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Highlander Hunter deck list guide - Saviors of Uldum - Hearthstone (October 2019)

Here's how Highlander Hunter has improved after the Doom in the Tomb release.

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James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Highlander Hunter deck list guide features the best deck list for Season 67 of Hearthstone (October 2019). You can also find some general strategy advice and a breakdown of the deck’s key combos, but we will continue to add much more for Highlander Hunter over time.

In light of recent events:

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Highlander Hunter is a deck built around reaping the benefits of cards that work best when your deck contains no duplicates. A midrange build focused around getting Dinotamer Brann summoning King Krush to hit your opponent’s face on turn 7, your gameplan is to contest the board early and overwhelm your opponent when the opportunity arrives.

Of course, you need a contingency plan in case you don’t draw the perfect curve, so our Highlander Hunter deck is designed to play like a traditional Midrange Hunter most of the time. It includes Zul'jin and a series of powerful Hunter spells, which will lead to significant swing turns that can win you the game on their own, as well as refill your hand with large amounts of value for a final push. You’ve got Beast and Mech synergies as well as some solid spells to sling at your foes and duplicate with the power of Zul’jin.

It’s turned out that Highlander Hunter is one of the best decks in the Saviors of Uldum meta, and with even more weapons brought about for Doom in the Tomb, from Ragnaros the Firelord to Call of the Wild, Highlander Hunter is here to stay. Our Highlander Hunter guide has the best deck list for the upcoming metagame, as well as offering strategic tips on how to pilot these beasts. Happy Hunting!

Highlander Hunter deck list and strategy

Here’s the most popular Highlander Hunter deck list at the moment. It performs brilliantly against Mage decks, but has issues dealing with fast decks like Murloc Paladin and Mech Hunter. You’ll also have to play uncomfortably fast if you’re looking to beat down Quest Paladin, as if that deck can stabilise, it’ll outvalue you easily.

1 x Shimmerfly1 x Mecharoo
1 x Springpaw1 x Upgradeable Framebot
1 x Tracking1 x Zephrys the Great
1 x Flare1 x SN1P-SN4P
1 x Headhunter’s Hatchet1 x Replicating Menace
1 x Venomizer1 x Zilliax
1 x Animal Companion1 x Emperor Thaurissan
1 x Deadly Shot1 x Siamat
1 x Desert Spear1 x Ragnaros the Firelord
1 x Kill Command
1 x Spider Bomb
1 x Ursatron
1 x Houndmaster
1 x Houndmaster Shaw
1 x Marked Shot
1 x Wing Blast
1 x Baited Arrow
1 x Savannah Highmane
1 x Dinotamer Brann
1 x Call of the Wild
1 x Zul'jin

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAR8eqAK1A4AH6weXCMUI7Qnc7gKA8wLi9QK5+AKR+wKY+wL2/QKggAObhQOghQOiigOwiwPmlgO2nAOenQP8owPkpAOmpQOEpwOftwPb0gPl0gPn0gMAAA==

More great Hunter guides:

General strategy

Your main goal is to utilise Beast and Mech synergies in order to overwhelm your opponent, with a turn seven finishing blow from Dinotamer Brann’s summoning of the mighty King Krush (along with your army of minions from previous turns).

Obviously, this is the best case scenario, and the deck contains backup options for when you don’t happen to draw such a favourable curve. Powerful plays should be easy to come by, despite the fact that your deck has no duplicates. In fact, the unpredictability of a deck like this may just throw your opponent off-guard, as they have no way of knowing what cards to expect in your hand at a given point.

Early Game: You’re a Hunter, so play out early minions as much as possible. Given the natural lack of consistency this deck has, each game will begin very differently. With this in mind, play what you can and don’t get behind on the board. You have early-game minions like Mecharoo and Shimmerfly to contest the board, and your spells can be excellent tools to react to enemy moves.

Every game will play out differently, so it’s important to adapt to early game plays your opponent makes, and ensure they don’t run away with the win.

