A guide to a budget hunter deck for beginners. Selection of cards for aggression

/ How to build a Hunter deck for Hearthstone beginners?

How to build a Hunter deck for Hearthstone beginners?

09/09/2015

This hunter deck for Hearthstone beginners, although it consists of inexpensive common cards, is capable of defeating many opponents. To assemble this 18-card deck, you only need to spend 600 dust.

Strategy

The Hunter deck for Hearthstone beginners is focused on dealing maximum damage in a short time. You always need to keep a map with you, with which you can quickly get rid of dangers. The starting hand should contain inexpensive monsters that will not only reduce the health of enemy creatures, but also provide benefits. For example, Clockwork Gnome and Glaive Thrower.

At first, you need to look for every opportunity to make creatures deal increased damage. Also try to constantly use the power of your hero. Then summon the Piloted Shredder. When Lost Strider or Pet is cast, buff them with Hound. Also keep in mind that Tundra Rhino can give Stray Strider the Charge ability. Use Night Wedge every time you need to deal 3 points of direct damage.

To deal direct damage to the enemy, use the Wolf Rider, the "Take!" and Nightblade. Also cast Glaive Thrower at the right time to increase the damage level. The frost trap must be used in such a way that the enemy will give up one of his expensive monsters for it.

Basic combinations:

  • Stonefang Boar + Hunter's Mark - use to destroy any taunt or creature that threatens your position on the battlefield;
  • Unleash the Dogs + Dire Wolf Leader/Carrion Hyena/Hunter's Mark/Glaive Thrower/Houndmaster.

(19 creatures, 11 spells), cost – 0 units of magic dust.

This Hunter deck:

  • Useful for beginners Hearthstone games and (or) those who do not plan to invest real money in the game (or will limit themselves to a small amount).
  • Compiled exclusively from those cards that are given free of charge as a reward for completing training and developing a hunter to the tenth level.
  • Does not contain cards from the Expert set.

Although this deck has an obvious weakness due to the fact that it contains only basic cards, it is very well balanced and quite strong. This deck will allow you to defeat the computer (both on normal and hard difficulty), and is also able to defend itself in the game mode in battle with players who have rare, epic and even legendary decks in their arsenal.

In addition to listing the cards in the deck, we'll explain why certain cards were included, how to best use certain creatures, and how you can edit the deck yourself.

Keep in mind that to play this deck successfully, you must make corrective decisions during the game. In this regard, we recommend that you also read the sections “” and “”.

The basic hunter deck consists of the following cards:

1. Mana distribution

2. Strategy review

For certain reasons, the class is great for building a basic deck. First, after reaching level ten, the hunter gains access to some very powerful cards. Secondly, with the help of various options for interaction between animal cards, a novice player can learn the basic principles of building various combos. Lastly, playing as a hunter is just plain fun.

Weakness of this class lies in the strength of its hero. The True Shot ability has no effect on the distribution of forces on the board. It's only by gaining access to the Expert set cards that you can capitalize on that damage as you build a deck focused on ever-increasing aggression. With this in mind, we recommend building a deck that is focused on constantly increasing tempo. With the help of such strong cards, you can cheaply destroy very powerful creatures, gaining an advantage in mana. With this in mind, you can use your hero power against the backdrop of constantly increasing damage from your creatures, and your opponent will be under intense pressure.

3.1 Quick map analysis

In this section we will discuss some of the cards that were chosen for the deck, how to use them effectively, and why we chose them. We hope that this will not only help you have success with this deck, but will also be useful to you in the future when you build your own decks.

This deck uses both base maps animals: and . This is due to the deck's synergy with numerous beast cards. Having both of these cards in your deck increases your chances of making some extremely effective combinations. For example, you can play one of these beasts on the second turn, and on the next turn, using the Coin card, strengthen it with the card.

this map often included in basic decks, as it allows you to use 3 mana crystals quite effectively. But in the Hunter deck we get additional benefit, because the summoned Boar is a beast, and interacts well with many cards.

is a great option for investing your 3 crystals. Don't get too upset about the randomness of this card's effect. Any of the summoned beasts are more than worth their cost. More often than not, you'll be happy with any of the three effects of this card, and if you get exactly the pet you were hoping for, it'll be especially nice.

- This is one of the best cards for putting pressure on the enemy. If you already have a beast on the board and you play this creature, then for just 4 crystals you bring 11 stat points to the battlefield, which in itself exceeds all possible expectations.

– this card was included in the deck solely due to its potential interaction with the card. If you're lucky enough to play these cards together, you'll end up with a 4/9 minion that will be a huge threat to your opponent.

- This creature was added to the deck largely to fill the niche in the base set for cards that cost 5 crystals. While this card in this deck doesn't have any additional interaction options, feel free to play it at 5/5 or even 4/4 if you don't have any other options.

And they will become your main weapons in the final stage of the game. The Ogre is a great investment for 6 crystals due to its high stats, and the Hero is able to instantly turn several weak creatures into a completely acceptable force.

3.2 Rejected cards

Now we will discuss some cards that were not included in the deck. This will help you understand and identify weak cards in the future, hopefully allowing you to improve your deckbuilding skills.

– this card was not used, because in itself it is too weak. Although it has a fairly powerful effect, often you will just have to hold it in your hand and wait for the right moment to play. Or maybe you'll have to play it like a regular 1/1 minion that can be killed with a simple Hero Power. Since your deck already contains cards that are only suitable for use in certain situations, for example, it is best to avoid increasing the number of them.

– in the old days, this card was one of the strongest in the game, but since its significant weakening, it does not live up to its stated value. Given the price of 5 crystals, it can usually be effectively played no earlier than the seventh turn. Additionally, by spending seven (or more) crystals on a set of cards, you can lose the momentum that your deck is focused on building.

