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  • The best online games. Best decks with Yogg'Saron Azure Dragon х2

    The best online games. Best decks with Yogg'Saron Azure Dragon х2

    In Hearthstone, I've always liked decks that are built on original mechanics and includes not very effective in the meta, but interesting maps... One such card is the Hunter card - To the ready of Grand Tournament... Immediately after the expansion came out, I tried to make a deck Hunter Controlbuilt on this map, but only with the arrival Old Gods such a deck was able to become effective, thanks to the king of all randomness - and one of the best cards new addition - I call the forests.

    Yogg-Saron Hunter Deck

    Deck analysis

    In this deck there are practically no creatures, and those that are, are not played for the sake of the usual tempo and control of the board. But we make up for it tremendously effective removal, direct damage spells and the strongest third and eighth moves in the game - and Call of the woodsthat will help to gain a foothold on the table and inflict damage in the face of the enemy. By the tenth turn, we play a large number of spells, and then the table comes out, which usually destroys the enemy's creatures, draws cards, gives us secrets and, in general, it plays rather a plusthan a minus. But it is not a prerequisite for victory, because Call of the woods, the strength of the hero and spells can be enough to bring the enemy's health to zero. Alternative victory in this assembly is, which, in combination with cards such as Hunting, Arcane Shot, Rate of fire and Take commandpreviously discounted Emperor Thaurissan, help you find missing damage.

    Our tasks are:

    1. Table control with spells and weapons.
    2. Effective drawing To the readyin mid and late game. So we get a large number of cards in hand and give a lot of "fuel" to ours. It plays a big role here, making the cards cheaper in our hand.
    3. Draw // cardsobtained from the spell To the ready.
    4. Victory!

    Mulligan

    Into the starting hand we always strive to get Royal Elekk, Pet and Eagle Horn Bow. Cheap spells and traps would also be helpful.

    Description of cards

    Helps us find response to enemy threatand is also a cheap spinning spell To the ready. The main disadvantage is that we lose two cards of the three proposed, so think carefullywhat you need at the moment and what may be useful later. Always take, because he - the core of our deck.

    Helps clean up a major enemy threat from the table, but do not protect this spell if it is help you get an extra card from To the ready.

    To the ready

    One of the reasons the effectiveness of this deck Is a casting of additional spells obtained from To the ready, which makes Yogg much more frighteningthan other classes. Besides, To the ready fills our hand with cards (and the lack of complement is one of the Achilles' heels of the hunter) and can give additional victory conditions, such as powerful creatures (Savannah Highmane, King Crusch, Gaz'rilla) or additional spells for. Try to make cards cheaper Thaurissanto play To the ready as efficiently as possible... Sometimes even getting one or two cards is still a plus, especially against aggressive opponents. If you go second, then try save a coin to get an additional spell.

    Royal Elekk

    The card that we really want to get into the starting hand... Elekk's main task is to get into his hand so that he can play it as soon as possible... There is only one Elekk in the deck, because the remaining three creatures (,) are heavier than most enemy drops, and in 90% of cases we will get one of them in hand, otherwise there would be a chance to pull out the second Elekk and lose.

    Strongest third drop in the game... It will allow us to occupy the table, inflict damage in the face or draw out a removal from the enemy.

    Eagle Horn Bow

    Our table control assistant... Combining with secrets (there are only two of them in this assembly, but from To the ready usually we pull out additional), we almost always get additional charges.

    Luxurious removal, destroying any enemy threat.

    One more way to take the table, combines well with Leokk from Pet and Hunter's Mark.

    Take command

    In most cases - good removal, but can help finish off the enemy.

    Cheaper the cards in our hand - simple and clear. It is desirable to have spells for 1 mana, To the ready and, and only then play the Emperor. On the other hand, if you need an urgent presence on the 6 mana crystal, then you can use it for the pace... Besides, Thaurissan can help act out Call of the woods and one move earlier, what can completely turn the tide of the game in our favor.

    Call of the woods

    Without this card, the deck would certainly not be as effective. It fixes us on the table, stops the enemy's aggression, allows us to get rid of his threats or inflict damage in the face. If he offers us Call of the woodsthen in most cases it is worth taking it.


    A card that can completely turn the tide of the game in your favor, if you have almost lost it, or, conversely, "drain" the almost won. So the first rule is: do not play Yoga if you are already in a winning position! But in most cases, by turn 10, the enemy is in control of the table and is ready to inflict lethal damage on you in the next few turns, and in such a situation it can play to our advantage with its random effects. Each play of Yogg is unique, but very often AOE spells are played, we get a few secrets, and the hand is filled with cards.

    especially for the early game if it helps you remove enemy creature from the table or get an extra card from To the ready... is optional for this deck, it can be replaced, for example, by Harrison Jones or any spell of your choice.

    Match-ups

    Yogg-Saron the Hunter plays well against control deckswhich mainly play around enemy threats. In particular, this subspecies of the hunter plays well against warriors, which are now a lot in the meta... Against a goldsmith or an agro shaman, the winrate is not as good as since the hunter has no strong AOEs. So if you encounter a lot of such opponents, then it is worth taking two copies of Explosive Trap and one copy of Explosive Shot.

    Substitutions and additional cards for the deck

    Strengthens our creature, helping it to exchange more profitably. After use, it returns to our hand, so that potentially an endless spell, which can give our Yogg a few extra "charges". But there are few creatures in our deck, and the card itself is very slowso the effectiveness is questionable.

