • view - control
  • frequency of meetings – rare
  • plan for victory - control hunters have always existed and on the corresponding resources it was always possible to spy on the decks of those who even take the legend with them. The effectiveness and popularity of such decks has always been influenced by the fact that the hunter’s ability in such decks does nothing, he was deprived of his draw when “Buzzard” was nerfed, and he was never given full-fledged board clears and removal. Well, how to play with control when you vitally need a lot early cards, to immediately take the game into your own hands, because if you don’t do this, you won’t be able to return to the game. It turns out that control hunter, despite the presence of interesting (such as “Longbow”) control cards in his roster, is, by and large, just a hodgepodge of heavy cards, seasoned with a couple of not very strong synergies like “Gazzrilla” + “Pyromancer” " And also for fans of long-range classes in various RPGs, who want to play as an archer in their favorite card game
  • key cards

Hello everyone! NeGamer is with you and today I would like to tell you about my version of the Midrange Hunter in Hearthstone.

The Hunter is my favorite class in the Hearthstone trading card game. I started out like everyone else with the face version, but literally after 10 games I got terribly tired of it, because I simply wasn’t interested and I started adding various kinds weighted cards that formed into an archetype called Midrange.

Midrange Hunter is my favorite deck right now. And this did not change either before the release or after. Now I really like the meta and I offer you my deck, which helps me successfully move up the ladder.

Well, like my version... The version is basically the same as any other version of the Midrange Hunter deck on any other site, except for my substitutions and additions.

Midrange Hunter Deck:

I think the most unexpected thing here is King Krush! I have some feelings for this card. At least by the fact that this was the first legendary that dropped out of the pack for me, so I started trying it in decks and I can say that the enemy NEVER expects her to come out! I can’t even list how many times she decided to skating me. The only negative is, of course, the cost. 9 mana is a lot, and if King Krush cost 8, then this card would become a must-have in all Hunter decks. And since I think she is one of the most underrated cards in the game.

Enough about Krush! For me, this is a great finisher, mainly relying on the opponent's surprise at her exit.

If you want to keep the finisher, but don't have Krush, you can replace it with Leeroy. In general, there are many versions where you can put Ragnaros.

Sylvanas, under the command to take, sometimes does such dirty work that it’s just a mess! Anyway, Sylvanas Windrunner is a card that I think humble opinion included in the TOP 3 general legendaries for crafting in the first place. Of course, you can change it and try adding a Huge Toad, which will make the deck faster, or adding a Shepherd to save the mana curve. And sometimes the Shepherd can bring you the same Krush. And in general, the Shepherd increases your pressure on the table, and this is quite good. By the way, I’m actively testing this version now. If there is interest, I will definitely post it.

Otherwise, all the cards are fairly standard for Midrange Hunter and are not something unexpected.

In terms of tactics, everything is simple: we need tempo, and for this at the start we don’t need either Sylvanas, or Highmane, or Call of the Forests. At the beginning we are looking for Bat, Elekk and Bow. Hunter's Mark is still excellent removal, although it has become a little more expensive.

That's all for me! Write comments, remarks, questions!

Thanks for watching!
NeGamer was with you!
Play for fun!

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Good day, dear readers website! Started new season , which means the players are again fighting to get into legend, starting from low ranks. In such conditions, already at the sixteenth rank, a beginner can meet a professional. As a rule, in any meta, most players choose fast decks at the beginning of the season in order to quickly catch a streak and quickly fly through low ranks. Already closer to 5-1 ranks, you can take something more stable and slower, bringing a higher percentage of wins.

It's true that often even the best aggro decks don't produce the maximum win rate, the same Midrange Shaman or Malygos Druid- much more reliable and efficient, but they are very slow for low ranks. Agree, it’s better to play three quick games in 5-6 moves, even with some chance of losing one of them, than to win the only game with a slightly higher chance, but spend the same amount of time on it, since the game will go deep into the late stage. Therefore, at the beginning of the season it is better to use best aggro decks, they will help you quickly and confidently pass through the low ranking gap, leaving behind most of the players.

Top deckHunter's face

One of the most disliked archetypes throughout history Hearthstone reappeared on the ladder even after numerous map nerfs. This time he got a bunch of Stealth Hunter and a few secrets that breathed life into a previously unpopular archetype. The strength of this deck on the ladder is good matchup with Midrange Hunter, which is already enough to take good place in the meta.

