snake trap x2
river crocalisk x2
scavenging hyena x2
starving buzzard x2
eaglehorn bow x2
animal companion x2
deadly shot x1 (added 2nd as of edit #3)
kill command x2
ironfur grizzly x2
hound master x2
explosive shot x2
stranglethorn tiger x2
king krush x1
ysera x1 (removed as of edit #3)
that is my deck list. so far (I don't know how to keep track of stats other then by memory which I don't have much time to do), i'd say it has between 60-75% win rate after bout 100 games in masters 1. wondering if there are any tips on how to improve this.
explaining the card decisions:
explosive trap: board clear, can hit stealthed targets and minions like faerie dragon.
snake trap: lots of synergy with cards I have in the deck and can clear or board or even win me a game if played right.
river crocalisk: most 2 costs have 3 atk and 2 hp, so I figure most cards that don't have 3 atk at this time can be traded out nicely and still trades 1 for 1 with a 3 atk minion.
scavenging hyena: synergizes with a lot of the cards like snake trap savannah highmane and snake trap (yes, I have had snake trap synergize with this card in masters 1)
starving buzzard: card draw, need I say more?)
eaglehorn bow: efficient removal especially if it is chained with traps.
animal companion: great minions and mostly reliable. bear, 4/4, taunt (great), pig, 4/2, charge great for suicide or finishing), chimera, 2/4, all other minions gain 1 atk (snake trap, is great with this, all around good, the only, somewhat, useless card if your not in control)
deadly shot: flat out kills something, great for killing minions like ironbark protectors if u can get alone.
kill command: good removal, great removal if a beast is on the field
ironfur grizzly: taunt, simply need something with taunt since animal companion isn't entirely reliable and hound master can't always be used
hound master: mostly a buff card, but can help with tight spots, good turn 10 is highmane with hound master, 8/7 with taunt that becomes 2 2/2 hyenas on death
explosive shot: good removal
stranglethorn tiger: stealth, feel like I need something that can't be killed the turn after its played
savannah highmane: great card for efficient trading, minimum of 2 cards to properly get rid of it and it's death rattle.
ragnaros: great at trading, good bullet magnet, can win games if played right
king krush: same as rag but doesn't trade as well but it is more directed then rag
ysera: dream cards, haven't need this card much, btu I have won games cause of the dream cards I've gotten.
card explanations as to why I am not using (these are only the cards I have, if you want me to explain certain cards,hunter class or neutral, then please put that into a post and I will either think about it and find a way to put it in or give an explanation as to why I do not use the said card):
hunter's mark: not good for trading. unless its used with an aoe spell it doesn't seem too useful to me.
arcane shot: I feel i'd rather have a different card then this. while 2 damage for 1 mana is good I feel there are more useful cards.
flare: in my play testing so far I have not needed the card draw, haven't needed to directly kill stealth, and secrets are normally not a problem (have only lost one game to a secret, and it could've been prevented by attacking in the right order)
tracking: don't need specific card draw and I don't like throwing away cards.
unleash the hounds: don't get me wrong, this card is currently great. it's simply when I made this deck I wanted a deck that wasn't a one turn kill deck. (that means DON'T suggest this card)
timber wolf: I don't feel like I need a easily killed beast that gives other beasts 1 atk
freezing trap: this card is more control then I want in a hunter deck. that and its the first attack so it is unreliable to hit the right target.
misdirection: I love this card and originally had it in the deck, but through play testing found I didn't need this card and was sometimes random in who I wanted it to hit.
snipe: early game most minions don't have 4 hp and insta-kills them, but in late game it won't and will simply make it easier to trade lower cost minions with a higher cost but at a 2 for 1 trade. can also be baited out by playing a weak minion or one with divine shield.
multishot: I simply like explosive shot more, this card isn't targetable like explosive shot and can at most kill 2 minions.
tundra rhino: I feel like this card isn't very good at any kind of trading and more often then not I don't need the charge.
edit #1: spaced out card explanations so it doesn't looked clumped together and unreadable
edit #2: added the "explanation of cards I don't use" section
edit #3: . adjusted deck list.