    In my opinion, less effectivethan Frosty and Explosive, but quite can find its place in the deck.

    Eldritch Scale

    May I help deal with the early onslaught aggro decks.

    Power Shot / Explosive Shot

    Hunter's only AOE spells (not counting the Explosive Trap). They can help if you encounter a large number of aggro decks.

    Illuminating rocket then you can replace it with this card.

    Video Kripparianwhere he demonstrates playing with this deck:

    On the first day, a lot of new decks appeared and here is one of them. Despite the fact that the deck has a fun character and brings a lot of fun and laughter from random, it shows itself perfectly in most match-ups.

    This deck is, of its kind, a tempo with a huge amount of firewood, spells, selection mechanics built on synergy with Brann Bronzebeard.

    How to play Hearthstone Tempo mage on Yogg-Saron.

    We have a lot of early removal to get started. The deck itself is very standard tempo magician with many cheap and most importantly effective spells, Arsonists, and instead of "sports" portals lies Arcane Blast... Don't worry about how many spells and cards you spend clearing the table, eventually when Yogg Saron comes out, you will most likely win.

    Mage Tempo Bully on Yogg-Saron.

    Against almost any opponent, we are looking for cheap minions like Manazmey and playing early removal. If the Pyro has fallen to us, hold it in our hand.

    Charomet - the standard choice for a tempo mage, in this deck it also has a direct effect on Yogg (the more spells were played, the better Yogg will go).
    Emperor Thaurissan also affects how many spells we can play before our trump card comes out.

    Ancient magician in a deck for a variety of reasons. The most important is, of course, synergy with Brannom, which potentially gives 4 spell powers. Also has a direct effect on Arcane Blast... In the worst case, this body is 2/5.

    Conspirator's Tome - in itself one of the strongest cards in the expansion. For 5 mana, you take three spells and are guaranteed to get the opportunity to diversify your actions. In all, these are four spells for Yogg-Sarona... The only drawback of this card is its cost, for the same mana you can play AoE spells.

    Yogg-Saron Is our main card that creates madness on the table. She's not very good, but she's very funny. In the deck, we have 24 spells, this is the number Yogg can potentially play. An ideal option or rather a dream would be to play Yogg with Brann, but for this Brann must lie on your table for 1 move (which is almost impossible for 10 mana). But if this happens, then our god will play 48 random spells. If you count tomes and torches, the total is 68.

    Explanations

    1 - Why is there no Ice Barrier in the deck? Your own secrets cannot be activated on your turn, so if Yogg Saron chooses to hit you with spells, he doesn't care if you have an ice block or not.

    2- Why is there no AOE? Our solitary removal in synergy with the Pyro is often enough. In addition, our tomes and ethereals can provide them to us when needed. There is no point in occupying slots with them, and we don't need extra AOEs that will fall in our hand.

    As a result, this is an excellent deck that gained great popularity in Europe and America on the very first day. There is quite a lot of randomness in it, which makes it funny, interesting and unpredictable. At the same time, it is very flexible and allows players to change cards to those that are convenient for them, adding, for example Experienced Hunter, Archmage Antonidas, Sylvanas or Black knight.

    I hope you find this deck to your liking and a lot of fun.

    Video of the magician on Yogg-Saron.

    Do you like our site? Your reposts and ratings are the best praise for us!

    Regardless of how expensive the deck is, the Hunter is a lot of fun to play due to its very aggressive playstyle. The Hunter's trademark is his secrets. The decks have been updated to reflect the latest changes in the game. Updated to reflect onslaught of dragons maps.

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    Guides for current Hunter decks

    (New) Face Hunter by Sottle (WoG)

    Face hunter (standard mode)

    This article explores the new Aggressive Hunter deck, in which some useful cards and late threats have been replaced by cards for early aggression and permanent damage. This is a relatively cheap deck with one replaceable Legendary card, so it's great for players looking to get up their rating quickly without spending too much Dust.

    In standard mode, the deck loses almost nothing. The weakened Leprognom changes to the Fire Bat, and the Curse of Naxxramas creatures to other useful creatures. The build was first introduced at the 2015 Americas Champion Purple.

    Tactics

    The main purpose of the deck in theory seems very simple, but it can be very difficult to achieve it. Simply put, you have to race aggressively from the very first move. There are more dash creatures in the deck than in the normal mid-hunter deck. In addition, you can deal direct damage, designed to remove as many health points as possible to the enemy.

    On the first few turns, follow standard tactics for an aggressive hunter. Ensure your board presence with the Scout Worgen, Firebat, and Giant Toad. However, instead of a profitable trade, you should punch your opponent in the face, forcing him to trade for you. Thus, all damage done will be practically "free", because the enemy will be forced to spend resources to eliminate your creatures. The only exceptions are situations where an exchange on your part prevents an extremely profitable exchange on the part of your opponent. For example, if you trade the Fire Bat for a creature with 2. attack that could kill your Huffer.

    All cards present in the deck are aimed at maintaining aggression and are effective sources of damage. Even though this lowers your chances of winning matches against other aggressive opponents due to the higher efficiency of their creatures, you will still be able to defeat them in the vast majority of cases. In addition, the increased damage will allow you to punch through heavy control decks with a lot of cards intended for stabilization (for example, control warriors).

    In the middle of the match, continue pushing the opponent with dashing creatures (such as Wolf Riders) and the Eagle Horn Bow. At this time, try to use the hero's power as often as possible. This will not only inflict constant damage on your opponent, but you will also save a few cards for subsequent turns. For example, on the fifth turn, it will be more profitable to play Wolf Rider and Hero Power than Wolf Rider and Huge Toad, because the toad will come in handy on the next turn in combination with the next hero power.

