![]() This package should help provide sustain and board control, while being flexible enough to give you time to set up Emerald Spellstone swing turns, or to find Rexxar and start out-valuing your opponent that way. I'm sure someone else has come to this idea before me, but I'd like to throw this out there anyway.: Qty I would like to propose a small package for a more Control-oriented Hunter deck that can be slotted into a modified version of the current Spell Hunter. Any thoughts on Dire Frenzy implementation in any archetype? Be it control, quest, dragon, or midrange. Which then leads me to just running Dire Frenzy in this deck without TolVir and buffing a hyena or the like and hope to naturally draw it later? Top decking a 5/5 hyena, or 4/6 dire mole is strong but without strong card draw I don't think it will be busted enough to be a top deck in standard. But I'm finding it hard to implement the TolVir boar combo into a midrange shell. To me the general strongest Hunter archetype will once again be a midrange style (rip control dream) thanks to Wing Blast. Even then, gaining 1 mana 4/4 chargers does not seem enough to truly win a game. To guarantee that your boar survives and gets the buff you need to wait till turn 5 to play both cards in a single turn. ![]() I'm very aware of the TolVir, Stonetusk combo, but I still feel that's not the best that can be done with Dire Frenzy. Really seems like a tier 1 deck to me that will be quickly optimized and force cards like plated beetle to become much more prevalent.ĭire Frenzy is most definitely the card I got most excited about for Hunter but I'm having a hard time configuring the strongest deck that it could be used in. Its probably never going to actually be played, because for such an aggressive deck it will almost always be better to be hero powering past turn 4 or 5. The really big downside to the couple games he played was drawing baku (he put in a soggoth to mimic having it). Can deal with voidlords with an owl, or just with reach in arcane shot, kill command and hero power. He frequently would have had lethal in the games he lost with the bonus hero power damage. A lot of reach and was able to close out some of his despite playing against cards like MoM that will be rotating. That's it for now! Keep it on Shacknews for the next few weeks for more card breakdowns for the Witchwood, leading all the way up to the expansion's release in mid-April.Dog was playing some odd face hunter on stream and it was pretty impressive how fast he was closing out games when keeping tally of the extra damage from the hero power that wasn't being included. That means the Priest has yet another tool in which he can swipe the opponent's Death Knight, which can lead to some wild scenarios. That means Chameleos can feasibly become a spell or even a Hero Card. What's most intriguing about Chameleos is the language on the card, which says that he can turn into any card your opponent is holding. That way the Priest can either prepare a counter or brace for the eventual onslaught. ![]() ![]() Not only does it mean Priest players can use the opponent's cards against them, but even if they don't play Chameleos on that turn, at the very least, they'll know what their opponent is holding. ![]() It's a much better version of Shifter Zerus, just because of the secondary function it serves. Each turn this is in your hand, transform it into a card your opponent is holding.Īnalysis: How does the Priest keep getting all these crazy good Legendaries? ![]()
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