![]() The matchup is close enough that this has been enough to swing it to where I believe it is slightly favored, but perhaps that's optimistic, as Myracle is always extremely dangerous. Rogue is the matchup I have teched against the heaviest. 4/6 Scalehides are valuable healing (6 mana for a 4/6 lifesteal ain't even that bad of a deal), Grizzly and War Bear are huge and have taunt, Wyverns are 5/8/8 Rushers (each one 2- or 3-for-1's your opponent), 5/8 Tundra Rhinoes are extremely scary. Over the course of the game it will add up to 12 cards to your deck, and they're all crazy topdecks. ![]() Vicious Scalehide, Animal Companion, Master's Call, Dire Frenzy, Tundra Rhino, Witchwood Grizzly, Unleash the Beast, Amani War Bearĭire Frenzy gives you a lot of inevitability. You don't have board clears, but you can keep the board down pretty well regardless. The deck runs a lot of removal, which is nice. Secret Plan, Springpaw, Freezing Trap, Hatchet, Deadly Shot, Unleash the Hounds, Wing Blast, Unleash the Beast You have a lot of options on every turn and a lot of extra value in your deck. ![]() This is the heart of the control matchup. Secret Plan, Shimmerfly, Springpaw, Tracking, Master's Call, Dire Frenzy, Unleash the Beast, Zuljin All the deck's one-drops are mana-efficient and add more cards to your hand, so you should have plenty of things to do early without running out of cards too fast. ![]() The 1-drop beasts are nice because plenty of classes don't have ways to remove them or want to develop instead, so you can get the buff on Hatchet on 2 pretty well. Secret Plan is nice because you have an 80% chance to get the best or 2nd best secret for a matchup. The deck has stuff to do in the early game. Secret Plan, Shimmerfly, Springpaw, Hatchet, Wing Blast, Animal Companion I've lost games by getting too greedy with this card, so just remember, even a "bad" Zuljin will put you way ahead. A brief description of what Zuljin does: removes your opponent's board, plays secrets, fills your board, fills your hand, adds many giant beasts to your deck. Zuljin is relevant with every spell in the deck, so keep in mind that you will be casting all your spells twice. If the game goes long your deck is filled with 8/8 rushers.ĪAECAR8GhwS7BdsJ9uwC8vECm4UDDLUDlwjFCNzuAsn4Aof7AqCFA6SIA7CLA9iMA/mWA56dAwA= Eventually, you Dire Frenzy a bunch of big beasts into your deck, get them to spend their limited removal and/or commit to the board (which most will do pretty freely since they think you're a Midrange Hunter with a bad hand), then play Zuljin and win on the spot. It's fine to play naked Springpaws against most control decks. Zuljin closes out the game pretty well.Īgainst control, you trade early game plays, burning your small removal if hand size is an issue. Tracking and Master's Call help find more scalehides. I think the class will have a good variety of decks to choose from, and this might be one of them.Īgainst aggro to midrange, the deck plays lots of early-game removal followed up by large taunts in the mid to late game, with Dire Frenzy + Vicious Scalehide if healing is necessary - this is a common play on turn 5 on the coin. Hunter's in a pretty good spot this expansion, because it has efficient early-game plays and access to a lot of value if needed. I haven't seen anyone talking about this deck, but imo it is a contender for one of Hunter's meta builds. Quality content includes thorough deck analysis based on extensive and well documented play testing in a competitive environment, in depth card analysis, etc.īefore submitting a thread, ensure your topic or question doesn't belong in one of following threads: Your post must contain quality content that generates discussion. Contributors are expected to read our full list of rules before posting. We aim to maintain a serious atmosphere devoid of jokes, memes and low-effort content. This subreddit is dedicated to creating a place for high level discussion and content for those who wish to better themselves at the game.
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