    Towards the end of the match, you will need direct damage spells (Kill Command), as well as Leeroy Jenkins. However, if you get the opportunity to use them in earlier turns, it is highly recommended that you do so. Since these cards will be used anyway, any attempt to fit them into the curve will be successful. Try never to eliminate enemy creatures with them. Your main goal is to maximize the outgoing damage. Do not forget to calculate how much damage you can do over the next few turns, and try to use cards as efficiently as possible, combining them with the strength of the hero whenever possible.

    Key Cards

    Worgen Scout is the best 1 crystal creature. Since it has disguise, it is very likely to inflict at least 2 damage. damage. It also makes an excellent target for the Scolding Sergeant.

    The scolding sergeant is able to empower other creatures. It can be used in the first turns to strengthen your position, or later on to eliminate annoying provocateurs.

    Hunting is an additional damage unit that bypasses provocateurs. In addition, the summoned mastiff is a beast, which allows you to activate the additional effect of the Command "Kill!"

    The rate of fire enhances the damage potential of the deck and in some cases allows you to draw an extra card. Although the bonus effect of Rate of Fire only triggers if your hand is empty, don't be afraid to use it to eliminate enemy creatures to protect your board.

    Explosive Trap helps control enemy creatures and deals damage to the enemy hero. An explosive trap can often win the race to survive.

    Since zoo decks are often found in the current meta (in particular, warlocks and paladins), our deck contains the Unleash Dogs spell. Letting the dogs down can be used as a Kill Command activator, as well as for inflicting huge damage at the expense of the Scolding Sergeant or Leokk. In addition, this spell works well with Dagger Juggler.

    Despite the fact that in the previous versions of the deck, the Tropical Panther was more often used, which did more damage, now it gave way to the Pet, because in the presence of Let the Dogs Down, Leokk was no less profitable than the Huffer.

    Try to get cheap creatures in your starting hand - Scout Worgen, Fire Bat and Giant Toad. They allow you to damage the enemy, starting from the first moves.

    Warriors and priests pose a particular danger to face hunters. Their decks have effective spell combinations to eliminate enemy units and restore health, so you may simply not have enough damage to pierce them. If your opponent plays as a warrior or priest, try to organize the most aggressive start. It is possible that you will have to trade more often than usual. Even if this approach seems counterintuitive to you, remember that you need to save your board to deal damage over time, and the only way to do this is to effectively trade.

    Replacing cards

    Instead of the Worgen Scout, you can use the Vanguard Squire, because it allows you to trade with other aggressive decks.

    If you often encounter control opponents (priests or warriors), add one Savannah Highmane or Lothib to the deck to be able to stay in battle longer. However, if the win rate in these matches is too low, turn your attention to other hunter decks.

    (New) Legendary Mid Hunter by Sottle (WoG)

    Legendary Mid Hunter (Standard Mode)

    This mid hunter deck is designed to be played in standard mode. The restrictions it introduced greatly influenced many classes that used creatures from the Curse of Naxxramas set. Fortunately, they can be replaced with creatures like the Firebat. In addition, the hunters now have access to one of the best expensive spells in the game - Call of the Forests.

    Tactics

    The rate of fire is intended both for fighting for control in the first turns and for inflicting additional damage towards the end of the match. In addition, if you run out of cards in hand, Rate of Fire will help you get an extra card and get closer to the desired option - for example, Highmane of the Savannah or Call of the Woods.

    Call of the Woods is one of the most powerful high-value cards in the game. Call of the Forests combines the effects of three Pets at once, but at the same time costs less mana (compared to three separate Pets), which favorably sets it apart from other cards. This effect is extremely flexible. It provides the damage needed to eliminate an enemy creature or finish off the enemy, allows you to close with a provocateur and provides an impressive presence on the board.

    Synergy and combinations

    Starting hand and detailed tactics

    Against the control warrior

    Against the zoo-lock

    Replacing cards

    (New) Budget Mid Hunter by Sottle (WoG)

    Cheap Mid Hunter (Standard Mode)

    This mid hunter deck is designed to be played in standard mode. The restrictions it introduced greatly influenced many classes that used creatures from the Curse of Naxxramas set. Fortunately, they can be replaced with creatures such as the Fire Bat and Infected Wolf. By the way, the latter is the only worthy replacement for the Piloted Shredder.

    Tactics

    The deck in question sacrifices some of the early aggression in the form of Leprognome and Wolf Rider, focusing on a smoother curve to maintain pressure in the middle of the game. If the enemy still manages to recoup and seize control of the table, Release the Dogs and the Kill Command will come to the rescue, which, in combination with the strength of the hero, are able to quickly end the match.

    Firebat is a strong 1 crystal creature and the only non-situational option for the first turn. The Bat is a beast, and this is very important because it allows you to activate the effect of the Shepherd and Hound, even if you get it towards the end of the game. Thus, if you have not been able to play the bat on a curve, hold it specifically for this purpose.

    The Frost Trap is a response to large enemy creatures that cannot be eliminated otherwise. However, the Frost Trap can be used to gain a tempo advantage as it allows you to ignore "uncomfortable" threats and keep punching your opponent in the face.

    The rate of fire is intended both for fighting for control in the first turns and for inflicting additional damage towards the end of the match. In addition, if you run out of cards in hand, Rate of Fire will help you get an extra card and get closer to the desired option - for example, Savannah Highmane.