– this card was not included in the deck for similar reasons as the buzzard. It has too high a cost to successfully cast in one turn with other creatures. By playing a Rhino on turn 5, you hope to make the most of it on the next, which is only possible in situations where your opponent doesn't have the resources to kill the beast immediately. And such situations will not happen to you so often.

3.3 Replacing cards

Obviously, there are always a lot of options for buffing and upgrading in a basic deck. As your understanding of the game improves and you gain experience, you'll also gain access to new cards and Arcane Dust, and you'll want to consider the following boost options.

If you have access to cards from the series, then the following replacement options will be very useful to you

Hunter has been a big part of the metagame for a long time, and new players also have a chance to play one of the most popular classes, even if they don't have all the cards in their collection yet. Goblins and Dwarves have given us a huge number of cards that fit perfectly into aggressive Hunter decks, meaning a budget-friendly, competitive Hunter can now be made even easier than before.

GvG Hunter for beginners requires only 600 dust, making this deck almost completely accessible to any new player. Despite the deck's low cost, this deck is capable of climbing the ladder using its massive damage output and other advantages.

Main strategy

The strategy for this deck is quite simple. You just need to deal the maximum amount of damage to your opponent in the shortest amount of time, while still maintaining the ability to get rid of enemy creatures in case the situation starts to get out of control or you just need to remove the opponent's taunt blocking the way. You have creatures that you can put on the table in the first 3 turns, some of them will be focused on gaining benefits, while others will directly reduce the opponent's health. You must choose away everything from your starting hand except Clockwork Gnome, Glaive Thrower, or the other 2-drops.

Once the game starts, you will need to try to spend all your mana crystals, look for opportunities to deal additional damage to the enemy, and try to squeeze your class ability into all of this as well. You'll be outplaying your opponent on profitable trades when you start putting it on the table and using the Houndmaster buff on Lost Strider or Pet . For direct damage to the opponent, we have cards such as Wolf Rider, and Kill Command! .

This all adds up to fast, decisive games - either you exhaust your resources and lose, or you quickly pick up the pace and defeat your opponent just as quickly. Thanks to this playstyle, your games will take quite a bit of time to replace and you'll move up the ladder quickly, which is pretty good for a deck of this cost.

What stands out in the deck

It might seem a little out of place in a deck focused on charge minions and beast-to-beast synergies, but it's simply too good a 4-drop for us to ignore. This gives us some reliability when turn 4 rolls around, and this creature's 4 attack is enough to force our opponent to focus on it and take their attention away from our other creatures. is the cheapest weapon a Hunter can have access to, and if you manage to play it right, you can end up with a nice damage boost.

Lost Strider is not a card you typically see on the competitive ladder, but it is one of the more interesting beasts for Hunter due to its stat spread, giving our deck another threat in the Midrange stage of the game. Dealing 5 damage with one creature sounds pretty good, but combined with the Houndmaster buff, Lost Strider can cause your opponent to lose quickly. Also, do not forget about the presence of the Tundra Rhino in the deck, which is also capable of giving the strider a dash, which can greatly frighten the opponent and create enormous pressure.

How to win with this deck

You will win by dealing massive amounts of unavoidable damage throughout the game, completely overwhelming your opponent faster than they could regain their breath and get the situation back under control. Charge creatures, direct spells, nasty damage-focused threats and constant use of your class ability - all this enormous pressure will inevitably lead you to a quick victory.

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Regardless of how expensive the deck is, Hunter is a lot of fun to play due to its very aggressive playstyle. The Hunter's calling card is his secrets. Decks have been updated to reflect latest changes in the game. Updated to include cards from the Rise of Shadows expansion.

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Guides to current Hunter decks

(New) Face Hunter from Sottle (WoG)

Face Hunter (standard mode)

This article looks at a new Aggressive Hunter deck that features some useful maps and late threats gave way to early aggression and sustained damage cards. It's comparative cheap deck with one replaceable legendary card, so it's great for players looking to rank up quickly without spending too much dust.

In Standard mode, the deck loses virtually nothing. A weakened Leper Gnome changes to a Firebat, and creatures from Curse of Naxxramas change to other useful creatures. The build was first introduced at the Americas Champion Purple 2015.

Tactics

The main goal of the deck seems very simple in theory, but achieving it can be very difficult. Simply put, you must race aggressively, starting from the very first turn. The deck has more charge minions than a typical mid hunter deck. In addition, you can deal direct damage, designed to remove as many health points from the enemy as possible.

On your first few turns, follow the standard tactics for an aggressive hunter. Provide board presence with Worgen Scout, Firebat, and Huge Toad. However, instead of making a profitable trade, you should hit your opponent in the face, forcing him to make the trade for you. Thus, all damage dealt will be practically “free”, because the enemy will be forced to spend resources on eliminating your creatures. The only exception is when a trade on your part prevents an extremely profitable trade from your opponent. For example, if you trade Firebat for a creature with 2 units. attack that could kill your Huffer.

All cards present in the deck are aimed at maintaining aggression and are effective sources of damage. Although this reduces your chances of winning matches against other aggressive opponents due to the higher efficiency of their creatures, you will still be able to defeat them the vast majority of the time. In addition, the increased damage will allow you to break through heavy control decks with a lot of cards designed to stabilize (for example, control warriors).

In the middle of the match, continue to pressure the enemy with creatures with dashes (for example, Wolf Riders), as well as the Eagle Horn Bow. During this time, try to use your hero power as often as possible. This way you will not only deal constant damage to your opponent, but will also save several cards for subsequent turns. For example, on the fifth turn it will be more profitable to play Wolf Rider and Hero Power than Wolf Rider and Huge Toad, because the toad will be useful to you on the next turn in combination with the next hero power.

