- 1 Heroes
- 2 Background
- 3 Hero Power
- 4 Strategy and gameplay
- 5 Counters
- 6 Spells
- 7 Minions
- 8 Weapons
- 9 Madness at the Darkmoon Faire
- 10 Leveling rewards
- 11 Trivia
- 12 Patch changes
- 13 References
Heroes[edit | edit source]
Background[edit | edit source]
- Main article: Hunter
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksmen drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.
The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.
Hero Power[edit | edit source]
Steady Shot is the hunter's Hero Power, dealing 2 damage direct to the enemy hero. Steady Shot is a very direct and straightforward Hero Power - unlike many other Hero Powers, it does not offer special synergies or boast a range of possible uses, but what it lacks in strategic complexity it makes up for in sheer effectiveness. Without Health or Armor-granting effects, Steady Shot can single-handedly destroy the opponent and win the game in just 15 turns if used every turn. This allows the hunter to rely upon Steady Shot's damage to make steady progress toward victory, regardless of the state of the board. Steady Shot works well with an aggressive approach to build pressure on the opponent.
While it is very effective for bypassing enemy minions, note that the hunter cannot use Steady Shot on any other target, but can only deal damage to the enemy hero. The exceptions are Steamwheedle Sniper (Wilds) and Dwarven Sharpshooter, which can be used to expand Steady Shot's functionality, granting it the ability to target any character, and opening up a range of strategic possibilities.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
Many hunter decks revolve around the use of Beast minions while maintaining board control. Many hunter-only cards benefit from having other Beasts in play or in your hand or deck, such as Timber Wolf, Tundra Rhino, Houndmaster or Master's Call. Certain cards with strong Beast synergy tend to become high priority targets for your enemies; Starving Buzzard for example lets you draw a card every time another Beast is summoned, while Scavenging Hyena gains +2/+1 for every friendly beast that dies while it is in play.
Hunters are strong at aggression, being able to utilize early game minions like Springpaw and Alleycat and follow it up strongly with cards like Headhunter's Hatchet or Crackling Razormaw. They have access to low-cost direct damage spells like Kill Command and Quick Shot for burst damage, while their Hero Power, Steady Shot outputs consistent damage directly at the enemy hero. A deck on the extreme side of aggression is the "Face Hunter", using nothing but cheap, direct damage minions like Leper Gnome and Wolfrider to inflict as much damage as quickly as possible. Face Hunter sacrifices longevity for immediate damage, aiming to defeat the opponent before they are able to mount a defence.
Hunter decks can also be strong midrange, tempo decks which involve strong board control while playing and buffing Beasts, with cards like Savannah Highmane, Freezing Trap, and Houndmaster Shaw. Many hunter decks revolve around Secrets, of which hunters have a strong range. Hunter Secrets especially tend to affect the board, with cards like Explosive Trap, Snake Trap and Misdirection giving any opponent reason to hesitate before sending a minion to attack. Eaglehorn Bow is a staple hunter card for use with Secrets.
While Hunters are best known for their minion quality, they are no slouch when it comes to spells. Cards like Deadly Shot and Marked Shot are formidable forms of removal, Unleash the Beast and Lesser Emerald Spellstone summon hefty token minions, and some spells like Flanking Strike and Baited Arrow even do both. Cards like Vereesa Windrunner and Zul'jin reward spell-heavy decks by upping their value tremendously. They can even run a deck with no minions, using Rhok'delar and To My Side! for extreme value generation.
Counters[edit | edit source]
Hunters are very synergistic in that they require Beasts on the board to make full use of their cards such as Kill Command and Houndmaster, so maintaining board control and killing Beasts as soon as possible will cripple a hunter. Early removal of Scavenging Hyena especially is essential, but ideally make sure never to leave a Beast on the hunter's board. Hunters can have surprising burst damage with Unleash the Hounds, King Krush, or hidden Kill Command cards in their hand so try to keep your Health high or keep strong Taunt minions on the board for as long as possible.