    The Huge Toad is an aggressive, cheap creature that is used to trade efficiently with its death rattle. In addition, the toad is also a beast, and if you have a Coin next to it, you can play the Hound.

    The Dagger Juggler is another aggressive cheap creature that is usually used in combination with Release Dogs or other creatures.

    Pet is an extremely effective spell that allows you to summon a creature for just 3 crystals, which in any case will be stronger than all other creatures with a similar cost. Despite the fact that a particular Pet is determined randomly, in most situations it is absolutely unimportant. In addition, the spell often summons the Pet that is needed at the moment, and provides incredibly powerful moves.

    Another important card is the Eagle Horn Bow. It can be used both to eliminate enemy creatures and to attack directly. Since there are not many secrets in the deck, don't be afraid to use up your bow charges if it gives you a significant advantage.

    Take command used primarily for finishing off the enemy and allows you to inflict 5 damage. damage per 3 mana crystals. In addition, it is suitable for eliminating key enemy creatures.

    The hound can empower small beasts, making them a serious threat. In other words, when activating a battlecry, the Psar is extremely effective and fully justifies its cost.

    Infected Wolf is one of the few new cards that rivals the Manned Shredder in terms of overall stats. Since the Piloted Shredder cannot be used in the standard format, hunters have a significant advantage with the only decent replacement option. In addition, unlike the Possessed Crawler, the Infested Wolf summons beast spiders that pair perfectly with the Shepherd and Hound.

    The Shepherd is a very powerful card that, when played, adds an average of 6/6 stat points to the board. Despite the fact that in the absence of an animal on the field, the Shepherd's effectiveness drops sharply, there are enough animals in the deck in question that activate its effect.

    Savannah Highmane is one of the best creatures in the game, allowing you to withstand heavy control opponents. Highmane has impressive stats and a dangerous death rattle, so few classes can effectively deal with it.

    Synergy and combinations

    • Release Dogs is used in combination with the Hunter's Mark to eliminate large enemy creatures.
    • The combination Dagger Juggler + Release Dogs is designed to clear the board in battles with other aggressive opponents who want to put as many cheap creatures on the table as possible.
    • It is recommended to play the hound in the presence of animals to create creatures with impressive characteristics.

    Starting hand and detailed tactics

    The starting hand selection strategy is relatively simple. You will need Giant Toad, Firebat, and Flame Juggler. In addition, when choosing a starting hand, you must take into account the fact that you have a Coin. If you go second, use Coin to place a 2-crystal creature on the board on the first turn, and on the second turn, play another creature with the same cost. If you go first, play in a curve. The ideal situation looks like this: Fire Bat, Huge Toad, Pet.

    When playing against fast opponents (for example, zoo-locks), you can leave the Eagle's Bow in your starting hand. On the first turns, you need to fight for control and destroy enemy creatures with weapons, with the expectation that towards the end of the game you will dominate the field.

    Against the control warrior

    Feel free to leave Savannah Highmane in your starting hand. As a rule, warriors play very slowly, so you don't need a quick start. By setting the high mane on turn 6, you will greatly complicate the life of the enemy, because the warriors do not have effective ways to deal with this creature. Without a high mane, you are unlikely to be able to win. the warrior will quickly accumulate armor and leave you without cards.

    Against the zoo-lock

    By any means, try to get the Fire Bat, Scolding Sergeant and Flame Juggler into your starting hand. In this battle, the struggle for control at the initial stage of the game is of particular importance. If you manage to gain the advantage, victory will be in your pocket, because the combined strength of the heroes will inflict 4 damage on your opponent. damage in one turn. Release the Dogs is also useful for your starting hand, especially if you have a Coin. The combination Dagger Juggler + Release Dogs is extremely destructive for zoo-locks.

    Replacing cards

    Instead of the Dagger Juggler, you can use the Royal Elekk, which provides additional.

    Secrets can be changed at your discretion - for example, you can leave one copy of the Frost trap, supplementing it with Bear or Snake traps.

    If you often find yourself empty-handed, replace one Hound and one Shepherd with Grave Spiders.

    Dragonzrilla (Control Dragon Hunter)

    All cards in the deck are divided into two types: dragons and support. The first type includes dragon creatures, as well as other creatures whose battle cries are triggered when a dragon is in hand. These are very valuable cards that interact well with each other. Despite the fact that dragons and the creatures associated with them are very strong and great for exchanging, for full control of the board they need to be supplemented with auxiliary cards.

    Support cards include spells, weapons, and creatures with unique effects (AoE and add-on). For the most part, they are used reactively, when certain game situations arise. However, some auxiliary creatures are able to provide an impressive presence on the board and contribute to its smooth and efficient development.

    Draw cards

    Drawing cards is one of the most important aspects of playing a control deck. In our deck, recruitment is carried out in various ways. It contains 8 creatures and spells that allow you to get additional cards, but only 6 of them work unconditionally.

    The rate of fire only gives extra cards if your hand is empty. However, this rarely happens when playing a control deck, and you should not count on this effect.

    Royal Elekk x2:

    This creature has impressive characteristics (considering its cost) and the potential for drawing cards. Fighters of Darnassus, Abyssal Demons, Manazmei and Twilight Dragons are often used in the current meta, and the Royal Elekk is suitable for trading with them. Always try to get it in your starting hand. Even if the elekk does not win the argument, the opponent will have to show you a card from his deck, which will affect further decisions.