Towards the end of the match you will need spells to deal direct damage (Take Command!), as well as Leeroy Jenkins. However, if you get the opportunity to use them earlier in the turns, it is highly recommended that you do so. Since these cards will be used anyway, any attempt to fit them into the curve will be successful. Try never to eliminate enemy creatures with their help. Your main goal is to maximize outgoing damage. Remember to calculate how much damage you can deal over the next few turns, and try to use your cards as efficiently as possible, combining them with your Hero Power whenever possible.

Key cards

Worgen Scout is the best creature that costs 1 crystal. Since it has camouflage, it is likely to deal at least 2 damage. damage It also makes an excellent target for the Abusive Sergeant.

The Abusive Sergeant is able to strengthen other creatures. It can be used in the first moves to strengthen your position, or in later moves to eliminate annoying provocateurs.

Hunting is an additional unit of damage that bypasses provocateurs. In addition, the summoned mastiff is a beast, which allows you to activate the additional effect of the Kill Command!

The rate of fire increases the deck's potential for dealing damage and, in some cases, allows you to draw an extra card. Even though the Rate of Fire bonus only triggers if your hand is empty, don't be afraid to use it to eliminate enemy creatures to protect your board.

Explosive Trap helps control enemy creatures and deals damage to the enemy hero. An explosive trap often allows you to win the race to survival.

Since zoo decks (warlocks and paladins in particular) are common in the current meta, our deck features the Unleash the Dogs spell. Unleash the Dogs can be used as a Kill Command activator and can also be used to deal massive damage through Abusive Sergeant or Leokk. Additionally, this spell pairs well with Dagger Juggler.

Despite the fact that in previous versions of the deck Tropical Panther was more often used, which dealt more damage, now it has given way to Pet, because in the presence of Let the Dogs Down, Leokk became no less profitable than Huffer.

Try to get cheap creatures in your starting hand - Worgen Scout, Firebat and Huge Toad. They allow you to deal damage to the enemy starting from the first moves.

Warriors and priests pose a particular danger to face hunters. Their decks contain effective combinations of spells to eliminate enemy creatures and restore health, so you may simply not have enough damage to break through them. If your opponent is playing a warrior or priest, try to organize the most aggressive start. It is possible that you will have to exchange more often than usual. Even if this approach seems counterintuitive to you, remember that you need to save your board to deal damage over time, and the only way doing this is an effective exchange.

Replacing cards

Instead of Worgen Scout, you can use Squire Vanguard, because... it allows you to trade with other aggressive decks.

If you often encounter control opponents (priests or warriors), add one Savannah Tallmane or Loathib to your deck to be able to stay in the fight longer. However, if the win rate in such matchups is too low, turn your attention to other hunter decks.

(New) Legendary mid hunter from Sottle (WoG)

Legendary Mid Hunter (standard mode)

This mid hunter deck is designed to play standard mode. The restrictions it introduced greatly impacted many classes that used creatures from the Curse of Naxxramas set. Luckily, they can easily be replaced with creatures like the Firebat. In addition, hunters now have access to one of the best expensive spells in the game - Call of the Woods.

Tactics

Rate of Fire is designed to both fight for control in the early turns and deal extra damage towards the end of the match. Additionally, if you run out of cards in your hand, Rate of Fire can help you get an extra card and get closer to the desired option - such as Savannah Tallmane or Call of the Woods.

Call of the Forest is one of the most powerful expensive cards in the game. Call of the Woods combines the effects of three Pets at once, but costs less mana (compared to three separate Pets), which makes it stand out from other cards. This effect is extremely flexible. It provides the damage needed to eliminate an enemy creature or finish off an opponent, allows you to cover with a taunt, and provides an impressive presence on the board.

Synergy and combinations

Starting hand and detailed tactics

Against a control warrior

Against zoo-lock

Replacing cards

(New) Budget mid hunter from Sottle (WoG)

Cheap mid hunter (standard mode)

This mid hunter deck is designed to be played in Standard. The restrictions it introduced greatly impacted many classes that used creatures from the Curse of Naxxramas set. Luckily, they can easily be replaced with creatures like Firebat and Infected Wolf. By the way, the latter is the only worthy replacement for the Manned Shredder.

Tactics

The deck in question sacrifices some of the early aggression in the form of Leper Gnome and Wolf Rider, focusing on a smoother curve to maintain pressure in the midgame. If the enemy still manages to fight back and seize control of the table, Unleash the Dogs and the “Take!” Command will come to the rescue, which, combined with the hero’s power, can quickly end the match.

Firebat is a powerful 1-crystal creature and the only non-situational option for the first turn. The Bat is a beast, and this is very important because it allows you to activate the Shepherd and Hound effects, even if you get it towards the end of the game. Thus, if you were unable to play a bat on a curve, keep it specifically for this purpose.

Frost Trap is the answer to large enemy creatures that cannot be eliminated by other means. However, Frost Trap can be used to gain a tempo advantage as... it allows you to ignore “inconvenient” threats and continue to hit the enemy “in the face.”

Rate of Fire is designed to both fight for control in the early turns and deal extra damage towards the end of the match. Additionally, if you run out of cards in your hand, Rate of Fire will help you get an extra card and get closer to the desired option - for example, Savannah Tallmane.

The Huge Toad is an aggressive, cheap minion that is used for effective trading thanks to its death rattle. In addition, the toad is also a beast, and if you have a Coin after it, you can play the Hound.

Dagger Juggler is another aggressive cheap minion that is usually used in combination with Unleash the Dogs or other minions.

Pet is an extremely effective spell that allows you to summon a creature for just 3 crystals, which in any case will be stronger than all other creatures with the same cost. Despite the fact that a specific Pet is determined randomly, in most situations this is absolutely unimportant. In addition, the spell often summons the Pet that is needed at that particular moment, and provides incredibly powerful moves.