Secrets[edit | edit source]
Hunters have moderately strong Secrets that can wreak havoc if not properly accounted for. Proper counter-strategy requires knowledge of the popular Secrets in the current meta, and ideally your opponent's deck, but when in doubt, the following precautions can help avoid the worst of their effects.
- Attack the hero directly with a low cost or unimportant minion, or a minion played primarily for its Battlecry, in case of Freezing Trap.
- Attack the hero directly before summoning any more minions to avoid unnecessary damage from Explosive Trap. Buffing your minions to increase their Health to 3 or above can also be useful to prevent their deaths.
- Make sure to use removal on cards that have synergy with beasts such as Starving Buzzard before attacking a minion in case of Snake Trap. Removal of the snakes with Area of Effect spells may become a priority if the hunter has synergistic cards in their hand like Scavenging Hyena.
- Play a weak minion or a minion where taking 4 damage is acceptable in case of Snipe.
- Attack with a weak minion first to minimize damage done by Misdirection. Buff the Health of the minion that you are not attacking with beforehand if it will prevent its death if the weak minion attacks it.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Deal 2 damage. Magi conjured arcane arrows to sell to hunters, until hunters learned just enough magic to do it themselves. The resulting loss of jobs sent Stormwind into a minor recession.
Look at the top 3 cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck!
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
Give a minion +1/+1. Summon a 1/1 Cub. Add a Cub to your hand. Some cards are strong by sheer power; others draw strength from love.
Discover a Deathrattle minion. Your next one costs (1) less. A good read but a little too much fluff.
Deal 1 damage. Pew! Pew!
Deal 3 damage to a minion. If you're holding a Dragon, it also hits the enemy hero. It's a breath of fresh terror!
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
Secret: When an enemy minion attacks, return it to its owner's hand and it costs (2) more. "Dang, that's cold." - appropriate response to Freezing Trap, or a mean joke.
Give a Beast +2/+2. *Sniff, sniff* Elite troops... *sniff, sniff* ...armed to the teeth and... *sniff, sniff* ...BAAACON!
Secret: After your opponent casts a spell, destroy a random enemy minion. The appropriate dishware for stressful situations.
Draw a Beast.
Give it +2/+2. "A beast, barely alive. Gentlemen, we can rebuild it! Make it stronger, faster... spikier."
Secret: After your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm.
Destroy a random enemy minion. Our ballista operator is effective, but not picky.
Add a random Hunter Beast, Secret, and weapon to your hand. Oh look! It's a trap!
|Unleash the Hounds||Common||Hunter||3|
For each enemy minion, summon a 1/1 Hound with Charge. You must read the name of this card out loud each time you play it.
Deal 4 damage to a minion.
Discover a spell. Obviously it's marked for greatness.
|Clear the Way||Rare||Hunter||1|
Sidequest: Summon 3 Rush minions.
Reward: Summon a 4/4 Gryphon with Rush. The terrifying part is the gryphons' squeaky voices afterward.
Summon a random Demon Companion. Owning a pet can be real hell at times.
Deal 2 damage to a minion. Deal one more damage for each Beast you control. Scholomance student Brewfest prank gone terribly, terribly awry.
All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but it's also great for parties!
Secret: When a character attacks your hero, instead he attacks another random character. Sometimes it's as simple as putting on a fake mustache and pointing at someone else.
Secret: When a friendly minion is attacked, summon a 3/3 copy. "Just you wait, I’ll go get on my main!"
Deal 3 damage. Give a random Beast in your hand +3/+3. Make your foe's armor your fauna's fashion!
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
Copy all Beasts in your hand. Not sure I'd call it a good party if everyone ends up beside themselves.
|Swarm of Locusts||Rare||Hunter||6|
Summon seven 1/1 Locusts with Rush. Good things never come in swarms.
|Unleash the Beast||Rare||Hunter||6|
Summon a 5/5 Wyvern with Rush. The Kirin Tor has always been lax in enforcing leash laws.
Give a friendly Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance.
