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Screw a Wall. Build a Kodo. Revised for Lich King!

  • Last updated Nov 24, 2017 (Marin's Treasure)
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Wild

  • 21 Minions
  • 7 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Hunter
  • Crafting Cost: 9700
  • Dust Needed: Loading Collection
  • Created: 2/11/2017 (Gadgetzan)
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  • Battle Tag:

    Serpa#1461

  • Region:

    US

  • Total Deck Rating

    218

View 58 other Decks by Serpa_on_HStone
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Version 2.2 11/2/2017

Replaced Bonemare with Swamp King Dred. Due to the limited large removal in the meta at the moment, and playing against a large number of aggro decks, I'd much rather have him in.

Version 2.1 11/2/2017

Swapped out the play dead I had in here for a Alley Cat. I needed more early traders...

ALL NEW FOR CURRENT META........Version 2.0 10/13/17

This deck had a lot of success directly before, and directly after Journey to Ungoro release. I decided to revisit the deck and see what I could do with it in the current meta. I was surprised to see immediate results with the list that I had posted. Back in April the meta was increasingly agro based due to the success of pirates and many others. However, currently the meta has been shifting more towards a control platform. This deck is amazing in terms of tempo and value for cost. Usually I'll hard mulligan for Smuggler's Crate. After that however the deck is pretty self explanatory. Its not uncommon to drop 9/9 Doppelgangster and split it into 3x 9/9 minions, or face a Dispatch Kodo for 7. The nice part is the hand buffing is selective many times based off of beast archtype or not. Which allows you to direct buffs. I'll be posting updates to this as I continue to play it out. At the current moment I'm at rank 8 with 20 games played and a 66% win rate.

INTERESTED IN HOW THIS DECK WAS CONSTRUCTED BY A STEP BY STEP PROCESS....CLICK HERE TO VIEW A DECKBUILDING GUIDE by Serpa#1461Playtesting......4/24/17

Overall I believe the deck has been performing quite well. I will be updating this periodically with screenshots of play.

Revamping......4/21/17

Decided to Revamp this deck just due to the problems I've been facing at ladder levels 3 and up. The deck was amazing and fun to play against slow decks, but with the quest rogues, pirate warriors, and OTK priests out there I can see a strong current need for more of a push out the gate. Began by breaking the deck down into cards I've deemed must haves, and then revising the deck to a beast version with quick output to synergize with the must haves that the deck originally developed out of.I've been praising Bittertide Hydra for aggro decks, and its funny because in some of my unlisted decks I've been running it for quite a while. The damage is quite acceptable since most times I don't take any until the game is over for me if I cant finish them off in due order. 

Just in case you still want to use the old deck I saved it right here for you. Meanwhile, at higher ladder levels I'll be playtesting a faster version of this deck......

 

Version 1.2 since release of Un'Goro (4/15/17)

Removed flare due to lack of opponents in 5-Legend brackets of ladder playing mage. Replaced with deadly shot. I feel like I've had a vast number of times where that would have been the correct card to have in hand over the flare that I drew. Will playtest and post updates.

That oh shit moment when you realize you dirty ratt;ed a turn 2 Swamp King from my hand........

Updated for Un'goro (4/6/17)

Playtesting right now and smashing faces....

 

Updates about the Deck (4/5/2017)

The release is almost upon us. As I predicted a few months ago, hunter is going to be back to being a major contender in the standard play ring. You will not see me posting updates on this deck until I have been able to playtest any cards I predict to insert into it. The exception being Swamp King who I have playtested extensively upon announcement against friends knowing the card is the replacement card. He is absolutely an auto add. Until then however, I have been running the deck I have just posted. My current version personally includes Tundra rhino and volcanosaur until release. Volcanosaur is a huge behemoth which adapts twice already. Coupled with Brann I've adapted him 4x multiple times with him already hand buffed extensively. I'll post pictures of it in a little. 