One more important card- This is the Eagle Horn Bow. It can be used both to eliminate enemy creatures and to attack directly. Since there aren't many secrets in the deck, don't be afraid to spend bow charges if it gives you a significant advantage.

Command "Take!" used primarily to finish off the enemy and allows you to inflict 5 damage. damage for 3 mana crystals. In addition, it is suitable for eliminating key enemy creatures.

The Houndmaster can strengthen small animals, turning them into a serious threat. In other words, when activating the Warcry, the Houndmaster is extremely effective and completely worth the cost.

Infected Wolf is one of the few new cards that can rival the Piloted Shredder in terms of overall stats. Since the Manned Shredder cannot be used in the standard format, hunters have a significant advantage in having the only viable replacement option. Additionally, unlike the Possessed Crawler, the Infested Wolf summons spider beasts that pair well with the Shepherd and Houndmaster.

The Shepherd is a very powerful card that, when played, can add an average of 6/6 stats to the board. Despite the fact that if there is no beast on the field, the effectiveness of the Shepherd drops sharply, there are enough animals in the deck in question that activate its effect.

Savannah Tallmane is one of the best creatures in the game to counter heavy control opponents. Highmane has impressive stats and a dangerous deathrattle, so few classes can effectively deal with him.

Synergy and combinations

  • Unleash the Hounds is used in combination with Hunter's Mark to eliminate large enemy creatures.
  • The Dagger Juggler + Unleash the Dogs combo is designed to clear the board in fights with other aggressive opponents who want to put as many cheap creatures on the board as possible.
  • It is recommended to play the Hound in the presence of animals to create creatures with impressive characteristics.

Starting hand and detailed tactics

Selection strategy starting hand relatively simple. You will need a Huge Toad, a Fire Bat and a Flame Juggler. In addition, when selecting a starting hand, it is necessary to take into account the presence of a Coin. If you go second, use the Coin to put a 2-crystal creature on the field on the first turn, and then play another creature of the same cost on the second turn. If you go first, play on a curve. The ideal situation looks like this: Firebat, Huge Toad, Pet.

When playing against fast opponents (for example, zoo-locks), you can leave the Eagle Horn Bow in your starting hand. In the early turns, you need to fight for control and destroy enemy creatures with weapons, with the expectation that towards the end of the game you will dominate the field.

Against a control warrior

Don't be afraid to leave Savannah's Tallmane in your starting hand. As a rule, warriors play very slowly, so you won't need a fast start. By placing a high mane on the 6th move, you will greatly complicate the life of the enemy, because the warriors do not have effective ways deal with this creature. Without a high mane, you are unlikely to be able to win, because... the warrior will quickly accumulate armor and leave you without cards.

Against zoo-lock

By all means, try to get Firebat, Abusive Sergeant and Flame Juggler in your starting hand. In this battle, the struggle for control at the initial stage of the game takes on special significance. If you manage to gain an advantage, victory will be in your pocket, because the combined powers of the heroes will deal 4 damage to your opponent. damage in one turn. For your starting hand, Unleash the Dogs is also useful, especially if you have Coin, because The combination of Dagger Juggler + Unleash Dogs for zoo-locks is extremely destructive.

Replacing cards

Instead of the Dagger Juggler, you can use the Royal Elekk, which provides additional damage.

Secrets can be changed at your discretion - for example, leave one copy of the Frost Trap, supplementing it with Bear or Snake Traps.

If you often find yourself empty-handed, replace one Houndmaster and one Shepherd with Grave Spiders.

Dragonzrilla (Control Dragon Hunter)

All cards in the deck are divided into two types: dragons and support. The first type includes dragon creatures, as well as other creatures whose warcries trigger when there is a dragon in hand. These are very valuable cards that interact well with each other. Even though dragons and their associated creatures are very powerful and great for trading, they need to be supplemented with supporting cards to fully control the board.

Support cards include spells, weapons, and creatures with unique effects (AoE and draw). For the most part, they are used reactionarily, when certain game situations arise. However, some utility creatures can provide a commanding presence on the board and help it progress smoothly and efficiently.

Adding cards

Card draw is one of the most important aspects of playing a control deck. In our deck, drawing is carried out in various ways. It contains 8 creatures and spells that allow you to get additional cards, but only 6 of them work unconditionally.

Rate of Fire only gives you extra cards if your hand is empty. However, this rarely happens when playing a control deck, and you shouldn't count on this effect.

Royal Elekk x2:

This creature has impressive stats (considering its cost) and card drawing potential. In the current meta, Darnassus Brawlers, Void Demons, Mana Wyrms, and Twilight Whelps are often used, and Royal Elekk is suitable for trading with them. Always try to get it in your starting hand. Even if the Elekk doesn't win the argument, your opponent will have to show you a card from his deck, which will influence future decisions.

Taking into account large quantity strong creatures in your deck, Royal Elekk will rarely lose arguments and provide a reliable draw. It is possible that it is thanks to him that a dragon will come into your hand, which is so necessary for activating the effects of such creatures as the Blackwing Technique.

Servant of Pain x2:

The Servant of Pain acts very straightforwardly: it takes damage and gives you a card. He plays well both on his own and in combination with Vicious Pyromancer and Eldritch Scale. If an enemy silences the Servant, you will not be able to receive cards with his help, but this happens quite rarely.

Azure Dragon x2:

The Azure Dragon brings double benefits: it is not only a draw tool, but also a dragon. Additionally, the spell power bonus usually has a lot more meaning than it seems at first glance. In particular, it can be used to clear the board or finish off the enemy.

Clearing the table

Any control deck includes tools for clearing the board and effectively eliminating enemy creatures. It is believed that the hunter is not intended for these purposes, which is why control hunters are so rare. However, this class is quite capable of using control tactics, methodically eliminating threats.

Despite the inability to inflict 3-4 AoE damage. On demand, the hunter has access to dragon synergies and minions like Eldritch Scale or Vicious Pyromancer, which when combined with Hunter's Mark allow for board clearing.

