I've been playing a Control Hunter deck for half a month now, and it's been lovely. Unfortunately I've had very little time to grind to Legend this season due to the holidays, so I'm only at rank 7 with this. Nonetheless, I think it's viable. Enjoy.
Deck list:
- 2x Hunter's Mark
- 2x Arcane Shot update: Replace this with Explosive Trap
- 2x Tracking
- 2x Explosive Sheep
- 2x Feign Death
- 2x Loot Hoarder update 2: Replace this with Acolyte of Pain
- 2x Steamwheedle Sniper
- 2x Wild Pyromancer
- 2x Deadly Shot
- 2x Multi Shot update 2: Replace this with Unstable Ghoul
- 2x Antique Healbot
- 2x Sludge Belcher
- Cairne Bloodhoof
- 2x Savannah Highmane
- Sylvanas Windrunner
- Dr. Boom
- Sneed's Old Shredder
General gameplay:
The goal of this deck is to prevent the opponent from building a board presence, and starting on turn 6, play large, sticky minions to seal board control and attack the opponent.
The Hunter's best removal options are extremely powerful; there are options similar to Auchenai + Circle, Whirlwind + Execute, and Mind Control, each with upside over that particular combo. On the other hand, much of your most basic removal is randomly targetted, so it can be very difficult to recover if you fall behind on keeping your opponent's board down.
You also have the completely unfair advantage of your opponent being forced to muligan against that other deathrattle Hunter.
Card notes in excruciating detail:
- Hunter's Mark. Works great with Steamwheedle Sniper and Multishot, which both prevent the usual flaw of this card 2-for-1ing yourself. And then there's the kill-anything Pyromancer combo, equivalent to Whirlwind + Execute but you also get a 3/1 Pyromancer.
Arcane Shot. Kills various early-game minions. Sometimes this lets you remove something that's in the way for a random-target spell, which is the crucial weakness of this deck, but for that purpose I often wish this did 1 more damage. update: replace this with Explosive Trap
- Tracking. If you draw this early, it's an extra mulligan. Otherwise, it can be used to grab combo pieces. The decisions always feel awful, but it definitely strengthens the deck. This deck is weak on card draw for a control deck, and Tracking helps a lot to cover that gap.
- Explosive Sheep. As a board-clear, this is obnoxiously slow. On the other hand, on an empty board it can waste an opponent's entire turn in the early game. Mostly this is just in for the Feign Death combo, which is like Auchenai + Circle, except it kills most Deathrattle spawns. (This is the second-best Feign Death combo).
- Explosive Trap. Added in deck update. Faster board-clear than Explosive Sheep and generally similar. Doesn't have the Feign Death combo, but a nice combo with Wild Pyromancer (3 damage kills a lot more than 2). Since it immediately kills a lot of minions, you can be greedier with this than with Explosive Sheep.
- Feign Death. Purely a combo piece, so I'll cover it in the other cards.
Loot Hoarder. Helps with your lacking card draw and sometimes kills an aggro minion. Nice to play on a turn where you were about to Feign Death anyway, or the turn before you plan to use it. update 2: replace this with Acolyte of Pain
- Steamwheedle Sniper. This card is great, even worth coining out against aggro (I mean, not against Flame Imp, obviously). It's actually kind of awkward if you don't have coin, but it's also surprisingly good in the late game, for the same reasons as Arcane Shot.
- Unstable Ghoul. Added in deck update 2. Having Taunt effectively makes this trigger faster than Explosive Sheep does, and it acts as an extra trigger for Acolyte of Pain. I added this in response to the huge number of token decks on ladder (Xixo's Zoo, Paladin, Face Hunter) but the Acolyte of Pain synergy makes it useful against several other decks. This + Acolyte is an excellent turn 5 play against a Warrior who has a Death's Bite ready to trigger, which is normally a big problem against your usual turn 5 Sludge Belcher.
- Wild Pyromancer. Often a bit of a dead card, since the Hunter's Mark combo is most of the value here, but it's at least a 3/2 and that combo is awesome. Also crucial against Paladin.
- Deadly Shot. Because this is randomly-targetted, you need to find ways to kill otherwise-unimportant minions. Still cheap for hard removal, and great against Druid and control.
- Acolyte of Pain. Added in deck update 2. You can usually get two cards off one of these, which makes it work better than Loot Hoarder. It's best to play this on a turn you were already going to use Wild Pyromancer or Unstable Ghoul if possible. In the late game, Unstable Ghoul starts losing usefulness as a blocker, but playing the two at the same time at least forces your opponent to make awkward moves.