    Given the large number of powerful creatures in your deck, the Royal Elekk will rarely lose disputes and will provide reliable draw. It is possible that it is thanks to him that a dragon will come into your hand, so necessary to activate the effects of such creatures as the Technician of the Wing of Darkness.

    Acolyte of Pain x2:

    The Servant of Pain is very straightforward: he takes damage and gives you a card. He plays great both on his own and in combination with Furious Pyromancer and Eldritch Scales. If the enemy puts a silence on the Servant, you will not be able to receive cards with his help, but this happens quite rarely.

    Azure Dragon x2:

    The azure dragon has a double benefit: it is not only a drawing tool, but also a dragon. Plus, the bonus to spell power usually matters a lot more than meets the eye. In particular, it can be used to clear the board or finish off the enemy.

    Cleaning the table

    Any control deck includes tools to clear the board and effectively eliminate enemy creatures. It is believed that the hunter is not designed for these purposes, which is why control hunters are so rare. However, this class may well use control tactics, methodically eliminating threats.

    Despite the inability to inflict 3-4 AoE damage. on demand, the hunter has access to dragon synergies and creatures like the Eldritch Scale or Furious Pyromancer, which, when combined with the Hunter's Mark, allow them to clear the table.

    Hunter's mark x2:

    This spell allows you to deal with any threat. It is best used in conjunction with Furious Pyromancer and Eldritch Scales. In addition, you can hit the target with the Mark with any creature present on the table. Try not to waste this card.

    Eldritch Scale:

    Mini Baron Geddon can be a nightmare for paladins and other aggressive decks, especially if hidden behind a provocateur. Eldritch Scales are not the most effective option for clearing the board, but in some matches you simply cannot do without it. When combined with the Hunter's Mark, the Dread Scale can destroy any target, even the largest.

    Icemouth:

    Provocateur with 6/6 stats and built-in Excavated Evil. It can be placed both on an empty board and in the presence of a large number of enemy creatures to maximize the effect. Icemaw can be used to trick an opponent who fears AoE, not knowing that you don't have a dragon in your hand.

    Long bow

    Longbow is perhaps the best card in the deck, and it certainly justifies its value. The Longbow provides exceptional control over the table, allowing you to deal 5 damage. damage to an enemy creature and not receive retaliation damage. In other words, the advantages of such a weapon are obvious.

    It may seem to you that the Ancient Healer would be a good addition to the deck in question, but practice shows that 8 units. healings are unlikely to ever save you. The Control Hunter practically doesn't have to worry about health levels, mainly due to the Longbow.

    The longbow absorbs incoming damage, no matter how hard the enemy creature hits you. For example, a bow can be used in combination with a Royal Elekk or Blackwing Technician against an enemy giant 8/8, which effectively equates to a heal effect.

    These weapons often help win battles, which is why they are so expensive. Let's give an example. We are playing against an aggressive shaman who endlessly picks up new cards and can respond to any of our moves. The battle drags on, we only have 2 units left. health, while the enemy's health is almost full (26 pts.)

    On the enemy side of the field are: Spider Tank 3/4, Healing Totem 0/2, Piloted Shredder 5/4 (with a bonus from the Mistcaller), Stoneclaw Totem 0/2 and Mistcaller 4/4. In our half of the field there is a Longbow and Azure Dragon. The situation can be resolved in our favor only if the shredder, after death, summons a creature with an attack power of less than 2 units.

    What can be done in this case?

    Kill the Stone Claw Totem with an Arcane Shot, remove the shredder with a bow without taking any damage, and we will see that he summoned the Captain's Parrot. We will exchange the Azure Dragon for the Spider Tank, kill the Mistcaller with Rand Blackhand. Only the 0/2 Healing Totem and the Captain's Parrot will remain on the table. The enemy is unlucky - he does not get a card that would allow him to deal the missing unit of damage. Slow the game down for one more turn with the help of the Duskwatch, and then cast Alexstrasza.

    This example proves that the importance of the Longbow is almost impossible to overestimate.

    Notes

    Furious Pyromancer

    Probably the most powerful card in the deck, which holds back the development of the enemy as well as possible. Since a pyromancer has standard characteristics for a creature worth 2 crystals, its rational use requires some experience and the ability to think things through several steps ahead. This is often what determines the outcome of a battle.

    At the expense of the pyromancer, you can get cards with the help of the Acolyte of Pain, enhance the Gas "rylla and finish off the enemy with it, or eliminate a major threat with the help of the Hunter's Mark. Save spells for the pyromancer move and try to get the most out of it.

    The strong point of this creature is that it cannot be instantly removed by an Experienced Hunter without spending additional resources. Moreover, it has an attack power of 6 units. and is suitable for a profitable exchange. But if the enemy suddenly fails to respond to the Gas rylla, the game will end very quickly. In other words, he must quickly kill her or surrender.

    You shouldn't save Gas rylla for mind-blowing combos with Furious Pyromancer and spells. If by the seventh turn you have it in your hand, just play it in a curve. Remember that it is practically no different from dragons, except for the strong psychological pressure on the opponent comparable to the effect of Sylvanas Windrunner.

    Draconid Crusher

    Dragon Crusher is not only a dragon, but also a potentially large creature with 9/9 stats. You may think that it is intended for situations in which you need to strengthen an already strong position, but this is far from the case. Draconid allows you to win matches with warriors who seek to accumulate armor after their health level drops below 15. With the help of the Draconid, you can quickly destroy the armor in a few hits.

