Our Midrange Hunter deck list guide features the best Rise of Shadows deck list for Hearthstone (April 2019). Our Midrange Hunter guide also contains Mulligan advice, card combos and strategy tips.
Midrange Hunter is a Hearthstone deck that's been a popular choice in the game since time immemorial. Not only can it take a controlling position against more aggressive opponents, but it can also 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.
The latest version of Midrange Hunter includes a handful of new cards from the Rise of Shadows set that slot into the list with ease by building upon the natural Beast synergies within the deck to great effect. Do have a browse below at some of our in-depth strategy advice, as some pointers on how to Mulligan correctly in a fresh 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.
Midrange Hunter deck list and strategy
This is the version of Midrange Hunter currently seeing the majority of play in Hearthstone:
|2 x Springpaw||2 x Dire Wolf Alpha|
|2 x Timber Wolf||2 x Hench-Clan Hogsteed|
|1 x Tracking|
|2 x Shimmerfly|
|2 x Headhunter's Hatchet|
|2 x Scavenging Hyena|
|2 x Unleash the Hounds|
|2 x Kill Command|
|2 x Animal Companion|
|2 x Master's Call|
|2 x Dire Frenzy|
|1 x Tundra Rhino|
|2 x Unleash the Beast|
|1 x Savannah Highmane|
|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: AAECAR8EuwWXCO0Jm4UDDagCtQPeBNkH2wmBCsn4AqCFA6SIA7CLA/mWA56dA8edAwA=
- 1. Tier List - Hearthstone: Tier List (Rise of Shadows)
- 2. Spell Hunter - Spell Hunter deck list guide (Rise of Shadows)
- 3. Mech Hunter - Mech Hunter deck list guide (Rise of Shadows)
- 4. Beast Hunter - Beast Hunter deck list guide (Rise of Shadows)
- 5. Midrange Hunter - Midrange Hunter deck list guide (Rise of Shadows)
- 6. Best Decks - Best Rise of Shadows decks
- 7. Budget Decks - Budget Rise of Shadows decks
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. Many of these will generate additional cards in your hand so your can keep the pressure on at every turn or find something to fill the gaps in your Mana. Headhunter's Hatchet is an excellent removal tool against enemy minions so try to play it when you have a Beast on the board to get that extra point of Durability.
Mid game: Continue applying the pressure with strong on-curve plays. With a board established you can go directly to the face against an unthreatening board to see about a quick win. Weave in your hero power if you have any spare mana to do so.
If you’re falling behind and have to take some trades, you can always refill your hand with Master's Call to draw three Beasts, or Unleash the Beast can usually take out at least one of your opponent’s minions and survive. If you have a particularly good target for it, now is the time to play Dire Frenzy on one of your best Beasts.
Late game: Savannah Highmane is a huge late game threat that requires some careful removal for your opponent to deal with it fully. What you’re really looking for, though, is a way to finally burst your foe down with Kill Command or some Beasts with Charge. Zul'jin is also in the deck as a throw of the dice to seal the win as the value from replaying all your spells can be huge.
Some advice on how to deal with aggro opponents:
- 1. Play control in the early game using weapons and Rush minions to keep their side of the board empty.
- 2. Once they’re on the backfoot you can become the aggressor, ignoring their minions and going directly for their life total.
- 3. If you can set up a big play with Scavenging Hyena and Unleash the Hounds to counter their wide board you’ll be left with a giant minion that they may struggle to deal with easily.
- 4. Try to save Kill Command for some final burst damage, but you can use it to clear a minion if you’re desperate.
What to keep in mind when up against control decks:
- 1. Play more aggressively from the start and look for opportunities for extra damage with your hero power wherever you can.
- 2. If they’re missing the hard removal to deal with some of your late game cards then you can push through more damage and go for the win.
- 3. Save together all your burst damage for a single turn rather than chipping away at them every so often. Control decks can often heal or generate Armor to negate all your work and it’s best left to surprise them with all in one go.
- 4. As the deck features no hard removal you’ll have to find ways to punch through big minions or hope you get lucky with a random spell generation effect.
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:
- 1. Shimmerfly: A very basic one-drop, but it comes with the added bonus of granting you a random Hunter spell.
- 2. Springpaw: Another straightforward early game minion that also refills your hand so you can keep the pressure up on the next turn.
- 3. Hench-Clan Hogsteed: The Rush effect means you can respond to your opponent’s early drops quicker while still leaving something on the board after it dies.
- 4. Animal Companion: Perfectly solid minion generator, though you have to roll the dice a bit to hope you get the ideal result.
- 5. Headhunter's Hatchet: There’s a good chance you’ll have a Beast on the board when this is played to gain the extra durability, and it’s perfect for attacking early game minions.
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.
- 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.
- Try to play Headhunter's Hatchet after you already have a beast on the board as it’ll gain 1 extra Durability.
- If you equip Headhunter's Hatchet while you have a Beast on the board it’ll gain one extra Durability, making it an extremely valuable weapon in the early game.
- 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.
- Master's Call offers some serious card draw to Midrange Hunter. As all of the minions you run in the deck are Beasts, that means you’ll always add three cards to your hand for just three Mana.
- Most opponents will look to kill Tundra Rhino as soon as it comes into play as giving your Beast minions Charge can be massive. Remember, the Charge effect also applies to Tundra Rhino too!
- When you play Zul'jin he’ll cast every spell you’ve used throughout the match once again, including the likes of Kill Command and Unleash the Beast. It can make for a ridiculously powerful turn but be warned as the targets are completely random and you could end up hurting yourself more.
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:
- Shimmerfly: A nice minion to get you on the board early that also comes with the benefit of generating a bonus Hunter spell for you.
- Dire Wolf Alpha: Can buff the Attack power of some of your weaker early game minions so that they trade up into your opponent’s drops.
- Headhunter's Hatchet: An excellent weapon in this deck that steals the spot usually reserved for Eaglehorn Bow due to all the Beast synergy.
- Scavenging Hyena: With all the Beast minions you run in the deck there’s a good chance you can make this into a rather giant threat in the right board state.
- 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.
- Master's Call: Gives the deck a powerful way to stay in the game if you’re running low on resources by drawing three more Beast creatures.
- 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.
- Dire Frenzy: Target your best Beast minions with this so you have some more late game reach to dig for in your deck.
- Unleash the Beast: Generates a big minion for you and because it's a Twinspell you can do it again the very next turn.
- Savannah Highmane: Your big late game card. It’s especially difficult to remove because of the Deathrattle effect.
- Zul'jin: Represents some truly bonkers value, even if the random targeting makes this axe-thrower a little risky.