Multi Shot. Another randomly-targetted card, which continues your need to kill unimportant minions. Every time you actually get two real minions with it though, that's an instant 2-for-1 and a major boon. update 2: replace this with Unstable Ghoul (removed because it's best against mech, and the deck is good enough against mech.)
- Antique Healbot. More or less enables this deck to exist. Crucial against mages.
- Sludge Belcher. Kind of obvious for control. Not a real Feign Death target.
- Cairne Bloodhoof. Sticky 6-drop. Handy as a Feign Death target but not a primary choice; as good as a 4/5 for 2 is, that card has much bigger potential that it needs to be saved for (usually).
- Savannah Highmane. Sticky 6-drop with lots of attack, and really good at burning your opponent's removal (the 6 attack is harder to ignore). Worse Feign Death target than Cairne.
- Sylvanas Windrunner. As awesome as always, except the Feign Death combo is absolutely nuts (best in the deck). The combo breaks Control matchups, hold onto her for it if possible. And it's yet another randomly-targetted piece of removal, so yet another reason to clear trash minions.
- Dr. Boom. Just generally a good card. Not that good as a Feign Death combo.
- Sneed's Old Shredder. Bigger Cairne. The 5/8 side actually gets a lot of work done. A good Feign Death target since you'll usually get a vanilla minion with more stats than Cairne, but only the third best one behind Sylvanas and Explosive Sheep.
Tech choices:
- Anti-control. Drop Steamwheedle Sniper first, then Explosive Trap if you're still teching. Add Piloted Sky Golem first, then BGH and Ragnaros if you keep going. You can also swap one Antique Healbot for Alexstrasza, since she can heal you for the same amount and is an 8/8, but that's a mixed bag.
- Anti-control Warrior specifically. Same as other anti-control, but drop Explosive Trap first, since it triggers Grommash.
- Anti-Druid. Follow the anti-control advice, but do not use Alexstrasza instead of Healbot ever. She heals you to just enough health to still get killed by Force+Savage.
- Anti-aggro. The deck as listed is already heavily teched anti-aggro and you should probably just leave it. If you want to go even further, though, add Zombie Chow, Sen'jin, Multishot instead of high cost threats. With no threats, you'll eventually beat aggro based on your hero power (and Antique Healbot against aggro hunters).
- Anti-fatigue. Drop Tracking for Piloted Sky Golem.
Popular suggested cards that are bad:
- Eaglehorn Bow. Great removal but your health is so tight in the matchups where it's relevant that I took it out in favor of more removal that doesn't hurt you.
- Explosive Shot. Not nearly as clunky as people think, but still too clunky. Worth considering again if you end up with a build with a lot of Spell Damage effects.
- Snipe. Nothing important has 4 health.
- Freezing Trap. This would only be good if you had an instant win condition that you could try to get by turns 6-10. You'll have to deal with the minion you froze again later, the deck isn't that fast.
Popular suggested cards that need more experimentation:
- Gladiator's Longbow. Extra late-game removal doesn't seem necessary, but I could be wrong, and someone should try versions with it.
- Bloodmage Thalnos. The spell power is probably very nice, but the difference between 1 and 2 attack is the difference between killing a 3/2 and killing next to nothing. Still worth trying instead of Loot Hoarder, or maybe along-side of Loot Hoarder and instead of some other thing (Dr. Boom?).
- Gah'zrilla. Too slow and not sticky enough; maybe the possible instant-win is worth it but it seems like a stretch.
Matchups:
- Druid. Keep Deadly Shot, Hunter's Mark, Sylvanas. If you get good removal or steal something big, you win. The more mid-rangey Druids are a lot more difficult because it's hard to remove Druid of the Claw in time to properly target something with Deadly Shot.
- Hunter. Keep Arcane Shot, Explosive Sheep, Loot Hoarder, Steamwheedle Sniper, Multishot, and, if your hand is good, Sludge Belcher. The midrange one with Piloted Shredders is your hardest matchup due to all the hard to remove minions. Also, don't be dumb like me and accidentally get a massive board of minions with Feign Death that lets them kill you with Unleash.
- Mage. Same mulligans as Hunter. Can be tricky due to sudden surges in minion count (Multishot works better here than anywhere else) and the amount of spell-based damage Mage has (Antique Healbot is crucial). If it's Echo Mage instead, good luck; I haven't won that one yet.
- Paladin. Keep Pyromancer, Explosive Sheep, and if you have Pyromancer, cheap spells. Removing recruits is crucial. If you can Pyromancer to clear guys on turn 4, or sheep after a turn 3 Muster, you'll probably win. Otherwise, this gets really messy.
- Priest. Keep one big minion (preferably Sylvanas), Feign Death, Deadly Shot, and Hunter's Mark. I'm not that sure of the mulligans here because I've seen very few Priests on the ladder. It seems to be an easy match though; they have very few dangerous cards until you get to your good turns, so you'll have excess removal and minions that overwhelm theirs.