    Also, it should be noted that the Draconid Crusher effect is automatically triggered by aggressive use of Alexstrasza. Even if by the sixth turn you will not be able to lower the opponent's health level to 15 units, play the Draconid with 6/6 characteristics and you will not fail. Do not forget that the Draconid can be used to lure the Experienced Hunter away.

    Rand Blackhand

    There are tons of Legendary cards that do not meet the requirements of the Expert Hunter - for example, Archmage Antonidas, Emperor Thaurissan, Lothib, and Vol "genie with stolen health, but along with Kel" Tuzad and Ysera, they are excellent targets for Rand Blackhand.

    Rend provides a huge speed advantage, not to mention the fact that he himself has excellent characteristics and often deals damage multiple times. If he becomes the target for the Experienced Hunter, you can fearlessly put other large creatures on the table.

    Finding a good starting hand comes with experience. However, there are cards that you will need regardless of the class and archetype of your opponent.

    These include cheap creatures and board controls. In other words, you need to get cards in your starting hand that can be played already in the first moves.

    Starting hand selection

    Don't forget about good combinations. For example, if Furious Pyromancer and Mark of the Hunter came into your hand, leave both.

    More experienced players can prioritize and adjust their starting hand depending on the type of opponent. For example, if you are playing against an aggressive opponent (face hunter or zoo lock), Arcane Shot will come in handy. In games with magicians, the same card will save you from the Sorcerer's Apprentice. When playing with paladins, you can combine the shot with the Furious Pyromancer and eliminate Dagger Jugglers, Shielded Minibots and Recruits from the Call to Battle.

    Choose cards that will allow you to control the board on the first moves. Throw away those that are useful only at the final stage of the game. An example would be an Azure dragon or other expensive dragon, even if you already have a Blackwing Technician in your hand. Don't force the events, the cards you need will come to you anyway.

    Of course, there are certain exceptions to these rules, and you can change them based on information about the enemy and the situation. Play as often as possible and success won't be long in coming.

    Substitutions

    If you are having trouble playing with this deck, try replacing some cards.

    If you get killed too quickly:

    • -1x Draconid Crusher
    • + 1x Ancient Healer

    If you often come across opponents with secrets (in particular, paladins):

    • -1x Royal Elekk
    • + 1x Lighting rocket

    If you can't keep control:

    • -1x Draconid Crusher
    • -1x Chromaggus
    • + 2x Powerful shot

    Beast Master by Spark (LoE Legend EU)

    The Mid Hunter is an improved version of the old deck that allows you to reach Legend rank. Thanks to the Grave Spider, hunters have the opportunity to focus even more on the interaction of animals. This card helps to ensure presence on the board and to use spells more efficiently. Thus, the excavation mechanics of the Grave Crawler are of particular benefit to the hunter. You can get situational but very effective cards like Timber Wolf, Scavenger Hyena, Rushing Kodo, Dread Scale, or King Crusch.

    General tactics and strategy for picking up a starting hand

    Remember that the beast hunter is not a face hunter! Control the board with cheap creatures at the start of the match. In the middle of the match, use the Eagle's Bow and Secrets to seize the initiative and start pushing your opponents with Hero Power and mid-value minions.

    Before making a move, consider all the possible options. If you cannot finish off your opponent now, start preparing for the final blow, because subsequently, you may not have enough resources for this. That being said, keep cleaning the enemy board.

    Always try to get the Tenetnik, Mad Scientist and Obsessed Crawler in your starting hand. In addition, Dagger Juggler and Ironbeak will come in handy. If you have a Coin, save the Pet and the Eagle Horn Bow. If you are playing against a priest, keep the Hunter's Mark in your starting hand.

    Discard all other cards from your starting hand, especially secrets.

    Opponents

    The Druid is a pretty handy foe if he hasn't been able to do his illumination tricks. Remember that a Druid's signature combo can be broken with a Loatheb.

    The hunter is an opponent of equal strength. Try to get cheap creatures in your starting hand and get a speed advantage.

    Mages (with the exception of Mech Mages) will always be in a better position. It takes a certain amount of luck to win this match. Always hold the Eagle Horn Bow in your hand and kill small enemy creatures with it.

    The Paladin is not a big threat, but the Protected Mini-Bot and the Mysterious Aspirant are often problematic.

    When playing with a priest, prepare for stalemate situations. Place creatures in a curve, be sure to use the Hound and Savannah Highmane to force the enemy to recoup. If possible, kill the Cleric of Northshire with the Eagle's Horn.

    The Mechano Oil Rogue is a cunning and difficult enemy that can control the board at any stage of the game. Fortunately, such opponents are rare. The robber with the raptors has not yet been evaluated.

    The shaman's arsenal contains spells such as Thunderstorm and Evil Eye, but they rarely prevent the hunter from doing enough damage. Use the Dagger Juggler + Release Dogs combo to get rid of the totems and gain an advantage.

    Warlocks are powerful opponents. For example, it is almost impossible to finish off a hand-lock that has implemented its plan. Don't let him throw up Fire Giants if you don't have a Kill Command in your hand.

    The warrior is perhaps the easiest option. If you are constantly losing to the warriors, chances are you are doing something wrong. Kill Armor Masters and Acolytes of Pain with weapons and small creatures, and then the warrior will take damage, clearing your table with a weapon. Remember that the warriors have no effective means of dealing with the Savannah Highmane. Beware of the Brawl and protect your creatures with Loothib.

