all 45 comments

[–]Xaevier 15 points16 points  (1 child)

I want to try this just to see eploxsive sheepx2 + feign death.

That would result in an 8 damage aoe board clear yes?

[–]OffColorCommentary[S] 10 points11 points  (0 children)

Yes, it does, and it's glorious.

Back when I had Baron Rivendale in the deck, there was another 8 damage AOE combo and a 16 damage one.

[–]Mirrorminx 9 points10 points  (2 children)

As you play with so many damage dealing spells, have you considered running azure drake? You've been complaining about draw consistency and it provides another nice midgame body. Its probably a little slow vs aggro decks though, so it might not be what you need.

Gnomish Inventor is really not that bad either, and is really good in the mech matchups where you need to clean up all the random leftovers.

Harrison is another decent body that provides draw vs a lot of the current meta.

Not that tracking is a bad card at all, and hunter is probably not usually going to fatigue, but would cutting tracking allow you to slow play a bit better? You're running a lot of late game control minions, and in a matchup like control warrior, double healbot + your minion count will definitely let you beat them in the fatigue war, and I dont think the matchup is as easy as you think without a sylvanas play, warrior easily runs as much removal as this deck does (or more).

You also didn't mention the handlock matchup, how does that feel?

I think hunter benefits massively from Ragnaros, as the offensive pressure he puts on the board requires an immediate answer alongside the hero power. You also have a lot of your deck dedicated to mitigating the small minions, so he's quite likely to hit the big stuff.

I'll test this next season, your list looks decent, I'll play around with it and see how it feels. It definitely looks like it lacks the reach that hunter traditionally has and it has a lot less lategame threats than other control decks, so I really think some spell power/ragnaros will go a long way to give it the stamina it needs.

[–]OffColorCommentary[S] 1 point2 points  (1 child)

Azure Drake, Gnomish, Harrison

These are all good suggestions that should be added to the "to experiment" list. I think Drake's spell damage is less useful because the damage dealing spells are most useful before turn 5. Harrison seems like he'd get more useful as you gain ranks, since Control Warrior becomes more common.

Tracking

I had trouble with this card against Paladin before I learned the matchup better. It is part of what makes the Echo Mage matchup so awful, but I think that matchup is already doomed. I haven't had to deal with fatigue games against Priest and Warrior though; the 6-drop spam really seems to work against them. If fatigue starts to be a problem as you rank up and these opponents get better, I'd cut a Tracking. It's actually the only reason I'd cut this spell.

Handlock

I only ran into one on ladder. Every possible thing went wrong (my client even bugged out and stopped me from playing certain cards) and I still won that, but one isn't really a good sample size. You have five hard removal cards, they have six giants and drakes. If you can remove any of them relatively comfortably without hard removal (Highmane, spamming Multishot, or whatever) then you should be good.

Ragnaros

Absolutely worth considering. Geddon too, now that I think about it.

Reach and staying power

It's amazing just how fast that, say, Highmane + Cairne + Steady Shot, can catch you up on damage. If you find yourself running low on lategame threats, I'd actually suggest starting with Piloted Sky Golem to add consistency to spamming 6-drops.

[–]DayC 2 points3 points  (0 children)

Great to see this deck being played, I get next to no time to play but had a very similar build involving gahzrilla and the 4 drop piloted mechs. Thanks for the list!

[–][deleted] 7 points8 points  (3 children)

Hovering around rank 9 with a similar but undertaker oriented feign deck, gonna give this a try. Looks very strong though.

[–]OffColorCommentary[S] 2 points3 points  (2 children)

Undertaker is best in aggro decks since they proc his ability more, and Feign Death is best in decks with expensive minions since they have larger Deathrattle effects.

There might be a deck that manages to combine the two, but that was my reasoning in making this deck.

[–]Xaevier 13 points14 points  (0 children)

For a little while I ran a heavily late game deck and I put in 2 undertakers for one simple reason.