Updates about the Deck (2/25/2017)

Been play testing the deck for a few days and just wanted to post a few comments on what has been going on with it and how the play tested cards have been working. First off.... Here is the deck as I have been testing:

Screw a wall decklist

The deck has been performing surprisingly well after the changes recommended by both myself and members of the hearthpwn community. After being used in many many games, I feel this may become my new version of my deck that I wish to use. The hyenas are a massive addition to the deck and provide great synergy between the rat packs and the hounds. Alexstraza has been used time and again to either save myself from lethal range or put the enemy within lethal range in order for me to make the final lunge. The most surprising has been Leeroy who's results have been off the charts. I had previously tried to put him in but the version which I had added him to was very unproductive. The version I am at now he has been destroying opponents. I will continue the current play testing and post the conclusive results a little further down the road. Here is a shot of some action done with Leeroy.....

Currently Playtesting in deck: (on 2/22/2017)

After several idea submissions from fellow members of our community, I've been currently play testing several other cards in this deck in order to determine playability and potential replacement. 

- Leeroy Jenkins (submitted by Urankhai) potentially replacing Tracking. I've decided to try this card out again. I ran it before with limited success but I've made quite a bit of changes since the original deck and think he deserves a trial. He is the core of every true hunters aggro heart. 

- Scavenging Hyena (submitted by PneumaPilot) potentially replacing the Grimestreet Informants

Alexstrasza: After working quite well in my deck Mythical Beasts & Where They are From. I've decided to give this a potential spot in this deck. Not only will it help me recover to low health in some potential games but it will set this deck up to deliver the massive burst its capable of as a finisher. 

Version 3.0 AND DECK GUIDE (2/15/17)

After extensive play testing for the last 5 days, I've decided to make the following changes at the moment. 3 cards were removed from the deck and replaced. First, I've decided to remove the powershot at the moment and replace it with an explosive trap. Out of all the games I've had it in, I'd have much rather had the trap at that time and currently no one is running secret destruction in the meta. Id rather have the ability to cast it on turn 2 and eat much less damage or save a coin for the same effect. If secret destruction becomes evident, future replacement with powershot will follow. 1 tracking was removed. I've been only running with 1 since version 2.1 and haven't seen the need for 2. Knife thrower has been replaced by grimestreet informant. Knife thrower in theory would be a great card in this deck. It should work well with the hounds and Rat Packs, however there was countless times i've had it in my hand and either chose not to cast it because curving into turn 4 I would much rather beast master, or the amount of damage it did was trivial because i'd much rather have something late game. On the flip side. the informant has netted me a tremendous amount of playables. Multiple Smugglers crates, kodo's, don honcho's, etc has he informed me of now being in my hand. Much better playable. Im sorry to all of you on hearthpwn who suddenly had this same deck idea for your own and posted it up without delay. Changes will most likely be needed in yours because these cards are much better. Next time wait until I'm done play testing it before you post it on this site. 

Please see below, I've written a guide on deck use and mulligans:

DECK GUIDE

BrannKodoCombo

This deck was built from the top down. By that I mean that I mean I chose to designate a kill platform I would like to accomplish using a card I designated. In this case Dispatch Kodo. MSG added many new values to certain class cards. Hunter/Warrior/Paladin got buffing cards in your hand. Everyone failed to see the value of hand buffing in Hunter, as well as the other classes, and many to all have given up on hunter as a current meta playable class. This can most likely be due to the fact that everyone who has always played Hunter knows that a Hunter goes face. ALWAYS face with a Hunter. Thats been our logic. This deck is going to convince you otherwise. At times face is necessary, however face isn't the place anymore if you want to contend with hunter in our current standard meta. I chose to place this under the midrange category because there isn't a Control category available to choose. Yes I said it. Control Hunter. Let me explain.

This deck uses player misconceptions about the Hunter class to its best advantage. Let the face illusion start the game for you. Attempt to aggro. Your opponent is going to believe that you will face the demise of all other hunters in the meta who have tried to face and run out of steam. As you progressively aggro build Dispatch Kodo's as you go. If you don't have one of those. Build a Rat Pack until you can get to a Kodo. Even build a Knuckles until you can find a Kodo. Smuggler's Crates, Cache's, Trogg's, Zipgunners, Beasthunter's, and Don Honcho will help you along the way. This is clutch.....DONT FORGET WHERE YOU ARE GOING with your hand as you do though. Sometimes its easy to get carried away with the aggro, and this deck has no clear line and requires careful planning to execute such an unexpected lethal that you almost always are going to get a well played from it. Early game I try and build Rat Packs. Most people don't bother killing a Rat Pack at 2/2 which then becomes a 4/4 taunt rat pack on turn 4 with hound master. This change in reward and damage potential causes a shift in your opponents tactics usually resulting in a sheep or hex if available. Use the early game of the opponent trying to reestablish board control to your advantage. Aggro as much as possible but trade smartly as well. Most hunter decks will begin to run out of steam in the current meta with about 10 hit points remaining. This is where the building ends and most times so does the game for your opponent as long as the deck draws as consistently as it has for me over 100's of games play testing it. I can't tell you the number of times I've hit an opponent in the face with a 10-16 power Dispatch Kodo. Your reward will be directly after as you can almost always watch your opponent mousing over some of the cards you just used to kill them with a Hunter deck. 