    Situation maps and substitutions

    The Tundra Rhino is the most flexible creature in the deck. You can use the Rushing Kodo instead, as the current meta has many suitable targets for it. Other situational cards can be put into the deck of Mystic Kezan, Harrison Jones, or even the Expert Hunter. If you want to experiment with the recruitment mechanism, include the Chief of the Cult.

    With the advent of the Grave Spider, the value of the Tundra Rhino has increased as it gives a dash to a variety of beasts (notably the Savannah Highmane and related hyenas). However, the rhino can be replaced. Possible alternatives: Stranglethorn Tiger and Slime Belcher.

    In addition, with the advent of new animals from the Grave Spider, it became possible to effectively use the Shepherd. The appearance of this creature can provoke non-standard and funny game situations, but sometimes a random effect does not work at all as we would like.

    Despite the fact that the Piloted Shredder has given way to the Grave Spider, however, if you do not already have cards from the League of Explorers adventure, you can temporarily play with it.

    If you often meet paladins with secrets in ranked matches, the Lighting Rocket will come in handy. Nevertheless, such opponents can be defeated without a rocket, which does not give an increase in speed, because The Mysterious Challenger has impressive characteristics in its own right. The illuminating rocket is also useful in wizard and hunter games.

    Rate of Fire is a pretty good spell that fits perfectly into a deck. The Royal Elekk is a useful but cheap creature. Since there are already enough cards worth 2 crystals in the deck, it would be wiser to refuse it.

    Snake trap can be replaced with Explosive or Frost trap, if required by the current meta (Frost trap is useful in battles with mid-opponents, while Explosive trap allows you to more effectively resist aggressive opponents).

    If you still don't have Doctor Boom, you need to make it as soon as possible. If you don't have enough dust, spray out unnecessary cards - for example, Sylvanas Windrunner, Ragnaros, Sea Giant, or Sky Golem.

    Mead Hunter with Sir Finley Mrrgglton (Legend)

    Why is Sir Finley Mrrgglton needed? For a mid hunter, Steady Shot is less valuable than for a face hunter, especially when you consider that the current meta is quite aggressive.

    How to choose a hero's strength?

    There are two options depending on the stage of the game:

    a.) the strength of the hero, allowing you to inflict 1 unit. damage (druid or magician; you should not take a robber, because his dagger replaces the Bow of the Eagle Horn);

    b.) the strength of the hero, which gives health or armor, because at the final stage of the game, your main task will be to prevent yourself from being finished off.

    Against control opponents (priests or warriors):

    Life tap is a guarantee of victory. A hunter endlessly replenishing a hand? Better to give up right away. In addition, you can choose the strength of the hero for dealing targeted damage. In this case, she will be better than Sure Shot.

    A little tip: Sir Finley Mrrgglton actually updates the hero's power, i.e. you can use it twice per turn!

    In general, the unusual Finley deck opens up new possibilities for the player.

    Why is there no Snake Trap?

    From the point of view of synergy, the Snake Trap fits perfectly into the deck thanks to the presence of the Juggler with Daggers and the Hound, but many opponents simply ignore it, and paladins with secrets and druids effectively deal with snakes using Consecration or Swipe. In addition, everyone knows that mid-hunters play with Snake Traps, and do not expect an Explosive Trap to appear, which allows them to win easy victories.

    There are no "must-have" traps in hunter decks, so we recommend using the least predictable options. However, when the Snake Trap loses its popularity, you can start using it again.

    Starting hand selection

    Against aggressive opponents:

    • High Priority: Sir Finley Mrrggleton, Mad Scientist, Obsessed Crawler
    • Medium priority: Dagger Juggler, Royal Elekk, Rate of Fire (in battles with druids it has a high priority, since it allows you to kill the Fighter from Darnassus)
    • If an aggressive opponent with a large number of creatures (paladin, zoo-lock, etc.) is playing against you, leave the Release Dogs and an Explosive Trap in your starting hand.

    Against mid and control opponents:

    Curve play always brings the desired results. This is exactly what you should aim for when playing a mid deck, so you can leave cards worth 3 crystals in your starting hand (for example, Pet and Eagle Horn Bow).

    In any case, our deck contains many creatures worth 2 crystals, and you will most likely be able to make a successful second move. In the absence of other options, you can play a secret (for example, the Bear Trap).

    Conclusion:

    Without a doubt, this deck has great potential for rating battles. We'd love to hear your suggestions and comments!

    She is especially effective against aggro druids, mid paladins, secret paladins, and rogues. She also performed well against the control warriors that are so common at high ranks.

    The selection of your starting hand is very simple. Try to get one or two creatures worth 1 crystal and one creature worth 2 crystals. If you have a Coin, you can successively put up two creatures worth 2 crystals, which is very beneficial for face hunters. The Mad Scientist should be played with daggers in front of the Juggler to lure out spells such as Wrath or Power Strike from the opponent. If you play the scientist and the juggler on the same move, of course, the juggler must enter the field first. On the fourth or fifth turn, start using your hero power as often as possible to compensate for the lack of cards.

    Attack the enemy hero trying to penetrate him as quickly as possible. Nevertheless, some enemy creatures - in particular, the Armor Master, the Fighter from Darnassus, the Pyro and the Dagger Juggler - must still be exchanged, because they are too dangerous. The rest of the creatures do not pose any threat, so they can be ignored.

    The Hunter in Hearthstone has always been considered an aggressive class, but with the release of the League of Explorers and the introduction of the excavation mechanic, control hunters were given the right to exist.