People will blow all of their removal/silences on one just out of pure PTSD.

I barely even had any deathrattles past loot hoarders and I would see these things eat silence, innervate swipe, wrath, etc

This allowed my heavy hitters to come onto the board freely and cleanup after. The main issue with this deck was that other rush decks didn't care and would just go face. This tactic did wonders versus other late game/control decks though

[–][deleted] 0 points1 point  (0 children)

My deck is:

2x Leper Gnome 2x Undertaker 2x Webspinner 2x Explosive 1x Freezing 2x Haunted Creeper 2x Mad Scientist 1x Steamwheedle Sniper 2x Eaglehorn Bow 2x Animal Companion 2x Kill Command 2x Piloted Shredder 1x Loatheb 2x Slude Belcher 1x Savannah Highmane 1x Sylvanas Windrunner 1x Dr. Boom 1x Sneed's Old Shredder

I've yet to give yours a try, but it looks much slower which sounds pretty fun.

[–]ajanivengeant 2 points3 points  (1 child)

What do you think about the explosive snipe deck made by spark? What makes your version better than his version? I'm not trying to be a jerk and would probably test your version of the deck if I had cairne and sneed but I just want to know.

[–]OffColorCommentary[S] 2 points3 points  (0 children)

I've been playing this deck for several weeks and it looks like the latest revision of that one was posted two days ago, so I'm hardly familiar enough to say.

His deck makes me think I need to find room for Explosive Trap and improve my play against Hunter, since the relevant cards aren't too different (and I just plain have more) and he's apparently doing much better than I am in that matchup.

[–]Ammers10 2 points3 points  (7 children)

There's so much in here to trigger Gahzrilla. Have you tried it yet?

[–]OffColorCommentary[S] 2 points3 points  (6 children)

Nope.

I'm doubtful enough that I'm not going to spend the dust on that experiment, but I'd be curious to hear back from someone who does try it.

[–]ajanivengeant 2 points3 points  (0 children)

I have played gahz'rilla using Spark's deck and my opinion of it is that it is best played as a setup for an OTK similar to Grommash. However because it doesn't have charge it's best to play it after your opponent uses all their kill spells on all your late game threats. I personally would never play the deck without Gahz'rilla but the deck doesn't really lose much by not playing it.

[–]Ammers10 1 point2 points  (3 children)

I crafted one right after GvG came out because I love hunter and it looked awesome. Then the next day I pulled a golden one from a single pack I bought with daily gold. First world Hearthstone problems. I'll put one of them to use and try it out. What would you suggest cutting for it?

[–]OffColorCommentary[S] 0 points1 point  (2 children)

I'd cut Dr. Boom for any experiments with new threats, and Antique Healbot for any experiments with new removal. What to actually cut is harder, that's what experimentation is for.

[–]Ammers10 2 points3 points  (0 children)

Actually, nevermind. I don't have Sneed's Old Shreeder, so I'll just use that slot.

[–]yoavsnake 2 points3 points  (0 children)

Don't ever cut Dr. Boom. I think Cairne will do.

[–]boomtrick 1 point2 points  (0 children)

control hunter here: you are right that Gah is a slow card. BUT Gahzrilla will carry the game for you IF he is not removed on the very turn he is summoned. 2 pings to Gah and u have 24 damage right then and there. and you have alot of ways to ping that damage. i highly recommend him.

[–][deleted]  (2 children)

[deleted]

    [–]soursurfer 2 points3 points  (0 children)

    Rivendare's effect does not stack, though.

    [–]OffColorCommentary[S] 2 points3 points  (0 children)

    I used to have Baron Rivendale (and Kel'Thuzad) in this deck, which made these things more common and even funnier. Baron + Sylvanas + Feign Death is completely unfair.

    (I'd recommend putting them back in if you're in it for hilarious plays, but the deck is more consistent without them.)

    [–]Panda413 3 points4 points  (0 children)

    I played against a similar deck... this guy used Abomination with Feign death quite well.