Hunter's Mark x2:

This spell allows you to deal with any threat. It is best used in combination with Vicious Pyromancer and Eldritch Scale. Additionally, you can hit a Marked target with any creature on the board. Try not to waste this card.

Eldritch Scale:

Mini Baron Geddon can be a nightmare for paladins and others aggressive decks, especially if you hide it behind a provocateur. Eldritch Scale is not the most effective option for clearing the board, but in some matches you simply cannot do without it. When combined with Hunter's Mark, Eldritch Scales can destroy any target, even the largest.

Ice Maw:

A 6/6 stat provocateur with built-in Unearthed Evil. It can be placed either on an empty board or in the presence of a large number of enemy creatures for maximum effect. Icy Maw can be used to trick your opponent into fearing AoE without knowing you don't have a dragon in your hand.

Longbow

Longbow - almost best card a deck that undoubtedly justifies its cost. The Longbow provides exceptional board control capabilities, allowing you to deal 5 damage. damage to an enemy creature without receiving retaliatory damage. In other words, the advantages of such weapons are obvious.

You may think that the deck in question would be a good addition to the Ancient Healer, but practice shows that 8 units. healing is unlikely to ever save you. The Control Hunter doesn't have to worry much about health, mainly due to the Longbow.

The Longbow absorbs incoming damage, no matter how hard the enemy creature hits you. For example, the bow can be used in combination with Royal Elekk or Blackwing Technician against an enemy 8/8 Giant, which effectively amounts to a healer effect.

These weapons often help win battles, which is why they are so expensive. Let's give an example. We are playing against an aggressive shaman who endlessly draws new cards and can respond to any of our moves. The battle drags on, we only have 2 units left. health, while the enemy's health is almost full (26 units)

On the enemy side of the field there are: 3/4 Spider Tank, 0/2 Healing Totem, 5/4 Piloted Shredder (with bonus from Mistcaller), 0/2 Stoneclaw Totem and 4/4 Mistcaller. On our side of the field there is a Longbow and an Azure Dragon. The situation can be resolved in our favor only if the shredder, after death, summons a creature with an attack power of less than 2 units.

What can be done in this case?

Let's kill the Stone Claw Totem with an Arcane Shot, remove the shredder with a bow without receiving any damage, and see that it has summoned the Captain's Parrot. Let's exchange the Azure Dragon for the Spider Tank, kill the Mist Summoner with Rend Blackhand. Only the 0/2 Healing Totem and the Captain's Parrot will remain on the table. The enemy is unlucky - he does not get a card that would allow him to inflict the missing unit of damage. We slow the game down one more turn with Twilight Guard and then play Alexstrasza.

This example proves that the importance of the Longbow cannot be overstated.

Notes

Vicious Pyromancer

Almost the most strong card a deck that does the best job of holding back the enemy’s development. Since the pyromancer has standard characteristics for a creature costing 2 crystals, its rational use requires certain experience and the ability to think through everything several steps ahead. Often this is what determines the outcome of the battle.

With the help of a pyromancer, you can get cards with the help of the Servant of Pain, strengthen the Gas "rilla and finish off the enemy with it, or eliminate a major threat with the help of the Hunter's Mark. Save your spells for the move with the pyromancer and try to get the maximum benefit from him.

The strength of this creature is that it cannot be instantly removed by an Experienced Hunter without spending additional resources. Moreover, it has an attack power of 6 units. and is suitable for profitable exchange. But if suddenly the enemy cannot respond to Gaz"rilla, the game will end very quickly. In other words, he must quickly kill her or surrender.

You shouldn’t save Gas Rilla for mind-blowing combos with the Furious Pyromancer and spells. If you have it in your hand by the seventh turn, just play it on a curve. Remember that it is practically no different from dragons, except for the strong psychological pressure on your opponent , comparable to the effect of Sylvanas Windrunner.

Draconid Destroyer

The Drakonid Destroyer is not only a dragon, but also a potentially large creature with 9/9 stats. You may think that it is intended for situations in which you need to strengthen an already strong position, but this is far from the case. Draconid allows you to win matches with warriors who seek to accumulate armor after their health level drops below 15 units. With Draconid you can quickly destroy armor in a few hits.

Additionally, it should be noted that Draconid's Crusher effect will automatically trigger when Alexstrasza is used aggressively. Even if you fail to reduce your opponent's health to 15 by the sixth turn, play a Draconid with 6/6 characteristics and you won't go wrong. Don't forget that the Draconian can be used to lure out the Experienced Hunter.

Rend Blackhand

There are a lot legendary cards, which do not meet the requirements of an Experienced Hunter - for example, Archmage Antonidas, Emperor Thaurissan, Lothib and Vol'jin with stolen health, but along with Kel'Thuzad and Ysera they are an excellent target for Rend Blackhand.

Rend provides a huge speed advantage, not to mention the fact that he himself has excellent stats and often deals damage multiple times. If it becomes a target for an Experienced Hunter, you can safely put other large creatures on the table.

The ability to choose a good starting hand comes with experience. However, there are cards that you will need regardless of your opponent's class and archetype.

These include cheap creatures and board control. In other words, you need to get cards in your starting hand that can be played in the first moves.

Starting hand selection

Don't forget about successful combinations. For example, if you get Vicious Pyromancer and Hunter's Mark in your hand, keep both.

More experienced players can change their priorities and select their starting hand depending on the type of opponent. For example, if you are playing against an aggressive opponent (face hunter or zoo lock), Arcane Shot will come in handy. In games with magicians, the same card will save you from the Sorcerer's Apprentice. When playing with Paladins, you can combine Shot with Vicious Pyromancer and eliminate Dagger Jugglers, Shielded Minibots, and Call to Battle Recruits.

