I'm sick of the typical hunters who shoot until turn 6-7 counteracting all that you get with their secrets and spells and then you pull a 5-6 shift lower beasts who dope up between them and gets them to load. In an easy turn gets you 20 damage and you win the game obviously because the other 10 will have been reduced to the base of the gun that is charged with the secrets and hero ability.
Is there any way to make this type of deck?? I heard that there is a shaman deck anticombo but I can not find it and another paladin. What I had heard these two decks esque perfectly neutralize a hunter OTK.
Run minions with taunt. Run Shield Block. Run Ice Barrier. Don't spam creatures with 2 or less health. Minions with Divine Shield absolutely wreck hunter removal cards, they just can't break it.
Attack to check if they played a secret with Explosive Trap or Misdirection first, otherwise beware of Snipe. Lots of ways to deal with hunter imo.
Edited by Figgy on 11/6/2013 7:05 AM PST
3star master utb hunter here. My win/loss in this bracket is about 3:2 maybe 2:1. I lose quite handily to:
Murlocs every time
Aggro decks when I don't have a great opening hand + draws
Bad luck just like everyone else, except a little worse since it's combo
A decent amount of taunt guys when I don't draw perfectly
Shaman who get taunt totem every time they click the damn button
other control decks
players who got bad luck on their opening hand
most people when misdirection randomly has their two guys kill eachother
most people when I get lucky, same as everyone else
mages who didn't win the lottery
players who don't test/predict the traps (these players don't exist in 3-star. they got good somewhere around 2-star)
Long story short, it's fine, there's a metagame, it's not op, let me have my fun, get good, etc.
is bad, is bad, costs 5, only hits for 3, is random, and finally: yes owl is legit. Most of our removal/control is random in various ways or a little weak. One taunt guy? Yeah, that's probably not enough, but I wouldn't expect to defeat an entire deck with one taunt guy anyway. You need to apply pressure.
Run minions with taunt
"This deck" does not run Hunter's Mark (ever), Arcane Shot (usually), or Explosive Shot (nearly ever). The deck needs to run heavy secrets to keep the bow up, heavy card draw to find the pieces of the combo, an absolute minimum of six cards to make up the combo itself, and fill up the rest of its spots with its answers. It's not like the entire deck is made of answers to your taunters.
It's pretty easy to stand a solid chance against Deadly Shot. Just make sure you have more than one minion on board when you play your key taunters.
Edited by Derek on 11/8/2013 8:36 AM PST
It is nearly impossible to beat Hunter OTK if you're not playing Priest, Warrior or Druid. I laugh at people that say "just out-rush them". LOL that's what explosive trap is for. I've won so many games with OTK I've stopped playing it because it was just stupid that my opponent could have total board advantage and still lose because he didn't draw a taunt.
Board advantage is not the only component the game. It is one of many, and only matters when you're trying to trade minions with your opponent. Decks that don't rely on minions for fatal damage care way less about board advantage. That list includes Warriors, control Druids, Mages, and Priests. Bottom line is, if all you're focusing on is making sure your side of the board has a larger presence than your opponent's, then expect to lose a significant number of games against more creative decks.
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