The game plan is very simple.: at the start secure yourself on the table by using cheap creatures, they can be protected with weapons and spells. At the beginning of the middle stage of the game Secretive Huntress and a few secrets will help get ahead in pace, strengthen the Keeper of Secrets, and also force your opponent to think seriously about how beat your traps. A mistake on his part is an easy victory for you. Against aggressive decks, you may fall behind in tempo at some point, then Explosive Trap and Unleash the Dogs will help. You can use the last spell together with Dire Wolf Leader to produce favorable exchanges. Don't forget that the Eagle Horn Bow can be used more than twice if one of the secrets is activated while this weapon is in your hands. Try maximize use yours hero powers, starting from the mid-game, so as not to quickly run out of resources and increase the amount of damage coming from you in the long run, if necessary. TO middle stage you will often lose control of the table, there is nothing to worry about, you can finish off the enemy by using creatures with dash And spells, which Tracking will help you find.

Mulligan: Look for a good mana curve, that is, suitable cards for turns 1-2-3, you will need all the first drops, Granny, as well as Focus Cotus (against classes with a lot of spells early on, for example, Druid), Rate of Fire (against Mage , Warlock, Shaman, Hunter), Stealthy Hunter and Eagle Horn Bow (if there are already 1 and 2 turns)

Favorable matchups: Secret Hunter, Midrange Hunter, Freeze Mage, Murloc Paladin, Control Priest, Miracle Rogue, Malygos Rogue, Midrange Shaman, Renolock

Unfavorable matchups: Beast Druid, Dragon Priest, Zoolock, Control Warrior, C'Thun Warrior, Dragon Warrior, Aggro Warrior

Detailed article: There is no current article on this archetype at the moment, since the new Face Hunter appeared in the meta not so long ago, but you can learn something useful for yourself from the guide on and guide on.

Top deckAgro Warrior

Another archetype that became popular only in the last month, replacing Aggro Shaman. Even the fact that most decks these days play Harrison Jones or Acid Slug doesn't weaken Aggro Warrior, who has too many weapons at his disposal.

Use your weapon as early as possible and hit him in the face every turn. If you're not spending mana on weapons, fill the board with pirates, charge minions, and aggressive cheap minions on the mana curve. Early in the game, you can afford to clear the board with weapons to protect your minions. They can only be exchanged to protect other stronger creatures. By the middle stage of the game, forget about the enemy’s board, if you don’t see a provocation on it, just send all your resources straight to the enemy hero. With the help of Sir Finley Mrrgglton, you can get the hero power of another class, the selection priority is as follows: Hunter, Warlock, Mage, Druid, Rogue (you can take this hero power if you do not have a weapon in your hand, but there are cards that enhance it), Paladin .

Mulligan: Look for Sir Finley Mrrgleton, First Mate of N'Zoth, Fire Axe, creatures for 2 mana crystals. If you already have the first and second moves, you can leave the third drop as well. Do not forget that the Dread Corsair becomes cheaper depending on the attack indicator of your weapon, sometimes you can leave it if you manage to place it on the 2-3rd turn.

Favorable matchups: any Hunter archetype, Freeze Mage, Tempo Mage, Murloc Paladin, Control Priest, Miracle Rogue, Malygos Rogue, C'Thun Warrior

Unfavorable matchups: Reno Mage, Dragon Priest, Midrange Shaman, Renolock, Zoolock, Control Warrior, Dragon Warrior

Detailed article: There is no Guide to the current Agro Warrior, but you can track his status and basic information in meta-reports from.

Top deckAggro Paladin

It has been around for a very long time, but it has always lacked something to be the best aggro deck on the ladder.

Aggro Paladin has an excellent first turn, but on the second it is difficult for him to put up something worthy; as a rule, all creatures for 2 mana crystals in his deck are situational and interact only with those already placed. Then it gets better, weapons appear, buffs for cheap creatures, even an AoE effect that allows you to take the enemy by surprise. Aggro Paladin's strength lies in his divine shields, which make his minions incredibly difficult to destroy and can be traded advantageously to help take over the board. But most importantly, creatures with a divine shield can be strengthened by the Seal of Might, the Uniting Blade, the Seal of Kings, the Protector of Argus and the Guardian of Uldaman, which means they will become much more dangerous. Unlike most aggro decks, Paladin can replenish its resources with Divine Grace if it uses the cards in its hand faster than its opponent, which is not that difficult to do given their cost.

The Aggro Paladin deck can be played slower than other top aggro decks, as you will always have a great source of card draw and a consistent 1/1 token thanks to Hero Power. You can afford to trade Divine Shield for an opponent's creature, especially if it is easy for your opponent to knock down (for example, a Mage).

Mulligan: always look for a couple of creatures on the first turn and only if you already have them, you can leave the second and third drop. You can leave the Guardian of Uldaman if you are playing against a Druid.