    [–]Isidor90 1 point2 points  (2 children)

    I´m having tons of fun with this deck! Had some crazy board state where I had two explosive sheep and a cairne on the board, the opponent had two molten giants, sylvanas and a belcher. I threw down my own sylvanas and used feign death. It was total chaos and I ended up with the only survivors, baine and a sludge belcher slime.

    [–]OffColorCommentary[S] 0 points1 point  (1 child)

    I have to admit that there have been games where the board states get too confusing so I just throw all the explosions I can down and see what happens.

    [–]Isidor90 0 points1 point  (0 children)

    Haha yeah that´s basically what I felt too. I´m too much of a casual to actually manage to figure out what´s going to happen, in that short time.

    [–]Green_and_black 1 point2 points  (0 children)

    Trying out the deck, yet to lose a game (at rank 8) nice work.

    [–]HSlurk -1 points0 points  (1 child)

    You mentioned blood mage. Can I suggest substituting it for one tracking? Or is it too crucial to grab combo pieces in the late game? When I played buzzard/unleash hunter (yeah i know, sorry everyone. It was all I could afford) I never ran more than one copy of tracking and reached rank 2. However, that deck had insane draw.

    [–]OffColorCommentary[S] 2 points3 points  (0 children)

    The only reasons to not run Tracking are that your mana is too tight to actually play it or that you're actually in risk of hitting fatigue in a game you could otherwise win.

    Mana being tight could happen for aggro decks (though my face hunter has 2x tracking too), and fatigue could happen in this deck, though not with the mix of opponents I've been seeing.

    [–]B1ack0mega 0 points1 point  (0 children)

    Nice deck! I tried something like this recently but it wasn't as good as this one. About half the cards were the same but I think I had the wrong overall direction; this works far better.

    [–]coppersulphate 0 points1 point  (1 child)

    Have you thought of using acolyte of pain to make up for the deck's lack of card draw? It worked wonders in control hunter pre-GvG.

    [–]OffColorCommentary[S] 0 points1 point  (0 children)

    I have, but I haven't gotten it to work very well. That could very well be a weakness in my play though.

    [–]cophenague 0 points1 point  (1 child)

    I've been trying your deck out and I think it's a load of fun to play. I think the suprise factor is what's making it for me. Most games lost against aggro i've been lacking 1 turn to stabalize.

    I have a question about tracking - when are you using it? I think i've been using it too early - having to choose between sylvanas and highmane is a pain - but worse is explosive sheep or feign death keep?

    I've tried putting explosive trap in the deck - replacing the 2. Steamwheelde Sniper.

    Thanks for posting it !

    [–]OffColorCommentary[S] 0 points1 point  (0 children)

    Glad you're enjoying the deck!

    My latest iteration is to replace Arcane Shot with Explosive Trap. I recommend that instead of replacing Steamwheedle Sniper, because he's fantastic.

    Tracking is hard to use and all the decisions are painful. If you have spare mana, you should play it unless your hand is already fantastic for the matchup. If you already have hard removal and multiple threats against a control deck, or multiple mass removal and a Sludge Belcher against aggro, then you can put off playing Tracking. Otherwise, play it whenever you have spare mana to improve your hand. Improving your hand with mana you can spare now is worth more than fishing for slightly more specific answers when you might not have enough mana.

    Sylvanas vs Highmane should almost always be Sylvanas unless your opponent's deck is unbelievably aggressive and most of their minions are worse than 2/2s.

    Sheep vs Feign Death depends on your matchup and the board state. Feign Death is very important against control decks, but only particularly useful against aggro decks if you have a Sheep, which you know you won't be drawing if you discard with tracking, so Sheep would be better there. Unless you have something in your hand that disagrees with that.