Choose cards that will allow you to control the board in the first moves. Throw away those that are useful only at the final stage of the game. An example would be an Azure or other expensive dragon, even if you already have a Blackwing Technique in your hand. Don't force things necessary cards they will still come to you.

Of course, there are certain exceptions to these rules, and you can change them based on information about the enemy and the situation. Play as often as possible, and success will not take long to arrive.

Substitutions

If you are having trouble playing this deck, try replacing some cards.

If you get killed too quickly:

  • -1x Draconid Destroyer
  • +1x Ancient Healer

If you often encounter enemies with secrets (paladins in particular):

  • -1x Royal Elekk
  • +1x Flare

If you can't maintain control:

  • -1x Draconid Destroyer
  • -1x Chromaggus
  • +2x Power shot

Beast Master by Spark (LoE Legend EU)

Mid Hunter is an improved version of the old deck that allows you to reach Legend rank. Thanks to the Grave Spider, hunters were able to focus even more on animal interactions. This card helps provide board presence and cast spells more effectively. As such, the Grave Crawler's excavation mechanics are particularly beneficial to the hunter. You can get situational like this, but very effective cards, like the Timber Wolf, Carrion Hyena, Speeding Kodo, Dreadscale, or King Krush.

General tactics and strategy for selecting a starting hand

Remember that a hunter with animals is not a face hunter! Control the board with cheap minions early in the match. Mid-match, use Eagle Horn Bow and Secrets to take the initiative and start putting pressure on your opponent with Hero Power and mid-cost minions.

Before you make a move, think through all your options. If you cannot finish off your opponent now, start preparing for the finishing blow, because... you may not have the resources to do so later. At the same time, continue to clear the enemy board.

Always try to get Shaper, Mad Scientist and Taken Crawler in your starting hand. In addition, you will need Dagger Juggler and Ironbeak. If you have a Coin, save the Pet and Eagle Horn Bow. If you are playing against a Priest, leave Hunter's Mark in your starting hand.

Discard all other cards from your starting hand, especially secrets.

Opponents

The Druid is a pretty handy opponent if he hasn't been able to pull off his Innervate tricks. Remember that the Druid's signature combo can be broken by Loathib.

The hunter is an opponent of equal strength. Try to get cheap creatures in your starting hand and gain a speed advantage.

Mages (with the exception of mech mages) will always be in a more advantageous position. Winning this match will require a certain amount of luck. Always keep the Eagle Horn Bow in your hand and use it to kill small enemy creatures.

The Paladin isn't much of a threat, but the Shielded Mini-Bot and the Mysterious Challenger can often cause a lot of problems.

When playing with a priest, get ready for stalemate situations. Place your creatures on a curve, be sure to use Houndmaster and Savannah Highmane to force the enemy to win back. If possible, kill the Northshire Cleric with the Eagle Horn Bow.

The Mech Oil Rogue is a cunning and difficult enemy that can control the board at any stage of the game. Fortunately, such opponents are quite rare. The robber with the raptors has not yet been assessed.

The shaman's arsenal includes spells such as Thunderstorm and Evil Eye, but they rarely prevent the hunter from dealing enough damage. Use the combination Dagger Juggler + Unleash Dogs to get rid of the totems and gain an advantage.

Warlocks are powerful opponents. For example, it is almost impossible to finish off a hand-lock who has put his plan into action. Don't let him field Fire Giants unless you have a Kill Command in hand!

Warrior is perhaps the easiest option. If you're constantly losing to warriors, you're probably doing something wrong. Kill Armor Masters and Servants of Pain with weapons and small creatures, and then the warrior will receive damage by clearing your board with weapons. Remember that warriors have no effective way to deal with Savannah Highmane. Beware of Brawl and protect your creatures with Lothib.

Situational cards and substitutions

Tundra Rhino is the most flexible creature in the deck. You can use the Rushing Kodo instead, because... there are many suitable targets for it in the current meta. Other situational cards include Mystic Kezan, Harrison Jones, or even Master Hunter. If you want to experiment with the recruitment mechanism, include the Cult Leader in the list.

With the advent of the Grave Spider, the value of the Tundra Rhinoceros increased, because... it gives a dash to various beasts (notably the Savannah Highmane and its associated hyenas). However, the Rhinocera can be replaced. Possible alternatives: Stranglethorn Tiger and Slime Belcher.

In addition, with the emergence of new beasts from the Grave Spider, it became possible to effectively use the Shepherd. The appearance of this creature can provoke non-standard and funny game situations, however, sometimes a random effect does not work at all as expected.

Although the Piloted Shredder has given way to the Grave Spider, if you don't already have cards from the League of Explorers adventure, you can play with it temporarily.

If you often encounter paladins with secrets in ranked matches, the Illumination Missile will come in handy. However, such opponents can be beaten without a rocket, which does not provide an increase in speed, because The mysterious contender itself has impressive characteristics. The flare is also useful in games with mages and hunters.

Rate of Fire is a good spell that fits perfectly into the deck. The Royal Elekk is a useful but cheap creature. Since there are already enough cards in the deck that cost 2 crystals, it would be wiser to abandon it.

The Snake Trap can be replaced with an Explosive or Frost Trap if the current meta requires it (the Frost Trap is useful in battles with mid opponents, while the Explosive Trap allows you to more effectively counter aggressive opponents).

If you still don't have Doctor Boom, you need to make one as soon as possible. If you don't have enough dust, disenchant cards you don't need - like Sylvanas Windrunner, Ragnaros, Sea Giant, or Sky Golem.

Mid Hunter with Sir Finley Mrrgglton (Legend)

Why is Sir Finley Mrrgglton needed? For a mid hunter, Steady Shot is less valuable than for a face hunter, especially considering that the current meta is quite aggressive.

How to choose a hero power?

