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Hearthstone: Heroes of Warcraft Game Guide by gamepressure.com

Hearthstone: Heroes of Warcraft Game Guide

Table of Contents

Hunter | Ready-made decks Hearthstone Guide

Last update: 11 May 2016

Neutral Cards (12) - Hunter | Ready-made decks - Ready-made decks - Hearthstone: Heroes of Warcraft Game Guide

Hunter - Basic Deck

Neutral Cards (12)

Hunter Cards (18)

Stonetusk Boar(1) x2

Hunter's mark (0) x2

Bloodfen Raptor (2) x2

Arcane Shot (1) x2

Ironfur Grizzly (3) x2

Timberwolf (1) x2

Silverback Patriarch (3) x2

Starving Buzzard (2) x2

Oasis Snapjaw(4) x2

Kill Command (3) x2

Core Hound (7) x2

Animal Companion (3) x2

 

Multi-Shot (4) x2

 

Houndmaster (4) x2

 

Tundra Rhino (5) x2

<br>This deck heavily relies on beasts and offensive spells. It is very good for aggressive tactics of rushing at the enemy or focusing mainly on the attack and control over the battlefield, which may result in a quick elimination of the opponent. It is much worse when it comes to the slow-paced games that rely on better offense and haling abilities.

The Beginning Stage: deploy cheap units and boost them with the Timberwolf (1). Also, use the Starving Buzzard (2) for additional cards.

The Middle Stage: Keep control over the battlefield with spells and lesser beasts. Use the strongest ones to attack the hero. For defense, it is a good idea to summon the Oasis Snapjaw (4), and boost him with Taunt from the Houndmaster (4) card.

The Final Stage: Use the Multi-Shot (4) and Kill Command (3) to eliminate the stronger units. For strong attacks, you could well use the combo of Tundra Rhino (5) and Core Hound (7).

Strong points

Weak Points

+ Lots of cheap beast units

+ Strong offensive spells

+ Good boost cards

- Weak defensive

- No reliable options to deal with the stronger units

Bestial Deck

Neutral Cards (10)

Hunter Cards (20)

Bloodfen Raptor (2) x2

Hunter's mark (0) x2

Emperor Cobra (3) x2

Timberwolf (1) x2

Ironfur Grizzly (3) x2

Unleash Hounds! (4)

Sen'jin Shieldmasta (4) x2

Scavenging Hyena (2)

Oasis Snapjaw(4) x2

Snake Trap (2)

 

Explosive Trap (2)

 

Starving Buzzard (2) x2

 

Kill Command (3) x2

 

Animal Companion (3) x2

 

Houndmaster (4) x2

 

Multi-Shot (4) x2

 

Explosive Shot (5)

 

Savannah Highmane (6)

It is a Hunter deck that revolves around beasts. The basic here, are the minions of low mana cost as well as keeping big number of units in the battlefield. In other words, the decks focuses mainly on numbers, and on buffing those numbers. For this reason, it is immensely vulnerable to AoE attacks, due to which it works bad against characters like Mages.

The Beginning Stage: First of all, you need to focus on flooding the battlefield with cheap units. This is the basic way to keep control. If you are expecting that the opponent may have the AoE spells, try to lure him with several weaker units and make him use up those spells at the very beginning.

The Middle Stage: Use your beasts and spells to eliminate the enemy minions, and try to maintain a steady source for damage, at the same time, even if in the form of the hero power. Also, remember about the cards of Secret, to gain additional control.

The Final Stage: Continue your charge. If the enemy rolls out heavy guns, eliminate them with spells like Hunter's mark (0), Kill Command (3) or, in the end, Explosive Shot (5). A good method is to gather a few cheap units in your hand and summon them all at once, and use the Unleash Hounds! (4) spell, which will grant them with immediate Charge and +1 to attack.