Mid Game: This is where you start to take hold. Spells like Deadly Shot and Marked Shot keep control of the board and generate extra value to pressure your enemy, whilst the more expensive beasts in your hand can be played now. Begin hitting your opponent’s face for damage if you get the chance, and ensure you weigh up the benefits of each trade before committing.

Value is everything at this point in the game, and you don’t want to be trading big minions away for less than they’re worth. Keep pressuring your opponent, using cards like Wing Blast and Houndmaster Shaw to damage enemy minions and control the board. Your spell count should be rising by now, with Call of the Wild’s three Animal Companions giving that extra value and a decent bit of damage.

Late Game: By now you should be closing in on the kill. You’re on the hunt, and the enemy is limping. Now is a great time to slam Dinotamer Brann on the board, ruining your enemy’s hopes of coming back into the game. If the game is longer than you’d hope, you’ve always got big minions like Ragnaros the Firelord and Dinotamer Brann to force that final hit of damage.

You’ll usually have enough fuel to reach the finish line. In an emergency, you have a great deal of opportunity to extend the game, and Zul'jin's absurdly powerful battlecry will likely refill your hand, destroy the enemy board, and even add a few minions to your side if things get desperate. Siamat is another excellent endgame minion, as you can give him keywords that’ll help you out of any predicament. Finally, if you’ve saved Zephrys the Great, he’ll give you the ‘perfect’ card from the Basic or Classic set, be it direct damage, board presence, or a full clear. It’ll often be enough to see you over the finish line, especially if you have a feel for what cards Zephrys will offer you in a given situation.

Highlander Hunter Mulligan Guide

Despite the staying power of this deck, you don’t want to get overrun early on.

1. Springpaw: Two cards for one, it’s worth keeping a Springpaw in hand to establish an early board presence.

2. Shimmerfly: Can make trades in the early game and replace the value that running a Highlander deck cost you.

3. Zephrys the Great: Proactive or reactive, the card Zephrys generates can turn the tide of a game. Check out our Zephrys the Great guide for more information!

4. Mecharoo: A brilliant, sticky 1-drop, your Mecharoo can take decent trades and be the target for Magnetic minions.

Highlander Hunter tips, combos and synergies

Highlander Hunter is a simple deck to play, but keep an eye out for the following synergies and situations:

- Siamat is an amazing card to play in most situations. You’ll likely be using Rush and Divine Shield most of the time, but it’s important to keep an eye out for when something like Rush and Windfury may be better.

- Zephrys the Great can be used early to ensure you curve out properly, but it’s probably best used for that extra oomph in the late game. He’ll find lethal for you too, so if you think one of the options is a bit of an odd one, think about how you could play it for a win.

- Use your secret package wisely. Consider the potential ways you could mess with an enemy’s plans and play your secrets accordingly. For example, if you’ve got a big enemy minion staring you down, a Freezing Trap would be a great way to ruin their tempo.

- A big issue to watch out for when playing this deck is Bomb Warrior. When multiple copies of the ‘Cast When Drawn’ bombs get put into your deck, both Zephrys the Great and Dinotamer Brann's Battlecry do not trigger. Be careful and don’t suffer the duel pain of playing a 7 mana 2/4 and getting beaten down by the seemingly endless explosives.

- A lot of cards in this deck can generate value that can help significantly with keeping the enemy at bay. Cards like Hunter's Pack help mitigate the deck-building restriction by essentially drawing 3 cards for 3 mana. Hunter Secrets, Beasts and Weapons already exist in this deck, so it’s pretty likely that this spell will offer you something useful in a pinch.

- An alternative option for this deck is to remove a few cards and add in a Secret package. Feel free to get rid of Wing Blast, Baited Arrow and Venomizer if you feel like a few Secrets and Subject 9 will suit you better.

- Zul'jin is an extremely emphatic power play. Unleash the Beast's Twinspell mechanic means that Zul'jin will cast both copies, as well as re-adding a third copy to your hand due to the repeated trigger of the Twinspell. Your Secrets will be replayed too, leading to an irritating tempo loss for your opponent, and given the large number of removal spells in the deck, the enemy’s minions will probably bite the dust too.

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