Deathrattle Hunter (Early-Meta Wailing Caverns)

Last updated 3 years, 6 months ago by
  • Casual
0

I've been having lots of fun with this deck! No idea how viable it'll be once the meta settles, but it's gone 6-0 for me early on and felt WAAAAY better than any of the other updated archetypes I've tried (I'm looking at you, Elemental Shaman). It runs a lot of Face Hunter's tried-and-true early-game shell, but it veers off in the midgame and late game in favor of stickier/larger threats and finishers.

This is already version 2--Trueaim Crescent has felt so good that I've thrown in a second copy, replacing Taelan Fordring (who just feels too slow). I'll continue to update the deck if I continue to play it, and comments/suggestions for improvement are always welcome!

Not going to go in depth in this guide, but the basic idea is to use the early-game package to deal some chip damage and keep the opponent off the board, then follow up with midrangey threats discovered off Carrion Studies and your finishers (Darkmoon Tonk and Jewel of N'Zoth), hopefully winning the game in the vicinity of turn 10.

Kolkar Pack Runner and Devouring Ectoplasm are ridiculously good at early-game board control, and Tame Beast (Rank 1) is decent for early-game removal in a pinch too (though it really comes into its own on turn 5)--you'll want to mulligan for Pack Runner, Ectoplasm, and Carrion Studies (though you're also never too upset if any of your other cheaper cards show up as well).

In the midgame, Trueaim Crescent allows you to pressure face hard while maintaining the board, and Tame Beast (Rank 1) and Animated Broomstick also help keep the opponent off the board. Don't get too greedy with Baron Rivendare or Mok'Nathal Lion; they might look like wombo-combo late-game cards at first glance (e.g. Lion + Tonk), but they truly are midgame cards. This deck wants to always have the initiative, so even if you have to make a play that doesn't get max value out of playing these guys, it's likely still a good play if it allows you to go face with your other minions and stay ahead on board.

You've got two different win conditions, depending on how the game goes: a) kill your opponent with early/midgame minions or b) play your big, dumb, late-game threats of Darkmoon Tonk (preferably in combination with Animated Broomstick or Trueaim Crescent, especially if you're playing a Mage who likely has the ability to devolve your tonk if you leave it up for a turn) and Jewel of N'Zoth.

For those who haven't played with Trueaim Crescent much, there are a couple mechanics that aren't necessarily intuitive right away. First, it will only cause your minions to attack the opposing minion until it's dead. That means that if Trueaim Crescent kills a minion, your minions won't attack it (when I first played the card back in Scholomance, I thought that the wording "After your hero attacks..." meant that the weapon's effect resolved between your hero's attack and the opposing minion's death; I was surprised to learn that the minion's death resolved before the weapon's effect). Second (and perhaps more intuitively), your minions will attack in the order they were summoned rather than from left to right, so if you have (for example) a couple adventurers on board and want to use Trueaim Crescent to pop a Darkmoon Tonk, you'll have to make sure the adventurers either die first or leave enough health on the target minion for your tonk to proc.

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