Favorable matchups: Control Priest, Midrange Hunter, Secret Hunter, Control Warrior, Token Druid, Murloc Paladin, Renolock

Unfavorable matchups: Tempo Mage, Miracle Rogue, Malygos Rogue, Midrange Shaman, Zoolock

Top deckZooloka

One of the oldest archetypes in Hearthstone history that will likely never leave the meta even though it's having a tough time right now due to Midrange Shaman. Still, Zoolock is an excellent aggro deck for the ladder, as it copes well with other archetypes, and even has decent chances with the leader.

Your first priority when playing as Zoolock will be to capture the table from the first moves, after that do not loosen your grip, but at the same time make profitable exchanges, gradually lowering the enemy’s health. Life Tap will help you always replenish resources in the middle and late stages of the game. Overwhelming Power or Soul Burn will help end the game unexpectedly quickly in your favor. There is also a Doomguard for this, but sometimes it can also be used as a tool to turn the situation around on the table by exchanging. Don’t be afraid to make profitable exchanges (your weak creatures for strong opponents, your creatures that will not die when attacking enemy creatures that will not survive the exchange), you are not playing for a face deck, so do not try to mindlessly go “in the face”. Clear the board whenever possible, because once you give up control of it, you are unlikely to get it back, and without the board it will be difficult to deal lethal damage. Don't forget about proper positioning on the table: you should play the Dire Wolves Leader and Argus Defender in such a way that their placement brings you maximum benefit. The leader of the gang of demons should always be placed as far to the left as possible, and other sticky creatures should be placed at the edges on both sides.

Mulligan: First of all, look for creatures for one mana crystal; if they are available, you can leave the Black Archaeologist, Dagger Juggler. If there is a second move, you can think about the Leader of the Band of Imps or the Member of the Mirkwood Council. Soul Burn can be left against a Shaman, as well as in the presence of Malchezar's Imp and Dish Golem.

Favorable matchups: C'Thun Druid, Malygos Druid, Token Druid, Midrange Hunter, Tempo Mage, Aggro Paladin, N'Zoth Paladin, Aggro Warrior

Unfavorable matchups: Aggro Freeze Mage, Freeze Mage, Control Shaman, Midrange Shaman, C'Tun Warrior, Control Warrior, Dragon Warrior.

Top deckBurn Tempo Maga

Tempo Mage is not considered an aggressive deck, but one of its builds, the so-called Burn Tempo Mage (from the word Burn - to burn, that is, to cause damage to a hero using spells), plays aggressively with many decks in the current meta (Shamans, Hunters, Zookeepers , Robbers and others). It's all about the presence of a huge amount of damage with the help of spells, to find which a lot of cards are sent, sorting through the deck. So already at the middle stage of the game you will often act like a classic aggro deck, that is, attack the enemy hero with all the resources available to you.

Your task at the start of the game will be to field several early creatures for 1-2 mana crystals, then all emerging threats should be neutralized with the help of spells, of which there are a sufficient number in the deck. You should avoid trading your creatures with the enemy's, since your deck doesn't have many of them. Large numbers of them often interact well with spells, either strengthening them or being strengthened by them. To replenish resources, you have a significant number of creatures and spells that draw cards, you will need them in order to find possible lethal damage. Profitable exchanges will often not be your main goal if you see that you will soon be able to end the game - in this case, start hitting creatures “in the face”, and when table control is lost, spells will come to the rescue that will finish off the damaged enemy hero. This strategy is especially useful in cases where your opponent does not have the opportunity to restore the health of his hero, but against control archetypes you will have to play from the table and count on winning with the help of creatures, that is, in the classic style of a midrange deck, and not an aggressive one.

Mulligan: Look first for the Mana Wyrm, the Cultist Sorceress and the Sorcerer's Apprentice. With them you can leave Mirror Copies, Arcane Blast, Arcane Missiles. Ice Arrow can be used against Warlock, Shaman, Mage and Hunter. Third drops are useful if you have a very good start in the first two turns and/or Coin.

Favorable matchups: Aggro Freeze Mage, Freeze Mage, Murloc Paladin, N'Zoth Paladin, Aggro Paladin, Control Priest, Control Shaman, Renolock, Midrange Shaman

Unfavorable matchups: Malygos Druid, Secret Hunter, Zoolock, Dragon Warrior, Aggro Warrior

Budget Decks

Not everyone has the necessary legendary cards and all the wings of adventure; a section has been dedicated specifically for them with the best budget aggro decks that do not have epic and legendary cards, as well as adventure maps. With their help, you will not achieve the same results as with full-fledged aggro decks, but you will still show decent results and climb high on the ladder at the beginning of the season.

Conclusion

With the help of these top aggro decks you can easily and confidently move up the ranked ladder at the beginning of the season, they have all stood the test of time and the ladder and have proven their suitability. Having reached high ranks, do not forget to switch to something more reliable in order to save high percentage victories against experienced players.

Thanks for reading, good luck on the ladder!

Prepared Redsnapper , designed Hemlock .

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