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Midrange Hunter deck list guide - The Witchwood - Hearthstone (May 2018)

Our guide to playing the Witchwood Midrange Hunter in Season 50.

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About John Bedford

John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Midrange Hunter deck list guide features the best deck list for The Witchwood (May 2018). Our Midrange Hunter guide also contains Mulligan advice, card combos and strategy tips.

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 Witchwood deck guides, we'll walk you through the basics of playing the very latest version of Midrange Hunter, provide you with some in-depth 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, before highlighting the core cards along with substitute advice.

UPDATE - 3RD MAY 2018 - THE WITCHWOOD

Midrange Hunter is not the most powerful deck seeing play in Hearthstone right now, although it still has a reasonably respectable winrate and is probably the Hero's strongest option right now. There are no changes to the established deck list in this latest update, but do make sure you're using the latest version in-game!

Thanks to James Pickard for the additional reporting included in this latest version of the article.

Midrange Hunter deck list and strategy

Here's the most popular version of Midrange Hunter that's being played in the Witchwood meta. We'll keep tracking this one for changes over time, so check back soon for another update.

HunterNeutral
2 x Candleshot2 x Dire Mole
2 x Hunter's Mark1 x Bonemare
2 x Jeweled Macaw
2 x Crackling Razormaw
2 x Scavenging Hyena
2 x Animal Companion
2 x Eaglehorn Bow
2 x Kill Command
2 x Unleash the Hounds
2 x Dire Frenzy
2 x Houndmaster
2 x Wing Blast
1 x Tundra Rhino
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: AAECAR8CuwWmzgIOjQGoArUD6wfbCe0JgQr+DInDAo7DAuHjAovlAtzuAsn4AgA=

General strategy

Taking advantage of beast synergy, weapons and minion buffs the Midrange Hunter aims to steadily build pressure over the game with a well-curved deck full of value-oriented cards. You should be able to find a strong play on each turn to build a powerful board, whittle down your opponent over time and finish them off with big late game minions or burst damage from Kill Command.

Early game: Play out your early game minions and take efficient trades where possible. Cards such as Crackling Razormaw can get extra value out of your early game beasts with some fortunate Adapt buffs, while Candleshot and Eaglehorn Bow can be used to take out enemy minions. If you can start to grow a Scavenging Hyena at this stage you can get your opponent on the backfoot very early.

Mid game: Continue applying the pressure with strong on-curve plays. With a board established you can buff your beasts further with Houndmaster and Dire Frenzy for more advantageous trades or go directly to face against an unthreatening board. Weave in your hero power if you have any spare mana.

If you’re falling behind, catch up cards such as Unleash the Hounds can do some work to help you stabilise. New Witchwood card, Wing Blast, is also very strong if you can play it for one mana and creates room for a big tempo play to swing the game back in your favour or press your advantage further.

Late game: Savannah Highmane on turn six is always a difficult card for your opponent to deal with – even if they’re holding hard removal. Anything you buff with Bonemare is going to be substantially more difficult for them to respond to as well. Even if they put a taunt in the way you have Hunter’s Mark to bat it away with ease. If you play Tundra Rhino and it survives for at least one turn you can take your opponent out very quickly with a charging pack of beasts.

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Aggro Opponents

Some advice on how to deal with aggro opponents:

  • Play control in the early game using weapons and Unleash the Hounds to keep their side of the board empty.
  • If you can set up any sort of taunt minion with Houndmaster you can slow them down significantly.
  • Once they’re on the backfoot you can become the aggressor, ignoring their minions and going directly for their life total.
  • Adapt effects you’ll want to look for off Crackling Razormaw include: Crackling Shield, Living Spores, Massive and Rocky Carapace.
  • If you make it to the Savannah Highmane turn with most of your health intact you’re in full control from there.