There are two options depending on the stage of the game:

a.) hero power, allowing you to inflict 1 unit. damage (druid or mage; the robber is not worth taking, because his dagger replaces the Eagle Horn Bow);

b.) a hero power that gives health or armor, because at the final stage of the game, your main task will be to prevent yourself from being finished off.

Against control opponents (priests or warriors):

Life tap is the key to victory. Hunter, endlessly replenishing your hand? It's better to give up right away. In addition, you can choose a hero power to deal targeted damage. In this case, it will be better than Sure Shot.

A little tip: Sir Finley Mrrgglton actually refreshes the hero power, i.e. you can use it twice per turn!

Overall, Finley's unusual deck opens up new possibilities for the player.

Why is there no Snake Trap?

From a synergy point of view Snake trap fits perfectly into the deck thanks to the presence of Dagger Juggler and Houndmaster, but many opponents simply ignore it, and Paladins with Secrets and Druids effectively deal with snakes with Consecration or Swipe. Additionally, everyone knows that mid hunters play with Snake Traps and don't expect Explosive Trap to spawn, allowing for easy wins.

Hunter decks don't have "must-have" traps, so we recommend sticking with the least predictable options. However, when the Snake Trap loses its popularity, you can start using it again.

Starting hand selection

Against aggressive opponents:

  • High Priority: Sir Finley Mrrgglton, Mad Scientist, Possessed Crawler
  • Medium priority: Dagger Juggler, Royal Elekk, Rate of Fire (in battles with Druids it has high priority, because it allows you to kill the Darnassus Fighter)
  • If you are facing an aggressive opponent with a lot of minions (paladin, zoo-lock, etc.), leave Unleash the Dogs and Explosive Trap in your starting hand.

Against mid and control opponents:

Playing on a curve always brings the desired results. This is exactly what you should strive for when playing a mid-deck, so you can leave cards worth 3 crystals (for example, Pet and Eagle Horn Bow) in your starting hand.

In any case, our deck contains a lot of 2-crystal creatures, and you are more likely to make a successful second turn. In the absence of other options, you can also play a secret (for example, a Bear Trap).

Conclusion:

Without a doubt, this deck has great potential for ranked battles. We'd love to hear your suggestions and comments!

Face Hunter by Iszackk (Legend)

This deck has great potential for ranked battles and can take you to Legend!

It is especially effective against aggro druids, mid paladins, secret paladins, and rogues. In addition, she performed well in matches with control warriors, which are so common at high ranks.

Selecting a starting hand is very simple. Try to get one or two creatures that cost 1 crystal and one creature that costs 2 crystals. If you have a Coin, you can sequentially field two creatures costing 2 crystals, which is very beneficial for face hunters. Mad Scientist should be played in front of Dagger Juggler to lure out spells like Wrath or Slam from the enemy. If you play a scientist and a juggler on the same turn, of course the juggler must enter the field first. On turn four or five, start using your hero power as often as possible to compensate for the lack of cards.

Attack the enemy hero, trying to break through him as quickly as possible. However, some enemy creatures - in particular, Armor Master, Darnassus Fighter, Firestarter and Dagger Juggler - still need to be traded, because they are too dangerous. The remaining creatures do not pose any threat, so they can be ignored.

Now you are ready to hit everyone "in the face" (especially if that face belongs to Garrosh Hellscream, the sworn enemy of all hunters).

Control Hunter by fergard (LoE)

The hunter in Hearthstone has always been considered an aggressive class, but with the release of the League of Explorers add-on and the introduction of the excavation mechanics, control hunters gained the right to life.

Important Notes:

  • Rule No. 1: control and effective exchange!
  • Try to take the enemy by surprise with the help of cards obtained as a result of excavations.
  • Use Brann Bronzebeard wisely. If the enemy didn't pay attention to Brann, punish him for it.
  • When playing against mages and paladins, disrupt their plans with the help of the Flare.
  • Explosive or Frost trap can be replaced with any other one.
  • Rushing Kodo is designed to eliminate the Imp Gang Leader, Protected Mini-Bot or Doomsayer (when playing against a Freeze Mage).
  • If necessary, the effect of the Ancient Healer can be enhanced by Brann.

Starting hand selection

  • When playing against classes with secrets, keep a Flare in your hand.
  • In any match, try to get the Tenetnik and the Royal Elekk in your starting hand.
  • If you see an aggressive enemy in front of you, the Explosive Trap will come in handy.
  • When playing against a control opponent, keep the Precious Scarab in your hand.

Tactics

Paladin with Secrets (40% win rate): a difficult and strong opponent. Fight for control, starting from the very first move. Force the paladin to trade his minions. Fire a Flare when there are two or more secrets (ideally immediately after the Mysterious Challenger appears). When excavating, choose AoE spells (Powerful Shot, Unleash the Dogs). When choosing a Hero Power with Sir Finlay Mrrgglton, choose Druid Shapeshift. If this is not an option, use Minor Heal or Raise Shield!

Tempo Mage (75% win rate): Not too difficult if you have a good starting hand with a Flare that can remove Reflected Essence. Organize an effective exchange, kill the Arsonist with the Rushing Kodo.

Freeze Mage (90% win rate): Use Flare, DO NOT use Sir Finley Mrrgglton (you'll need Steady Shot). Deploy Ancient Healer when health drops below 15 units.

Druid (60% win rate): Play like you know he has the Wild Roar + Force of Nature combo in his hand. Kill the Shadow of Naxxramas or the Keeper of the Thicket with the Rushing Kodo.

Priest (control, with dragons or Entombment, 50% win rate): can cause a lot of problems in case of unsuccessful excavations (for example, in the absence of the “Take!” Command). Use Speeding Kodo to get rid of the Lord of Death and gain board advantage.