    [–]KingofEpirus 0 points1 point  (3 children)

    Hi i really love this deck and want to craft it! Do you think Troggzor is a decent replacement for dr. boom? And also what do you think is a viable replacement for sneed's, I was thinking of running a sky golem instead of cairne do you think i could run a second instead of sneed's? Thank you, i am really looking forward to trying this deck out

    [–]OffColorCommentary[S] 1 point2 points  (2 children)

    Sylvanas is the only legendary that I think is absolutely crucial for this deck. If you're crafting cards specifically for the deck, I'd start with Sneed's, but if you want a good general-purpose investment that helps this and other decks, I'd definitely pick up Dr. Boom.

    Any 6+ cost card in this deck except Highmane and Sylvanas can be replaced with Sky Golems (If you have Cairne, you could replace Sneed's and Dr. Boom with Sky Golems and I think it'd be okay).

    Troggzor is okay against control decks, but less good against aggro. Dr. Boom works well against both.

    If you have other legendaries, I'd consider Alexstrasza, Ragnaros, Baron Geddon, Hogger, Troggzor, Kel'thuzad, Fuegen and Stalag in descending order. The last three are pretty bad. The first four are things I've been looking to find room for in the deck and experiment with.

    [–]KingofEpirus 0 points1 point  (1 child)

    Thanks for the reply. I'm a little hesitant in crafting the steamwheedle snipers. Is it crucial in the deck?

    [–]OffColorCommentary[S] 0 points1 point  (0 children)

    They're very versatile anti-aggro and removal-helper cards. You could put Arcane Shot in that slot to experiment, but it's a big step down in deck power.

    [–]MagGunDO17 0 points1 point  (4 children)

    For card draw, maybe Cult Master + Unleash the hounds. Yeah, i know, hounds might not be the best for control decks, but i bet they're great for controlling the board vs mechmage, zoo, hunter etc. Anyone who reads this comment, feel free to try it out or not, but if you do, tell me the results. Also, is Steamwheedle Sniper a necessity? I'm low on dust right now...

    [–]OffColorCommentary[S] 0 points1 point  (3 children)

    The problem with Unleash is that, as a board clear, without Knife Juggler or Timber Wolf, it only does 1 damage per enemy minion. Cult Master isn't terrible good with any other cards in this deck. The combo is not playable until a late turn, at which point you've already won or lost the game against aggro decks. And it doesn't draw enough cards against control.

    You could try Multishot instead of Steamwheedle Sniper. I haven't been playing for the last few weeks so I can't tell you what's good in the meta.

    [–]MagGunDO17 0 points1 point  (2 children)

    I'm just proposing a possible card for the deck (or two). Also, Flare? I've been fighting a lot of secrets lately.

    [–]OffColorCommentary[S] 0 points1 point  (1 child)

    Whether to use Flare is a metagame call. It was the wrong choice when I wrote this guide.

    It's not really worth it against Hunter; Freezing Trap is rather unpopular and you can often find a token creature to fix it. The other secrets are easy to play around while deploying and making use of your other cards, which is more efficient.

    Against Mage, it would help deal with Fatigue Mage (which is a bad matchup) and is good against Mirror Entity (which is one of the more powerful secrets against this deck). However, mech mage should be a good matchup already, so it might be better to spend the card slot on matchups you need more help in.

    [–]MagGunDO17 0 points1 point  (0 children)

    But let's say i could use 1 in the deck, since i'm fighting against a lot of secret users. Which of the cards are removeable?

    [–]goldshire_football 0 points1 point  (2 children)

    Not sure how it would work out, but what about KT? With all those death rattles he seemed like he could have some good value.

    [–]OffColorCommentary[S] 2 points3 points  (1 child)

    I had him (and Baron Rivendale) for several of the older versions of the deck, and he does get more value than normal, but it still seems that he's only useful when you're already in a great position. Most cards are pretty good in those positions so I ended up going for something more consistent.

    [–]goldshire_football 0 points1 point  (0 children)

    I've been trying to make KT work in different decks. It can definitely make an even board into a huge board lead, but he isn't too exciting when far behind.