Midrange Hunter focuses on strong trades and Beast synergy to get more tempo value out of its plays from as early as turn three or four until a hopefully game-ending play like sticking a Savannah Highmane or unleashing a Call of the Wild. It achieves this with strong removal like Deadly Shot or Kill Command, as well as the value of buffing a Beast with a Houndmaster

While its heyday was back in the pre-Standard days with Haunted Creeper and Mad Scientist, One Night In Karazhan has been enough to push it back to relevancy in Standard as well.

General Strategy

  • Midrange Hunter channels the class’ aggressiveness into a midgame package. Cheap, sticky minions are what keeps it alive in the early game.
  • Balance usage of your resources for removal and damage. Direct damage can quickly close out the game or secure the board for your minions to do work.

Counter Strategies

  • Aggro decks will keep you on the back foot and continually push damage while you need to waste damage keeping them down.
  • Control decks will mostly hope you have a slow start while they pile on the pressure. Since you usually win longer games, they’ll likely try to push you to waste your resources on things other than their face.

Wild vs. Standard

In Wild, Midrange Hunter is much more minion heavy and slower as a result. All those beefy minions from 4-Cost and higher are really hard to stop once you get rolling.

Standard has fewer tools so it needs more spells like Deadly Shot since it can't afford to trade quite as much.

Playstyle, Tips, and Notes

With disposable early minions, Eaglehorn Bow, and cheap removal spells, you want to make sure you can protect your more mid-game oriented minions.

Don’t be afraid to spend your Quick Shots on the opponent’s board. They’re pretty disposable and the draw effect is really only a factor in long games. Kill Command on the other than can be a pretty huge deal, so try not to waste them, especially if you aren’t using them with a Beast on the field.

Mulligans

Obviously, we want to curve well here. Fiery Bat is your only 1-Cost minion that you actually want to draw, so having that is always great. And while Huge Toad is great against things like Zoolock, King's Elekk can give you valuable information as to what your opponent is playing – plus it has the added bonus of potentially providing a minion to play on a later turn.

Tech/Replacement Cards

There are a variety of cards that also can fit in a Midrange Hunter decklist. If you run more secrets like Explosive Trap, some players have been trying Cloaked Huntress as a way to cheat them out.

These other options just give your deck some more solid minions if you find certain aspects of it lacking:

Matchups

Positive Neutral Negative
Tempo Mage C'Thun Druid Freeze Mage
Renolock Token Druid Aggro Shaman
Control Warrior Midrange Shaman Hybrid Hunter
C'Thun Warrior Beast Druid Zoolock
Tempo Warrior Dragon Warrior  
Control Paladin Miracle Rogue  
Control Priest    
Anyfin Paladin    

 

Frequently Asked Questions (FAQ)

What if I have nothing to play but Houndmaster?

You really need to give consideration to playing Houndmaster when you have no other options in your hand, even if there are no Beasts on the field for it to buff. The amount of tempo you lose from simply hero powering and maybe casting a spell is pretty great. We'd recommend playing a 2-Cost minion and Steady Shot rather than just playing the four drop if you can, but it does somewhat depend on the matchup you're in. Otherwise, play the Houndmaster - a 4/3 body is better than nothing.​