EVEN CUNTER (Near 60% Winrate Wild Legend Hunter)

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Deal Face damage, both early and late. Every 2 mana card is dedicated to pushing Face or delaying the enemy minions. No matter what card you draw, it's a threat that makes the enemy panic.

You also want to use your Hero Power as many turns as possible.

Bottom line is that you want your enemy dead by Turn 6-7. You might kill a bit slower, that's what the Turn 8 and 10 mana cards are for, but ideally you want him dead or near-death soon.

Mulligan for: Glaivezooka, Mad Scientist, Micro Machine

Phase 1: Turn 1-3

 Turn 1 Hero power or use Mad Scientist to counter early minions. However, if you have Micro Machine or the Serpent Ward, have that come out as cannon fodder/early damage, skirmishers screening your Engines. 

Turn 2  Mad Scientist, or Micro Machine /Serpent Ward. You can also set up Pack Tactics for Turn 3. If you have a Scavemger's Ingenuity, you get a 4/5 Phase Stalker for Turn 3!

Glaivezooka is ideal here if you started with Coin. Give your minion a +1 and attack.

Turn 3, one of the most important turns for the game. Choose to start your Phase Stalker secret drawing engine or put out more bait. Pack tactics will give you a 3/3 engine or glass cannon. Against aggro, this is great, but Priest, Mage, and Warlock have spells to kill Stalker. Use the glass cannons to bait them out.

Glaivezooka + HP + minion attack should leave your enemy with 7 HP less.

By the end of turn 3, your enemy should be around 22-20 HP.

Note: Cat Trick is to prepare for spell wipes. That way you get a Stealthed 4/2 + HP = 6 Face damage even when your board's gone.

Phase 2:  Turn 4-6

Turn 4 is the building upon Turn 3. A Garrison Commander gives a 2/3 with 4 face damage. If Stalker is still alive, you get 2 secrets drawn out. You can also play  Gnomish Engineer for draw. 

Turn 5 doesn't offer much besides Hero Power and leftover glass cannons. Feeling lucky players can Garrison Commander here (see below). Scavenger's Ingenuity can also be played to get a Stalker, then cast a Secret. Or you can bring out Dragonbane early.

Turn 6 is interesting as that's open to a number of combos. You can play Leatherclad Hogleader for a 6/6 body and 6 face damage. Or Phase Stalker and Garrison Commande for 2/3 bodies, 4 face damage, and 2 secrets on the field. Genn Greymane can bait before your Turn 7 Hogleader.

A more difficult but rewarding combo is Turn 5 Garrison Commander and a Turn 6 Dragonbane ambush. You can deal 4-14 face damage in an instant. At least 4 damage will hit face at least, but the rest can clear out any rabble minions. Try and crush any low-HP minions first and set up the 14 face damage.

Phase 3: Turn 7-10

Turn 7 is nothing special, except for Leatherclad Hogleader + HP combo for 8 face damage. If you have leftover Mad Scientist or Gnomish Engineer now's the time to draw cards out to set up for Turn 8-10 contingency plans.

Turn 8-9 shouldn't exist if your enemy couldn't taunt, armor, or heal up, or you had a good mulligan. But here we are. Call of the Wild to get your animal pals on the field and 5 face damage. Turn 9 Call plus HP gives 7 face damage.

 Turn 10 shouldn't happen  because your enemy is dead already. However, know that Nagrand Slam deals 12 possible face damage, plus four 3/5 bodies. If you Leokk is still alive from Call, you get a whopping 16 possible damage unleashed plus four 4/5 bodies.

 

Substitutions:

If you have the dust, change out Spellbreaker for Maiev Shadowsong. Not only does she 'silence' the taunts and delays big minions/engines, but she prevents Deathrattle triggering.

If you want cheaper, you can also replace Hogrider for Reckless Rocketeer. You miss out 1 damage, 5-7 vs 6-8 and the 6/6 body but save 800 dust.

I have not tried Steamweedle Sniper or Frost Giant yet, but they're more controlly than I'd like.

Counters:

This deck has trouble with Resurrect Priest and Secret Mage. Former for the wall of Taunts and Lifesteal. Latter for out Face Damaging me, along with destroying my minions before they touched the board. Might want to put a Flare for Secrets and silences for Priest.

Warlocks summon  Voidcaller to cheese out Mal'Ganis. Keep a Freezing Trap on hand.

Odd Demon Hunter and Pirate Warrior were big threats before the nerfs (and they still are). That's what Glaivezooka is for, to take out the early 2HP drops.

You'll also have to deal with Zephrys and Reno Jackson getting rid of your secrets and healing Face. All I can say is do as much damage before Turn 6 and afterward, do huge bursts of damage to counter Reno. Don't use Freezing Trap on them and remember the 4-14 combo and the Turn 10 Nagrand Slam

I BELIEVE IN YOU, FELLOW SKILL TASTERS.

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