The end of the game is the only time your opponent will most likely realize that you have been playing a control game this entire time and just needed to get them near the goal line in order to score. Keep an eye on Knuckles. He is quite good in this deck and I can't count the number of opponents who have already forgotten what he does (as apparent by the mouseover of the cards like the Kodo above). Against priests, if possible, try and stall his build at about 4/8. This keeps him out of shadow word death range and makes it very hard to deal with due to taking face damage on top of it. Most times though if I would like to control the opponents use of mana for a turn then I will boost him above 4 with a beast master which almost always responds with a shadow word death. As you play this deck remember that Hearthstone is a game similar to chess where not only do you control your things, but if played correctly, you can dictate reactions by opponents (hero powers, spells in the meta, etc) which then leave them less mana to deal with the tempo you are setting. 

Knuckles

I know a lot of you have been critics of Knuckles. I have found him to be an amazing and much needed addition to this deck. A majority of the hand buff and board buff cards are specifically hunter based. When paired with Houndmaster, Knuckles becomes unstoppable with exceptions of sheep, hex, etc. Ideally I pair Knuckles with a turn 7 Brann and Houndmaster combo for added lethality

MULLIGAN GUIDE

released at a later date.....

Version 2.2 (2/12/17)

Removed 1 King's Elk and 1 Grimestreet Informant. Replaced with 1 powershot and 1 freezing trap. I believe the powershot is an amazing solution for a ton of aggro decks at the moment. destroys a lot of pirate warriors earlier moves. The freezing trap has now saved me on multiple occasions from lethal by a charging Leeroy and others. Was also a great add. See below of pirate warrior running out of steam to the rat packs which they have no answer to and also getting traded to death and then slammed with a huge Don Honcho and Kodo. Deck was slow to climb the ladder at first but I've began to streak for a while now since changes. Looking forward to playing deeper into the ladder as this deck climbs. I haven't encountered any problems against Aggro Shaman, Pirate Warrior, Reno Lock, Reno Mage, or many other archetypes yet.

Beating Pirates 1

Beating Pirates 2

Version 2.1 (2/11/2017)

Barnes has been removed and replaced by Doomsayer. Having a problem with pirate warrior only and this will help a little with that.

Version 2.0 (2/11/2017)

Play tested deck for hours last night. Decided to remove hidden cache's. They kept boosting minions i didn't want boosted and became a dead card. Removed a Eaglehorn Bow, Rhino, and some others. Starting to see a trend that Smuggler's Crates are amazing in the concept. I can boost Rat Pack and Dispatch Kodo when I choose from my hand without fear of RNG giving it to other minions. Added in Grimestreet Informant. Used it several times and gotten Smuggler's crates from that as well. Added Knife Juggler to combo with Rat pack and Unleash the Hounds. Still a few cards I'm unsure of in here and looking for replacements perhaps (Elek, Barnes). Tracking are great for delving into deck and picking out cards you need to build combos. Here is a screenshot of it working early this morning at this deck list.

 Version 1.0 (2/10/17)

Building on a concept with boosting dispatch kodo's and rat packs in hand. if you can build a dispatch to 10 then combo with brann for a 20 point lunge. Gonna work on this and tweek it and i'll see what i come up with over the next week or so. 1st game I squashed control priest. boosted brann to 4. double dispatch koto'ed a creature. He couldn't crowd control brann because of the 4 power. double houndmaster'ed the kodo on future turns combing with brann and finished him off with Kodo being 11/13. Was a fun concept to play and watch the opponent react to since he had no idea what i was doing. Game 2 Dragon Priest. Was overwhelmed. Finished with Kodo again.