Lock, Load and Save Uldum
- Spell Hunter
- Wild
- Theorycraft
Good morning, people!
Today, we will take a look at one (two, actually, but more on that later) of my oldest decks, upgraded (and probably still in development) by our next expansion.
Gameplan:
Some influences here are obvious. Our spells let us hold on until we can drop either of our hero cards. Technically, you will probably want to drop Deathstalker Rexxar AFTER Zul'jin, but it might not always be possible. Fortunately, most matches that demand Rexxar's board clear do not require that much value in the late game, and switching to Zul'jin afterwards won't be so detrimental.
I took care to include the fewest possible cards that may kill our own minions, which is why Multi-Shot is here in the first place. Zul'jin's battlecry can deal a lot of damage thanks to the Huffers it might summon. Apart from Marked Shot, no cards can randomly kill our animal companions
Lock and Load and now Hunter's Pack are meant to refill our hand in any stage of the game where it is possible. Personally, if I have 5 mana and a Secret Plan, I usually just do it, but you can be greedy if you feel like you will need all the value you can get.
A few important rules:
- You can now cast Multi-Shot with only one enemy. No more 3 HP minions safe because they are alone on the board!
- The Coin will work with Lock and Load, so you might want to think twice before going for that turn 2 Animal Companion.
- Call of the Wild ALWAYS summons Huffer first, then Leokk, then Misha. Remember that if your board is almost full and you need an extra 4 or 5 damage for lethal.
- Lock and Load will give you anything that is Hunter class. This includes weapons, hero cards, and Grimy Goons multi-class cards like Grimestreet Informant, but it won't ever grant you quests.
- Keep in mind that picking a secret from Secret Plan that you don't have in your deck will mean that Zul'jin later on plays a few more secrets instead of duplicate ones just fizzling and failing.
Second Deck?
You might be wondering what it was I meant when I said we'd be looking at two decks instead of one. The second deck plays similarly to this one, with a few core card differences:
- We remove 2 To My Side! to add Emperor Thaurissan and Yogg-Saron, Hope's End
- We remove 2 Marked Shots to add 2 Stitched Trackers
This version is meant to focus on more Lock and Loads, more Yoggs and overall more fun, but you probably won't win as many games. Letting a Thaurissan hit your Lock and Load on turn 6 probably means a nice hand refill, and you are able to cast a lot more spells.
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1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 0 Lock and Load x 2
- 1 Flare x 1
- 1 Hunter's Mark x 2
- 1 Secret Plan x 2
- 2 Explosive Trap x 2
- 2 Freezing Trap x 2
- 2 Wandering Monster x 2
- 3 Animal Companion x 2
- 3 Deadly Shot x 2
- 3 Hunter's Pack x 2
- 4 Marked Shot x 2
- 4 Multi-Shot x 2
- 6 Deathstalker Rexxar x 1
- 6 To My Side! x 2
- 7 Crushing Walls x 1
- 8 Call of the Wild x 2
- 10 Zul'jin x 1
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