Strong points

Weak Points

+ Many cheap units

+ Good control via the minion cards

+ Very good Secret cards

- No strong units

- Pretty poor defense

- Disastrous against magical decks with AoE spells

Hit and Run

Neutral Cards (12)

Hunter's Cards(18)

Confidant (1) x2

Flare (1)

Wild Pyromancer (2)

Arcane Shot (1) x2

Novice Engineer (2) x2

Tracking (1) x2

Ironbeak Owl (2)

Snipe (2) x2

Arcane Golem (3) x2

Explosive Trap (2) x2

Filth (5)

Freezing Trap(2) x2

Gadgetzan Auctioneer (5)

Hunter's Mark (0)

Argent Commander (6) x2

Eaglehorn (3) x2

 

Kill Command (3) x2

 

Animal Companion (3) x2

Unlike the previous ones, the above deck focuses, almost entirely, on control with spells, weapons and secrets, while rejecting, to a large extent, the beast cards. To defend and clear the battlefield of the enemy minions, mostly traps from the Secret cards, and offensive spells, are used. Due to the small number of offensive units, you can succeed only through constant control over the battlefield and through using units to attack the enemy hero.

The beginning stage: First of all, you should focus on eliminating the enemy units, using Eaglehorn (3), Arcane Shot (1) or the Explosive Trap (2). When it comes to attacking, it is best to use the Confidant (1) in combination with the cards of Secret. You should also remember that the Eaglehorn (3) replenishes 1 endurance point, each time that you discover a Secret. Remember to use it, to increase the number of available attacks.

The Middle Stage: Keep control and slow down enemy's actions. For that, use cards like the Anima Companion (3) or Filth (5). If you need cards, play the Gadgetzan Auctioneer (5) before you use spell cards or Tracking (1). You should also seize the opportunity to use the hero and decrease the enemy's health gradually.

The Final Stage: At this point, the enemy should already be low on health. In this case, you can use the Argent Commander (6), in combination with your offensive spells, to finish him off. Otherwise, use it to clear the battlefield, while remembering to use the Hero Power

Strong Points

Weak Points

+ a lot of offensive spells and secrets

+ Very good control of the battlefield

+ It is easy to obtain new cards

- Few minions

- Is not that good for longer matches

Beast Master

Neutral cards (11)

Hunter cards (19)

Ironbeak Owl (2) x1

Hunter's Mark (0) x1

Haunted Creeper (2) x2

Webspinner (1) x1

Mad Scientist (2) x2

Freezing Trap (2) x2

Piloted Shredder (4) x2

King's Elekk (2) x2

Loatheb (5) x1

Kill Command (3) x2

Sludge Belcher (5) x2

Eaglehorn Bow (3) x2

Dr. Boom (7) x1

Animal Companion (3) x2

 

Unleash the Hounds (3) x2

 

Houndmaster (4) x1

 

Ram Wrangler (5) x2

 

Savannah Highmane (6) x2

Mid range hunter, whose cards are chosen in such a way so that you can do the most during the middle phase of the game. However, there are also some solid late-game units. Very good synergies between cards will ensure a large effectiveness and solid damage.

Beginning phase: During the first rounds, play minions like Webspinner (1), Haunted Creeper (2), Mad Scientist (2) or King's Elekk (2). Animal Companion (3) is a card that you should keep in your hand. Try to make good trades if it's possible and use the class special ability to deal extra damage.

Middle phase: Continue with the aggressive strategy, trying to deal as much damage as you can to the enemy. Remember that thanks to Mad Scientist (2), you can draw Freezing Trap (2) from the deck in such a way so that you don't need to use any mana. The trap is very good against stronger enemy units.

Ending phase: Remember about using the special ability to deal 2 damage constantly to the enemy hero. You can slow down the enemy using Sludge Belcher (5) and Savannah Highmane (6), which will probably become a priority for your enemy to eliminate. You can also use Houndmaster (4) on this card, which will give it Taunt and +2/+2. Use Ram Wrangler (5) wisely to summon an additional beast right away.

Pros

Cons

+ Very strong synergy between cards

+ Solid beginning and very good middle phase

+ Good control over the battlefield and strong offensive abilities

- If you don't manage to control the game from the beginning, the stronger units may turn out to be too slow in the later phase

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