    Important notes:

    • Rule # 1: Control and Trade Effectively!
    • Try to catch the enemy by surprise with the cards obtained as a result of excavations.
    • Use Brann Bronzebeard wisely. If the enemy did not pay attention to Brann, punish him for it.
    • When playing against mages and paladins, disrupt their plans with the help of the Lighting Rocket.
    • Explosive or Frost traps can be replaced with any other.
    • The Rushing Kodo is designed to eliminate the Leader of the Imps Gang, Protected Mini-Bot, or Herald of Doom (when playing against a Freeze Mage).
    • If necessary, the effect of the Ancient Healer can be enhanced by Brann.

    Starting hand selection

    • When playing against classes with secrets, keep the Flare Rocket in hand.
    • In any match, try to get Tenetnik and Royal Elekk into your starting hand.
    • If you see an aggressive enemy in front of you, the Explosive Trap will come in handy.
    • When playing with an opponent control, keep a Precious Scarab in your hand.

    Tactics

    Secrets Paladin (40% win rate): A difficult and powerful opponent. Fight for control from the very first move. Make the paladin trade your creatures. Unleash a Lighting Flare when there are two or more secrets (ideally, immediately after the Riddle Aspirant appears). When excavating, choose AoE spells (Power Shot, Release Dogs). When choosing Hero Power with the help of Sir Finley Mrrgglton, stop at Druid Change. If there is no such option, use Lesser Heal or Raise Shield!

    Tempo Mage (75% Win Rate): Nothing fancy with a good starting hand with a Flare Rocket capable of removing a Reflected Essence. Organize an efficient trade, kill the Pyro with the Rushing Kodo.

    Freeze Mage (90% winrate): Use the Illuminating Rocket, DO NOT use Sir Finley Mrrgglton (Steady Shot will come in handy for you). Expose the Ancient Healer when your health drops below 15.

    Druid (60% Winrate): Play as if you know for sure that he has a Wild Roar + Force of Nature combo in his hand. Kill the Shadow of Naxxramas or the Keeper of the Thicket with the Rushing Kodo.

    Priest (control, with dragons or Burial, 50% win rate): can cause a lot of problems in case of unsuccessful excavations (for example, in the absence of the command "Take!" Use the Rushing Kodo to get rid of the Deathlord and gain an advantage on the table.

    Aggro Shaman (40% winrate): Pray that he has a bad starting hand. Try to get the power of the hero, allowing you to get extra health points or inflict targeted damage. Kill enemy creatures in all available ways. Have no pity on Ancient Healers.

    Rogue (miracle or butter, 60% win rate): A simple opponent, because his creatures allow profitable exchanges. The key to winning is effectively using traps. The illuminating rocket will help remove the disguise from the Auctioneer Goblin.

    Warlock (hand or with Malygos, 50% win rate): Without Rushing Kodo, you will be in trouble. Don't drag out the match. Otherwise, you will take crushing damage in just one turn. Try to kill your opponent in 9-10 moves.

    Zoo (65% winrate): It's much easier here. Kill the Imperial Gang Leader with Rushing Kodo and the match will end.

    Face Hunter (65% virate): it's time for reckoning! Provocateurs and Rushing Kodo will help you. Use Ancient Healers in the presence of Brann Bronzebeard, remove traps with a Lighting Rocket.

    Control Warrior (55% winrate): easy victory with an advantage by turns 5-6; guaranteed loss if the fight is too long. Do not place too many creatures on the field so that they do not get into the Brawl. Two or three creatures will be enough. Dig for maps that will help you bypass Sylvanas Windrunner and other threats.

    I hope these Hunter deck guides have been helpful to you. If you want to thank us, you can repost this article on social networks and rate it. Good game!

    Introducing the best decks with Yogg-Saron. Of course, Yogg-Saron does not care what deck you have, but he is happy with the abundance of spells.

    Best decks with Yogg-Saron

    The decks below are ABSOLUTE fan decks. Don't expect anything so random and unstable to reach Legend rank. These decks are just for the fun of crazy, incredible combos. This has never happened in Hearthstone!

    Mage deck with Yogg-Saron

    The most obvious deck with Yogg-Saron. The Mage has a large number of powerful spells, as well as cards that these very spells give. Unlike other decks, the Mage deck does not rely on control, it is a variation of the deck's tempo, which may well win at certain ranks before Yogg-Saron is summoned. It would be strange not to build a deck on this.

    Hunter Deck with Yogg-Saron

    Second deck for Yogg-Saron. The hunter has a very important card - [Ready!], Which allows you to use a huge number of spells, while still being able to receive new cards. A very interesting deck that is quite comparable in strength to the Mage deck.

    Shaman Deck with Yogg-Saron

    The shaman has a large number of spells to control the table, it is very easy to restrain an opponent until turn 10, and then, as luck would have it 🙂 The deck has a right to exist, although it is much more expensive than the previous ones, and is shifted towards a very, very late game.

    Rogue Deck with Yogg-Saron

    The Rogue boasts cheap spells, and takes quantity rather than quality. There are enough of them to become far from the worst option for Yogg-Saron decks. If you have these cards, be sure to try.

    Yes, there are other decks for Yogg-Saron, but these are the ones that have good reviews and high ratings, therefore, they are indicated. We don't really like this card, but we can't help but agree that the emotions it evokes in fan decks is perhaps the best thing that happened to Hearthstone in the entire history of the game. Better only to weaken [Power of Nature], may the Druids forgive us 😛