Sidequest: Use your Hero Power three times. Reward: Summon three 1/1 Leper Gnomes. In the event of a sudden loss of cabin pressure, a slingshot will be deployed for convenient evacuation.
Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes?
Discover a friendly Deathrattle minion that died this game. Also trigger its Deathrattle. Beware the night of the living pets!
Summon two Beasts that cost (5) or less from your deck. Give them Rush. The guidelines specifically state: "Students may also bring an ironbeak owl OR an alleycat OR a toad." They never said how big.
Summon four 3/5 Clefthoofs that attack random enemies. Come on and slam, and welcome to Nagrand!
|Unseal the Vault||Legendary||Hunter||1|
Quest: Summon 20 minions.
Reward: Pharaoh's Warmask. "Huh... That's a nice card back."
|Showing all 38 cards|
The following spells are generated by other hunter cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
Deal 1 damage.
Give a Beast +2/+2.
|Unleash the Beast||Rare||Hunter||6|
Summon a 5/5 Wyvern with Rush.
|Showing all 3 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Your Hero Power can target minions. Scissors, knives, needles, you name it! He'll shoot it.
Deathrattle: Give a random Beast in your hand +1/+1. Beasts love Helbacon Strips!
Battlecry: Summon a copy of this. Scholomance student Brewfest prank gone awry.
Dormant for 2 turns. When this awakens, attack a random enemy. It doesn't care who woke it up, someone's getting bitten.
Whenever a friendly Beast dies, gain +2/+1. Hyenas prefer the bones of kodos or windserpents, but they'll eat pretty much anything. Even Brussels sprouts.
Poisonous Battlecry: Discover a Dragon. "We're letting the poisonous dude carry the bags?"
Deathrattle: Draw a Mech from your deck. It's been programmed to include all the bear necessities.
Whenever a friendly minion dies while this is in your hand, gain +1/+1. "Red Blood, it gives you wings."
Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card.
After you use your Hero Power, cast a Secret from your deck. It's not just a phase! I don't have to tell you anything! GAWSH!
Deathrattle: Summon a 4/4 Hapless Handler. This is why Scholomance engineering students prefer C++.
After a friendly Mech dies, add a random Mech to your hand. Invention is the mother of entropy.
Battlecry: Draw a Rush minion from your deck. Warning: May cause carousel flashbacks.
Battlecry: Copy a random Beast in your hand. She gets to decide what cards go to the Hall of Fame.
Battlecry: If you control a Secret, summon two 2/2 Hyenas. Everything the sun touches is ours—so long as it's already dead.
Rush. Battlecry: Choose a friendly minion. Gain a copy of its Deathrattle. Never underestimate a lioness when her pride is on the line.
Battlecry: If you're holding a Dragon, destroy a random enemy minion. Clean your room, or I'm taking your favorite minion away!
Deathrattle: Summon a random 3-Cost Beast. Really goes the extra mile to get the Hay+.
Deathrattle: Summon two 2/2 Hyenas. In the jungle, the mighty jungle, the lion gets slowly consumed by hyenas.
Deathrattle: Deal this minion's Attack damage randomly split among all enemies. Pokey-man. Gotta spike 'em all!
Whenever you play a 1-Cost minion, draw a spell from your deck. Stop trying to make fletch happen. It's not going to happen.
Spellburst: Destroy a random enemy minion. My friend went krolusk tipping once… once!
Battlecry: Reduce the Cost of a random Beast in your hand by (5). Isn't that nice? The spider made the explorer a sleeping bag!
Battlecry: Summon a minion from your opponent's hand. Attack it. Tame Bloodstingers would politely invite your minion to tea.
|Ace Hunter Kreen||Legendary||General||3||2||4|
Your other characters are Immune while attacking. This grandmaster marksman loves winning tournaments and eating a bit of ice cream.
Your spells are Poisonous. "Don’t worry, this will be over in a second. It might FEEL like an eternity, but I assure you, it’s quite quick!"