Aggro Shaman (40% win rate): Pray that he has a bad starting hand. Try to get a hero power that allows you to gain additional health points or deal targeted damage. Kill enemy creatures in all available ways. Do not spare the Ancient healers.

Rogue (miracle or oil, win rate 60%): a simple opponent, because his creatures allow him to make profitable trades. The key to victory is the effective use of traps. The flare will help remove the Goblin Auctioneer's disguise.

Warlock (hand or with Malygos, 50% win rate): You'll have a tough time without Rush Kodo. Don't delay the match. Otherwise, you will receive devastating damage in just one turn. Try to kill your opponent in 9-10 moves.

Zoolok (65% win rate): everything is much simpler here. Kill the Imp Gang Leader with the Rushing Kodo and the match will end.

Face Hunter (65% viral rate): It's time for payback! Provocateurs and the Rushing Kodo will help you. Use Ancient Healers in the presence of Brann Bronzebeard, remove traps with a Flare.

Control warrior (55% win rate): an easy win if you gain an advantage by turn 5-6; guaranteed loss if the fight drags on too long. Don't put too many creatures on the field so that they don't end up in the Brawl. Two or three creatures will be enough. Unearth cards that will help you circumvent Sylvanas Windrunner and other threats.

I hope you found these Hunter deck guides useful. If you want to thank us, you can repost this article on social networks and give a rating. Happy gaming!

Hi all. Today we will talk about the basic hunter deck. I think Hunter is a really great class for a base deck, as Hunter's base cards, or beasts to be more specific, play well with each other and usually require a little dust to upgrade a Hunter deck. Well, let's move on to the deck itself!

18 creatures

Stonetusk Boar is a small beast with a charge that interacts well with hunter animals and can provide you with a cheap draw of cards along with A hungry buzzard. You shouldn’t immediately throw this creature onto the table on turn 1; it’s better to save it for interaction with Hunter’s Mark or Houndmaster.

Leader of the Dire Wolves– interacts well with your other beasts, greatly increases the potential damage of your beasts in the deck and helps you take over the board, and also puts a lot of pressure on the enemy. It’s also worth placing it on the first turn; it’s better to wait until you have an accumulation of animals on the table or use it together with A hungry buzzard to draw cards.

Blood Marsh Raptor is a common 3/2 beast that will help you put early pressure on your opponent and can also interact with other beasts in the deck.

River Crocolisk– a standard 2/3 that will allow you to gain a foothold early on and that also interacts with your animals.

Hungry Buzzard - great card hunter Thanks to her, you will not have any problems with drawing cards. You should play buzzard along with cheap animals to get as much as possible more cards. Never play it on 2nd turn, since this is a very easy target for the enemy and you will simply give away one of your key cards.

Razorfen Hunter- a regular 3-drop that will strengthen our board a little and give us a small ammo that we can buff and use to trade with more valuable enemy cards. If you don't like this card for any reason, you can replace it with Grizzly Steelfur.

Oasis Cruncheater– this card has very stable characteristics that will allow us to keep it on the table for a long time and interact with our other cards. His excellent stats allow us to trade him profitably with enemy cards, and if you manage to use him together with Houndmaster, then this will already be a strong bid for victory.

– this card has just a great ability and also a pretty decent body. This card, although not a beast, is one of the main reasons for such strong synergy between the hunter's animals.

Tundra Rhinoceros- another card with an excellent ability that is aimed at interaction between the hunter’s animals, sometimes this card can even win you the game. This card doesn't have the right stats for its mana cost, but despite that, it still has a pretty resilient body, which is also great for the Houndmaster buff.

12 Spells

Hunter's Mark is an excellent removal tool that allows you to get rid of fat Taunters or other big threats. To fully implement the map, you need to use it together with stonetusk boar to exchange it for a card of higher value.

Arcane Shot– a regular cheap removal that will allow us to get rid of early threats such as Dagger juggler or will help you land late game hits.
Tracking is a pretty strong card that allows us to choose exactly the card we need at the moment. Use this card on turn 1 or save it until later if you have all the cards you need in your hand.

Pet is a great card that will always summon a useful beast. Using such a card on turn 3 is a pretty strong move that will allow you to gain a foothold on the board. Huffer - can be used to put a lot of pressure on the opponent or to remove a strong creature from the board. Leokk – best option when you have someone else on the board and Misha is a strong answer to the enemy, like a 4/4 beast and with taunt is a serious threat to the enemy.

The command “take!”– a very strong spell that is used as removal in the mid-game, and in the late stage can serve as our finisher. You can easily implement this card, since the hunter should have no problems with animals on the table.

Volley is a great multi-removal tool that will allow you to regain control of the board. Using this card often is a bad move in terms of tempo, but against aggro decks and the like, it is permissible.

Starting hand

In general, you should have cards in your hand that you can use every turn and that will also allow you to gain control of the board as quickly as possible. It is also important for you to get a beast for 2 mana in order to gain a foothold in early game and feel confident on move 3.

  • 1 mana: Track, Arcane Shot and Stonetusk Boar depending on the situation.
  • 2 mana: River Crocolisk, Blood Marsh Raptor
  • 3 mana: Pet, Razorfen Hunter

Main strategy

This is a mid-range deck, so our main key to victory is maintaining board control throughout the game. You should, as a rule, always have an animal on the board to exploit the full potential of your deck. Use your spells to kill enemy creatures without having to waste your own creatures.

Houndmaster is usually a strong mid-game tempo move that will also help you take back board control, while Hunter's Mark will be your backup option for removing big enemy threats. Also a great combo would be to use Hungry Buzzard + Stonetusk Boar + Hunter's Mint, which will both help you get rid of the threat and replenish your hand.

Conclusion

I hope this hunter guide Hearthstone helped you understand the mechanics of interaction between the hunter's beasts and improved your overall level of play. I hope you enjoyed reading this material. All the best and success to you!

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