Control opponents

What to keep in mind when up against control decks:

  • Play more aggressively from the start and look for opportunities for extra damage with your hero power wherever you can.
  • Hunter’s Mark and Candleshot is an excellent combo if they get any large threats out surprisingly early.
  • You’ll want to look for a few different Adapt effects off Crackling Razormaw, such as Crackling Shield, Flaming Claws, Living Spores, Liquid Membrane and Volcanic Might.
  • Dire Frenzy is not only a strong buff but it can also give you a bit of extra late game reach should you need it.
  • Wing Blast can be used as a huge tempo swing and put you in a dominating position.

More great Hunter guides:

Midrange Hunter Mulligan guide

With a range of cheap minions, weapons and spells, here’s what you should be hunting for in your opening hand:

  • Dire Mole: Excellent high health one drop that can trade and survive or be adapted later on.
  • Jeweled Macaw: Weak to one damage hero powers but it gets you an extra beast and can be adapted if it manages to survive.
  • Crackling Razormaw: The perfect follow up to your one-drop minions as it can help them trade up against stronger cards.
  • Candleshot: Can finish off low health minions while protecting you from taking damage.
  • Scavenging Hyena: Fine as a two-mana 2/2 but if even one of your beasts die it instantly gains extra value.

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.

- Hunter's Mark is great for bringing a big enemy minion down to size and then killing it using any of your minor minions - including the token dogs spawned by Unleash the Hounds.

- Scavenging Hyena gains an extra +2 / +1 of stats whenever a friendly Beast minion dies. You can boost this character up quite quickly using Unleash the Hounds, for example.

- Kill Command only does three points of damage as standard, but if you've got a Beast out in play that damage value increases to five.

- New card Dire Frenzy grants a friendly Beast +3 / +3 stats, and then shuffles three copies of that card into your deck - amazing value!

- 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.

- Ordinarily, Wing Blast costs four Mana to play. If any minion dies though, the cost is reduced to one Mana.

- Once Tundra Rhino is out in play, and subsequently summoned Beast minions will be able to Attack straight away when put out onto the board.

- Target a friendly minion with Bonemare and it'll gain +4 / +4 of stats, as well as the Taunt ability to help protect 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:

Adapt NameEffect
Crackling ShieldDivine Shield
Flaming Claws+3 Attack
Liquid MembraneCan't be targeted by spells or Hero Powers
Lightning SpeedWindfury
Living SporesDeathrattle: Summon two 1/1 Plants
MassiveTaunt
Poison SpitPoisonous
Rocky Carapace+3 Health
Shrouding MistStealth until your next turn
Volcanic Might+1 / +1 stats

Midrange Hunter card choices and substitutions

Midrange Hunter is actually a very cheap deck to run so you shouldn’t have any problems with missing cards in this list. Nevertheless, here are a few of the most important ones:

  • Candleshot: A strong early game weapon for keeping aggro decks under control.
  • Dire Mole: Three health means it should stick around for a couple of turns and you can Adapt it with Crackling Razormaw on turn two.
  • Hunter’s Mark: Your only proper removal in the deck for big minions so it’s important you run two.
  • Crackling Razormaw: With a well-timed Adapt you can gain a huge advantage over your opponent.
  • Animal Companion: Misha, Leokk and Huffer are all useful in different situations. It’s not a disaster if you don’t get the one you need, but when you do it’s glorious.
  • Eaglehorn Bow: Midrange Hunter runs no secrets so you’re using this for clearing minions. You can go face with a swing or two if you need to play aggressively.
  • Kill Command: A big burst finisher and with the way this deck is stacked with beast minions you should always have a way to activate it.
  • Unleash the Hounds: A vital catch up card against aggro, but can also be used in desperation along with Hunter’s Mark to serve as removal.
  • Dire Frenzy: A solid buff that also refills your deck with some powerful extra minions.
  • Houndmaster: Perfect in both aggro and control matchups for the taunt buff and extra stats.
  • Savannah Highmane: Your big late game card. It’s especially difficult to remove because of the Deathrattle effect.

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