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71% win rate - Top 10 Legend Guide

  • Last updated Oct 29, 2016 (Yogg Nerf)
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Wild

  • 10 Minions
  • 18 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Secrets Hunter
  • Crafting Cost: 3120
  • Dust Needed: Loading Collection
  • Created: 10/30/2016 (Yogg Nerf)
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Hello,

First of all, let me introduce myself. My name is Casual, the not so Casual HS player. I have multiple Legend finishes with a few top 100 finishes. I play fun and strong decks on ladder, and today I've decided to write you a guide to my Secret Hunter after having much success myself. This will be my second guide ever, so if you have any questions or suggestions let me know.

So let me tell you why I went with this deck first the biggest reason I chose secret hunter is because after play testing about 20 games I didn't lose a single match, granted theses were at the earlier ranks, I thought it had some merit to it. I don't like hearing pros say "Midrange shaman is the best, Maly Druid is a close second" I like to experience things first hand, and after some testing, I believe that Secret Hunter is definitely tier 1, better than Druid, and close to Shaman.

First up I guess is the top 10 legend Proof 
and secondly the stats Proof

General Gameplan Out value your opponent with strong early game minions like Secretkeeper, Kindly Grandmother, and Cloaked Huntress. Then look to finish them off by turns 5 and 6 with burst from hand


**Card Choices**

* 1x Hunter's Mark: after seeing that Ancient of War has been making its way into the meta I decided that hunters mark was the best option, as it can also help out against an early Thing From Bellow. It feels a lot better than sinking a kill command into it or hoping they play into a freezing trap

* 1x Snake Trap: For the most part I've seen list running a snipe here, which I do think is a good card, and personally this trap can bee freely flexed between the two. Snipe is generally better vs Shamans, and Snakes versus druid. I've decided to stick with snakes because it also pairs decently well with the hunter's mark.

* 1x Argent Squire and 1x Fiery Bat: So I'm pairing these two together because they essentially serve the same purpose, if you don't draw a Secret Keeper, these are just good solid minions that can hold the early turns, each has it's pros and cons in the meta in terms of trading. The one next level play that can be done with Fiery Bat is honestly holding it in hand past turn 4 as a Kill Command activator, meaning that If I think it's going to be the only way to deal enough damage I'll hold it as a cheap activator.

* Leeroy Jenkins: This one is a little self-explanatory, but essentially it's a good source of damage from hand and can serve as a nice finisher. If you're looking for a replacement add a second Argent Horserider, yes the win rate will drop but a second Argent will probably do the job the best.

Matchups and Mulligans Stats

Allways keep: Cloaked Huntress, Secret Keeper, Argent Squire, Fiery Bat and Kindly Grandmother

Keep if you have at least two of the above: Eaglehorn Bow, Animal Companion


* Hunter: In the mirror, or versus midrange, it's whoever is in the driver seat that will come out ahead. Try to get out the early threats like Cloaked Huntres, Grandmother, and Secret Keeper out early. This match up it's usually smart to keep a quick shot in case they get the step up and have a Secret keeper and you don't. Our deck tends to run more burn, and if you can be ahead on board by turn three you can shift the focus to burning face, as they have to worry about clearing your board. I have a 92% win rate in the mirror, by playing aggressively as possible and hoping the don't have an answer which they usually don't.

* Druid: Now The stats may not seem in my favor, but I honestly believe we are the favored in this matchup, it's pretty straight forward as long as they don't get blessed by the RNG gods, and by that I mean that my only losses to druid were because raven idol would give them up to 16 extra points of heal that we possibly can't contest.

* Warrior: Pretty standard mulligan, the only exception is I wouldn't keep Fiery Bat against them because their early game removal is pretty strong against it, I'd rather get something like an Animal companion. Now what I'll say is that my Warrior win rate is far better than I first predicted it would be, but then I realized that a lot of the control warriors have gotten greedy to be able to beat the new Midrange Shamans, and druids. Making them more susceptible to Aggro. Every time I play this match up it feels like warrior is about two turns from stabilizing but never being able to get there, I think until they reevaluate the meta CW will be slightly behind this deck. Count your Damage and go face.

* Mage: If it's Tempo Mage, we have pretty much lost, their early game removal with their late game burst hurts us. Doesn't mean we can't squeeze out wins with a good draw and them playing into traps. But if it's Freeze Mage, I think we win 80% of the time, as our deck aims to kill them by turn 5 we typically pop their block or pop them before they can put on any pressure. If Tempo Mage is becoming too much of a problem, switch snake trap for snipe. Takes care of things like Flamewaker and Drake essentially for free.

* Shaman: Ahh Shaman, one of the best matchups for this deck. Explosive and freezing trap take care of their strong early game, while the burst from hand ends up killing them fairly quickly because they run no source of healing. This is a match up where I would keep Freezing Trap, even without Secret Keeper or Cloaked Huntress. Now with all this being said, because Shaman is just a strong class right now, If they pop off with a strong early curve with tons of board clears and a turn 6 blood lust and we don't have our traps or early game it is possible that they can win this patch up just because of how nutty it is that one deck can do so much removal and burst, and have strong minions.

* Rogue: Free win, Legitimately they have no real way to deal with our minions and secrets, and heal themselves up, they have no real pressure until turn 4 wich is way too late against our deck. With that being said, the nuts draw of preps fans, evis, and Edwin can fuck up our day. And even then, we have to not have a freezing trap. Keep Cat Trick in opening hand even if you don't have Secret Keeper or Cloaked Huntress, it's pretty strong against their game plan.

* Paladin: Not entirely sure, as I only faced 2 in almost 100 games, but I think our deck is too aggressive for them to stabilize ad their big swing turns are usually 6 and 8 and they tend to be dead before then. And if by chance you face against an aggro variant I believe we are also a lot stronger and can typically go face and win the race.

* Priest: Standard Mulligan, go face, and if they have more than 15 health by turn 6 and you have no board, concede and start the next match.

* Warlcok: If it's zoo, Keep explosive trap, and take smart trades. Go face and try to burn them before they do. If it's reno just go face and try to win before turn 6 or before they draw reno. If they have reno there is a really low chance you'll win anyway, so come out the gates swinging really hard and MAKE them have reno.

Welp that's it for me, let me know of anything I can improve on or if you have any questions for me. 


Sad and shameless plug: I stream everyday over at twitch.tv/CasualTotoro if you wish to see the decks I play live.

And if you want to watch a satirical video about the deck with some top legend gameplay:

https://www.youtube.com/watch?v=8UL4EdUJX1I