Oh, Goody: Undertaker Hybrid Hunter
While I've never had the honor of reaching the heights of Legend, I have climbed higher than most other Hearthstone players, topping out at just about Rank 2. This season, during my attempt at making Legend, I ran into an opponent who was actually running . He took me down rather handily and as a result I thought I would try my own hand at making a decklist that utilized it. I experienced great success, climbing rapidly from Rank 10 to Rank 3 before finally stalling out as the season drew to a close. So while this isn't a Legend deck, it's one that has a possibility of competing with the best of the best given the right circumstances.
As most Hybrid Hunters do, this deck blends a mixture of Face and Midrange Hunter. This is predominantly defined by (from Face) and (from Midrange). Which of these win conditions you utilize depends on what deck archetype you're facing and furthermore, what stage of the game you're in. There's a significant amount of early game that allows you to contend with some of the more aggressive decks which then evolves into more meaty minions that prove troublesome to those that continue the aggro.
Playing Minions Naked
One thing you don't want to be afraid of is playing a minion by itself. When was nerfed, many were hesitant to run it as it no longer grows out of control. While this is still the case it now frees you up to care less about protecting it. The benefit of this is that if a deck tends to be more Midrange or Control, the must be dealt with swiftly. You'll frequently be able to bait out removal like and .
As always, should really only be held against decks that run secrets though if you have nothing better to play it's certainly not a bad option. The same goes for which doesn't always need to use its buff to be a good decision. Playing and hero powering isn't nearly as solid as a 4/3 body on the field, by Turn 4 you're certainly hoping to be rolling along pretty well.
To an extent this is also true for . Though you want to avoid having to play it on curve, if you're against a deck where you need constant pressure and think playing a Golem will push things in your favor there's some validity to just playing it and going face. Unless you're doing an extremely valuable trade, you generally want to avoid playing it just to have it go one for one.
Utilizing Your Hero Power
Somewhere between Turn 4 and Turn 6 you want to start using your hero power every turn. Doing so applies consistent pressure, gives value for your mana, and helps keep you from stalling out. Of course there are fringe situations where you want to avoid lowering your opponent's health, but in general this is an advisable practice. Keep in mind that you only have two six mana drops in your entire deck. After that point you're easily playing more than you're drawing. This way you keep yourself from overcommitting and being punished while also making sure that you don't run out of cards.
Interestingly enough I decided not to run the classic + combo. I've found that over time, especially with the popularity of Grim Patron Warrior, the random damage can tend to be a reliability. Many games can be won off of that value, but a good number can also be lost.
+ Any of the 14 Deathrattle minions - Pretty self explanatory, each one gives you a chance to push more face damage or trade up.
- Just a solid, sticky minion that happens to have synergy with . Could be replaced with something else if you deem it appropriate.
- Though a signature card of Midrange Hunter, it could be replaced if you find yourself in need of more aggression
- Okay, theoretically you don't need the and an argument could be won that it should be replaced. That said, I've grown fond of the surprise factor and the attention it warrants.
- If you find yourself not encountering enough decks with secrets, removing the in favor of another is recommended.
- Improving your odds against aggressive decks can be done by substituting a out.
- The best way to deal with spell heavy combo decks is by the inclusion of . I'd probably remove a to make room for this.
- My general rule is to never keep a because you're ultimately hoping to play it with .
- Only keep if you think you'll need it to deal with aggression.
- Never keep two.
- Only keep one, preferably with a two drop.
- Only keep against Hunter.
- Only keep against classes that run secrets.
My mulligans are general rules and don't apply to every situation. If you're curve is good enough, you might just want to keep
Remember to hero power.
You'll learn over time when you should be switching to face and away from board control.
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