[Deck Guide] Secret Beast Hunter by Goats4Dayz
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In the past, I have been a consistent legend player but I was never really dedicated to HS as my card game of choice. Although in the last week/10 days I decided I would spend time learning the game again and coming at it from a fresh, blank slate and an open mind to deck ideas and strategies, this Secret Beast Hunter decklist was created, deviating from the more standard singleton variants and previous secret-less midrange hunter decklists.
I was able to put together this list by playing the most popular variants of hunter and singling out what works against specific match ups and I’ve found this deck extremely effective in countering control decks (Warrior/Mage) due to the OTK possibilities and the grind game potential of Dire Frenzy as well doing a better job at slowing down aggro decks due to multiple copies of Spring Paw, Unleash The Hounds and our single copy of Desert Spear that singleton hunter decks can’t take advantage of.
Statistics: I had no idea about HS Replay since I haven’t played in forever, so I only have a couple of replays available (which I will include) but my personal tracked stats have the deck list at a 61% win rate (22-14) (one loss being a disconnect)
The idea of the deck is to take the best aspects of older mid-range/beast hunter decks and add a concise secret engine in order to take advantage of Hyena Alpha, which is absolutely nuts in this type of deck.
The Secret Engine Includes
x1 Pressure Plate
x1 Rat Trap
x1 Hunter’s Pack
x2 Hyena Alpha
x1 Subject 9
With a smaller secret package, we have to be very meticulous in which secrets we choose to include in the deck, because of this I’ve chosen a package of secrets that will often not proc immediately, (2 Snake, 1 Pressure, 1 Rat), this is a very important factor in order to keep Hyena Alpha live in the mid-game.
The inclusion of Freezing Trap gives a 5th secret bumping up our odds of opening at least 1 to nearly 50%, but it’s mostly important because of the utility it provides with Zuljin/Subject 9 as well as it gives us a true defensive secret which is very important to maintain with Zul’jin to prevent lethal possibilities the following turn (Leeroy, King Krush), etc.
This secret package flows extremely well with the classic Beast Hunter Strategy that we are all familiar with.
Hyena Alpha especially shines in this deck giving us a very strong 4 drop in a deck that previously didn’t have many solid stand-alone minions.
In addition to this, Hyena Alpha opens a plethora of strong combo potential (Tundra Rhino + Hyena Alpha gives us 9 Damage for 9 Mana)
Hyena Alpha gives us 3 beasts for Scavenging Hyena to Boost off of.
Hyena Alpha also secretly makes Master’s call turn 3 an even stronger play than ever before.
T3 Masters Call
T4 Hyena Alpha
Simple, but very powerful. This sets us up with 7/7 worth of stats, a secret and 2 combo pieces for our big push later in the game.
The deck can easily beat midrange/aggro decks by just playing for tempo and pushing damage with our swarm of minions that are usually cheap/free and mana efficient.
x1 Tracking: (Normally 2 would be considered standard in previous beast hunter lists, but I’ve decided to cut to 1 to avoid the mill vs control warrior and avoid the loss of valuable one of’s (Specifically Tundra Rhino/Zul’Jin)
x2 Deadly Shot: Deadly Shot has replaced Kill Command all together for me, the card is so much stronger in combination with Zul’Jin, and usually serves the same role Kill Command had without having to maintain a beast on the board.
In terms of burst damage, the 5 Potentially face damage that Kill Command Provides is usually not needed in this type of list where I’m either going to win via tempo or flat out OTK with 20+ Damage turns.
In addition to this deadly shot is a very key tool in controlling the priest match up and taunt variants of control warrior.
x1 Hunter’s Pack: A very solid card at face value, 3 mana draw 3 class cards, but the very important factor of this card is that it guarantees a secret, which is often very important to keep Hyena Alpha live at later points in the game.
Control Warrior: (Strong Favorite) This is the decks absolute best match up and it’s really not close, the combination of Dire Frenzy reloading my deck with 4/4 Charge’s 6/6 Hyena Alphas and doing it up to 4 times with Zul’Jin puts me as a strong favorite to actually out grind Control Warriors.
Conjuring Mage/Reno: (Favored) Mage usually isn’t able to fight for the board early which allows us to curve out and play an extremely aggressive strategy and often win by turn 7.
