Our Midrange Hunter deck list guide outlines the best deck for Kobolds and Catacombs. This Midrange Hunter guide also contains Mulligan advice, strategy tips, card combos and synergies.
Midrange Hunter is a deck that's been popular in Hearthstone since time immemorial. It has the power to take a controlling position against more aggressive opponents, yet can quickly switch to a more aggressive stance of its own when you need to finish a game against slower opponents who threaten to starve you of cards. Suffice to say, a broad understanding of the state of the current metagame will go a long way when it comes to winning more games with this archetype.
In the next of our Kobolds and Catacombs deck guides, we'll walk you through the basics of playing the very latest version of Midrange Hunter, provide you with some general strategy advice, and also give you some pointers on how to Mulligan correctly in an uncertain meta Finally, we run through all of the most important card combos that exist in this version.
Update - 14th December 2017
We've moved on from our theorycrafted version of Midrange Hunter prepared for launch, and are now highlighting the most consistent version being played on the ladder right now. We've tweaked the rest of the guide to match those changes. Please make sure you're running the latest version of the deck in-game!
Midrange Hunter deck list and strategy
Although Midrange Hunter seems pretty stable right now do keep in mind that all decks are still subject to change. We'll be back with another update for the archetype in the next few days.
|2 x Alleycat||2 x Dire Mole|
|2 x Crackling Razormaw||2 x Dire Wolf Alpha|
|2 x Scavenging Hyena||2 x Bittertide Hydra|
|2 x Animal Companion||2 x Bonemare|
|2 x Bearshark|
|2 x Eaglehorn Bow|
|2 x Kill Command|
|2 x Unleash the Hounds|
|2 x Flanking Strike|
|2 x Houndmaster|
|2 x Savannah Highmane|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAR8AD6gCtQPZB+sH2wntCYEK/gzquwKvwgKOwwLXzQKmzgLd0gKL5QIA
The fundamentals of playing Midrange Hunter haven't really changed with Kobolds and Catacombs. The aim is still very much to frustrate opponents who are playing very aggressively, while moving a little faster against slower opponents. Just keep one eye on potential AOE plays your opponent could make in the near future, leaving themselves with a very favourable board. Under these conditions, you would place a great emphasis on control.
You've got plenty of early-game options to ensure you start building a board from the very start of a match, and you should try to get your hero power off whenever possible once the mid-game comes around. It's a great way of increasing pressure, while at the same time conserving cards. You won't run out of cards too quickly with this deck, but the hero power is a surprisingly effective way of getting you over the finishing line, used across the entire length of a match.
This archetype's been shaken up a little bit with the launch of a new expansion, so you'd be wise to refamiliarise yourself with all of the combos outlined further down the page. It's from these that you'll gain a greater understanding of the strategy involved with playing the Midrange Hunter right now.
More great Hunter guides:
- 1. Spell Hunter - Spell Hunter deck list guide
- 2. Big Hunter - Big Hunter deck list guide
- 3. Face Hunter - Face Hunter deck list guide
- 4. Midrange Hunter - Midrange Hunter deck list guide
- 5. Deathrattle Hunter - Deathrattle Hunter deck list guide
- 6. Kobolds and Catacombs decks - Best Kobolds and Catacombs decks
Midrange Hunter Mulligan guide
With Midrange Hunter you want to focus on making every drop of Mana count in the first few turns. For that reason, you should always value cards like Dire Mole and Alleycat very highly. Crackling Razormaw is another outstanding keep if you have Turn 1 taken care of, and can boost that Beast on the follow-up turn.
If you're confident you're up against a slower deck, then you might be able to justify keeping something a little heavier here such as Bearshark, Scavenging Hyena, Animal Companion or Eaglehorn Bow. Don't dig any deeper than that though - you're slower than an aggro deck, but not that much slower.
When the Kobolds meta has been properly established we'll add in priority keeps against specific opponents. Until we know who those opponents are we can't really provide much more advice than we already have!
Midrange Hunter tips, combos and synergies
With an influx of new cards comes a whole new load of synergies to think about. Midrange Hunter may be a bit of an old dog at this point, but it's certainly picked up a few new tricks with the latest expansion.
Here's a quick look at some of the most crucial combos - old and new - that you need to keep in mind as you play through every game.
- All hail Dire Mole! This is a great target for enablers like Crackling Razormaw and Houndmaster.
- Flanking Strike doesn't just target three points of damage at a minion like the Quick Shot of old, you also get a 3 / 3 Beast minion on the board right afterwards.
- Houndmaster can be used to boost any Beast card and give it the Taunt characteristic as well. Check the bottom of each card if you're new to the game - the categories are contained there.
- Position Dire Wolf Alpha carefully. In general you want to keep your weakest minions on the right-hand side of the board and your strongest on the left. That way you can drop this booster between right-summoned creatures from cards like Unleash the Hounds. If you need to cycle through these minions to clear a problem on the board, they'll gain the boosting effect one after another.
- Target just about any minion with Bonemare to gain insane value. The target will not only get an extra +4 / +4 stats (which is practically broken in every scenario), it'll also be granted Taunt as well. That helps it act as a protective barrier for the rest of your board.
- If you have a friendly Beast minion out in play, you can target it with Crackling Razormaw and put it through the Adapt process. This allows you to apply one of three buffs to it, randomly selected from a bigger pool of the following ten possibilities:
|Crackling Shield||Divine Shield|
|Flaming Claws||+3 Attack|
|Liquid Membrane||Can't be targeted by spells or Hero Powers|
|Living Spores||Deathrattle: Summon two 1/1 Plants|
|Rocky Carapace||+3 Health|
|Shrouding Mist||Stealth until your next turn|
|Volcanic Might||+1 / +1 stats|