Suppose I didn't want to use UTH
Uth is a to good card to leave out, the extra 1 attack is permanent and not only for the turn uth is casted.
I guess you can just make a deck with a ton of beasts,put in all the removal hunter has and instead of waiting to play creatures untill you can 1 turn kill your opponent you can start laying down a buzzard and 2 beasts at say turn 4/5 already.Use the houndmaster (wich has no place in uth decks) as a sort of northshire cleric/defender of argus and play the game like people play arena games,trying to slowly get board control by playing creatures and making favourable trades.
Am not sure if this will be verry efficient but if you just put in all the good basic cards and all the good hunter cards you should be able to score pretty decent.
Makes sense, and I kind of do play that way because I only have one UTH card, and it doesn't always show. But I'm still in Diamond 3, so I wasn't sure how viable that would be going forward.
They're usually nice to bait your opponent to put down a minion that without the houndmaster's buff, would be able to take on your minion/s or survive it, and of course, that buff is also great to avoid certain spells from being deadly to something you'd really want to keep on the field in that time (bringing a minion to having 4 atk so that SWP can't reach it or that it wouldn't die to a fire blast etc etc, just get creative with it :P)
Just made Master's 1, but this is the more aggressive of the hunter decks I was playing with last night:
Not at all optimal, but it won me like 5 games in a row before turn 9.
You use traps to control the board and try to use your minions, hero power and weapon to wear the enemy down.
I (unhappily) added one UTH the other day as a back up plan, and sadly my win rate went up because of this.
I'm trying VERY VERY hard to build a hunter deck without UTH in the face of coming nerfs so that I can play hunter successfully after patch. Plus when they nerf it, people will stop playing hunters like they did rogue, so there will be less counter cards in decks.
Things I still have in the air:
- I want two Eaglehorn Bows (took one out for the UTH, not sure what to replace for it. Some games I never draw it anymore, and some games it gets oozed, need 2).
I want to replace one of the minion kill cards with kill command so I can option for direct damage. I lost to a mage deck the other day that pyroblasted me when he had 2 health left. I had 6 cards in had, all minion removal. He only played 1 minion the whole game. :'(
Ragnaros is in there as a finisher. As long as I can bait out Hex, Polymorph and am not playing against a Priest he is very good at finishing the game for me. Again though, I would like to not have to rely on him.
TLDR: Trap based hunter control deck. Needs a few more tweaks.
In this capacity, although I don't kill the minion, I do get a 1 for X trade. Then the monster costs two more. This is really fun to use late game with 9 cost cards. They become a dead card in the owners hand.
11/14/2013 07:16 PMPosted by IskandeIn this capacity, although I don't kill the minion, I do get a 1 for X trade. Then the monster costs two more. This is really fun to use late game with 9 cost cards. They become a dead card in the owners hand.
Makes sense. I guess I just don't typically think of hunter cards as late game plays :)
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