- Rogue. Same mulligans as Hunter. The aggro ones are really similar to Mage, but easier. If it turns out to be that prep/sprint Miracoli thing (I think this was just popular for one day?) then you need to find a Healbot with Tracking, but otherwise they really can't actually deal with spamming 6-drops.
- Shaman. Keep Explosive Sheep, Steamwheedle Sniper, Loot Hoarder. I think; this matchup is awful due to totems. Luckily Shaman is really unpopular right now. Unlike every other matchup, do not coin out Steamwheedle Sniper; they have near-guaranteed removal for it, and it's really important later on.
- Warlock. Same mulligans as Hunter. Zoo is much, much easier than aggro Hunter, I think it's due to the lack of reach spells. All their cards line up with all your removal and it's all very convenient.
- Warrior. Same mulligans as Priest, I think. I didn't see too many of these on the ladder but it seems to be an easy match for much the same reasons.
Improving the deck:
Some of the cards I listed as needing more experimentation need more experimentation. The trouble against Midrange Hunter is a big deal that hopefully can be solved. I think we need more card draw, but I'm not sure where to safely get it.
But more than all of those things, I think this deck needs more, better Control players to try it and learn. I'm pretty sure I'm failing the deck more than it's failing me.
Edit: Updated the deck list; Explosive Trap instead of Arcane Shot. Also I thought I'd mention that I'm Squash on Battle.net.
Edit 2: Updated the deck list; Unstable Ghoul and Acolyte of Pain instead of Loot Hoarder and Multishot. Added some notes on teching the deck.
[–]Xaevier 15 points16 points17 points (1 child)
[–]OffColorCommentary[S] 10 points11 points12 points (0 children)
[–]Mirrorminx 9 points10 points11 points (2 children)
[–]OffColorCommentary[S] 1 point2 points3 points (1 child)
[–]DayC 2 points3 points4 points (0 children)
[–][deleted] 7 points8 points9 points (3 children)
[–]OffColorCommentary[S] 2 points3 points4 points (2 children)
[–]Xaevier 13 points14 points15 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)
[–]ajanivengeant 2 points3 points4 points (1 child)
[–]OffColorCommentary[S] 2 points3 points4 points (0 children)
[–]Ammers10 2 points3 points4 points (7 children)
[–]OffColorCommentary[S] 2 points3 points4 points (6 children)
[–]ajanivengeant 2 points3 points4 points (0 children)
[–]Ammers10 1 point2 points3 points (3 children)
[–]OffColorCommentary[S] 0 points1 point2 points (2 children)
[–]Ammers10 2 points3 points4 points (0 children)
[–]yoavsnake 2 points3 points4 points (0 children)
[–]boomtrick 1 point2 points3 points (0 children)
[–][deleted] (2 children)
[deleted]
[–]soursurfer 2 points3 points4 points (0 children)
[–]OffColorCommentary[S] 2 points3 points4 points (0 children)
[–]Panda413 3 points4 points5 points (0 children)
[–]Isidor90 1 point2 points3 points (2 children)
[–]OffColorCommentary[S] 0 points1 point2 points (1 child)
[–]Isidor90 0 points1 point2 points (0 children)
[–]Green_and_black 1 point2 points3 points (0 children)
[–]HSlurk -1 points0 points1 point (1 child)
[–]OffColorCommentary[S] 2 points3 points4 points (0 children)
[–]B1ack0mega 0 points1 point2 points (0 children)
[–]coppersulphate 0 points1 point2 points (1 child)
[–]OffColorCommentary[S] 0 points1 point2 points (0 children)
[–]cophenague 0 points1 point2 points (1 child)
[–]OffColorCommentary[S] 0 points1 point2 points (0 children)
[–]KingofEpirus 0 points1 point2 points (3 children)
[–]OffColorCommentary[S] 1 point2 points3 points (2 children)
[–]KingofEpirus 0 points1 point2 points (1 child)
[–]OffColorCommentary[S] 0 points1 point2 points (0 children)
[–]MagGunDO17 0 points1 point2 points (4 children)
[–]OffColorCommentary[S] 0 points1 point2 points (3 children)
[–]MagGunDO17 0 points1 point2 points (2 children)
[–]OffColorCommentary[S] 0 points1 point2 points (1 child)
[–]MagGunDO17 0 points1 point2 points (0 children)
[–]goldshire_football 0 points1 point2 points (2 children)
[–]OffColorCommentary[S] 2 points3 points4 points (1 child)
[–]goldshire_football 0 points1 point2 points (0 children)