In the cases where Mage combo’s out against us, we certainly are not out of the game as we can stack a large combo in our hand over many non aggressive mages turns (Double Scavenging + Tundra type plays) (Zul’Jin with multiple deadly shots + Dire Frenzy can consistently clear giants and 7/8 Taunts and often kill our opponent through them even).
Combo Priest: (Slightly Favored) Priest is usually an extremely one-sided match up in either player’s favor. I can blow out the priests with deadly shots on boosted minions and if they don’t draw their OTK the deck is slow enough for me to build a combo in my hand to push a ton of damage.
On the Priest side, their deck plays out mostly same vs all match ups and has the ability to have insane starts and create absurdly sticky boards early in the game which can lead to this match up spiraling in their favor if I’m not able to land an early game deadly shot.
Highlander Hunter (Favorite): Highlander Hunter naturally struggles against aggro decks and doesn’t really have a way to heal/block damage effectively, we fight for the board early and set up a massive damage Scavenging later on. This matchup is often won purely by tempo and board control before I even get to a combo.
We usually only lose this match when highlander plays Brann on Curve, which becomes an extremely tough spot for us to deal with the board and protect our life total.
Quest Paladin: (Unfavored) This deck has many natural anti-aggro tools, many large taunts + Divine Shield + Massive Zilliax Heals.
We don’t play for late-game combos in this matchup, we mulligan hard to curve out and try to apply as much pressure before they can complete their quest. If we haven’t a significant amount of damage by turn 7, we’re in a bad spot.
Aggro Rogue:(Slightly Unfavored) vs Aggro Rogue It’s usually just a race, If I can control their damage out put during the first 5 turns I become the favorite because it allows me to set up my turn 7+ Combos, even leaving out a Scavenging Hyena with 5+ Health is very difficult for rogue to deal with without having a sap.
Tempo Rouge: (Slightly Favored) becomes a match up I believe we’re slightly favored in, it plays out mostly the same as the aggro rogue game, except we’re not nearly as pressured in the early game which allows us to build a combo in our hand for later turns.
Quest Shaman: (Strong Favorite) This deck starts slow enough for us to take the board early on and doesn’t have strong enough pushes for us to generally care. We can kill this deck through boards of 7 minions, multiple taunts ect (Replay linked below of me doing 27 DMG through 4 Annoy-O-Trons against Admirable).
Another deck that doesn’t have consistent answers to a big stand-alone Scavenging, vs decks like this we are generally a strong favorite because we don’t have to rely on Tundra Rhino to deal mass amounts of damage in one turn.
Quest Druid: (Unfavored) A tough match up but not unwinnable. This deck has so much in terms of taunts and big heals while keeping the pressure on the board it becomes very difficult to win if we don’t draw a strong early game curve.
We win this match up by drawing an aggressive curve and staying alive until Zul’jin can bail us out.
Warlock/Zoo: (Slightly Unfavored) This deck just pressures us so much in the early game it puts us on an immediate clock.
Unleash the hounds is crucial in this match up, if we don’t draw unleash this match up becomes very difficult.
Luckily Zoo deals A LOT of damage to themselves which can allow us to steal games with sneaky lethal’s. Something as basic as unleash + Timber Wolf + Hero power etc.
The Mulligan’s are a very difficult part of this deck and not really possible to make a comprehensive guide. Essentially what you’re looking to do is build your future turns.
Example: If you have a Master’s call or Hyena Alpha always keep snake/rat/pressure and Freezing in match up’s it won’t get proc’d.
Vs Aggro Keeping a combination of Scavenging + Unleash is very strong.
Vs Control Keeping Master’s call in all hands is very strong to set up your OTK’s
Vs Priest Always keep deadly shot
as far as a basic general “keep cards” here’s a list.
Spring Paw (Always)
Snake Trap (Always)
Scavenging Hyena (With Coin) or in combination with other cards.
Animal Companion (With coin)
Rat Trap vs Aggro
Hyena Alpha with a secret play ready
Replays I have available, I just recently started using HS Replay: Here are the last 2 matches I played on ladder with the deck.
https://hsreplay.net/replay/gtjvatQdbrZMVXzLt5L6vL (27 Dmg through 4 Annoy-O-Trons against Admirable)