Choose One - Give Beasts in your deck +1/+1; or Transform into a copy of a friendly Beast. She holds both an academic post and a scratching post.
|Zixor, Apex Predator||Legendary||Beast||Hunter||3||2||4|
Deathrattle: Shuffle 'Zixor Prime' into your deck. A living terror. Teleports at will. Feasts on tainted helboar meat. No head scritches unless you're Leoroxx.
After you use your Hero Power, deal 5 damage to a random enemy. *Thunk* "That wasn’t a dragon!" *Thunk* "THAT wasn’t a dragon!"
Deathrattle: Summon a Mech from your hand and trigger its Deathrattle. Reduce, reuse, re-rattle!
Battlecry: Change the Health of all enemy minions to 1. As an empty nester, she just misses her little ones.
Battlecry: If your deck has no duplicates, summon King Krush. Brann's new dino-taming hobby is going well—his pet can already make him sit, stand, and roll over!
Battlecry: Equip Thori'dal, the Stars' Fury. Good things come in threes: Windrunner sisters and arrows of Thori'dal.
Battlecry: Summon 3 Beasts from your hand. Father of Rexxar, Champion of the Horde, and Flexxar, Champion of the Gym.
Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
|Showing all 39 cards|
Uncollectible[edit | edit source]
The following minions are generated by other hunter cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Your other minions have +1 Attack.
Battlecry: Summon 3 copies of this minion.
Your other minions have +1 Attack.
|Showing all 17 cards|
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Thori'dal, the Stars' Fury||None||Hunter||3||2||3|
After your hero attacks, gain Spell Damage +2 this turn.
After your hero attacks, summon a 1/1 Locust with Rush. Goes on the right, next to the desert spoon.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
After your Hero attacks a minion, your minions attack it too. You could have just pointed.
Doesn't lose Durability while you control a Dragon. It brings the storm before the calm.
Your hero is Immune while attacking. The longbow allows shots to be fired from farther away and is useful for firing on particularly odorous targets.
|Showing all 6 cards|
Madness at the Darkmoon Faire
The below cards are planned for release with Madness at the Darkmoon Faire, coming November 17, 2020.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Discover a Secret. Yeah, but the mystery prize could be anything! Even a boat!
Corrupt: Gain Poisonous. Snakes are just tentacles with fangs.
|Open the Cages||Common||Spell||Hunter||2|
Secret: When your turn starts, if you control two minions, summon an Animal Companion. "Coming out of my cage, and I'm dead by turn nine..."
Summon a 3/3 Strider. Repeat for each Secret you control. Welcome to the petting zoo. DO NOT TOUCH THE ANIMALS.
Rush. After this attacks and kills a minion, excess damage hits the enemy hero. "Whew. I thought you said 'Trampoline Rhino.' Now that would have been scary."
Deathrattle: Fire four missiles at random enemies that deal 2 damage each. "Ready to roll out!"
|Don't Feed the Animals||Epic||Spell||Hunter||2|
Give all Beasts in your hand +1/+1.
Corrupt: Give them +2/+2 instead. They're still cleaning up the mess from the last time someone fed the basilisk a deep fried candybar.
|Jewel of N'Zoth||Epic||Spell||Hunter||8|
Summon three friendly Deathrattle minions that died this game. This coveted gem calls for you to free it… and unleash an inescapable prison.
After your hero attacks, Discover a Secret and cast it. This rifle needs a muzzle for its muzzle.
Battlecry: Summon a minion from your deck. It attacks the enemy hero, then dies. Believe it or not, this is only the faire's fourth most dangerous game.
|Showing all 10 cards|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All hunters start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.
Trivia[edit | edit source]
- Hemet Nesingwary was the original hunter hero in the game's pre-alpha. Rexxar was eventually chosen for the role in part due to his strong connection with Beasts, which the developers wanted to focus on.
- Hunter was the game's original starting class. This was changed to mage because the developers wanted to use a non-weapon class, presumably to reduce complexity.
Patch changes[edit | edit source]
References[edit | edit source]