I think it’s about time this playerbase evolves.
Step 1: Mulligan
Make sure your deck has early game minions and early game removal (1-3 mana cost).
Basically, if your deck doesn’t have it, it’s not viable and you should not be playing it anyway. You need 4 to 6 1-mana cost cards, and you need in total 20 1-3 cost cards, be it minions, draws or removal spells. That’s the current meta. Every class has enough of those:
- Druid has 3 mana swipe and a lot of 1-2 mana cost minions
- Warlock has defile, crescendo and a lot of 1-2 mana cost minons
- Rogue is a scam class which has access to absolutely anything she wants, so make sure you’re running her excavate package to get anything you want whenever you need
- Shaman has so much removal it’s disgusting - lightning storm is AoE for 3 mana, not sure if any lower cost removals are worth running, but basically shaman has totems and 1-2 cost minions which are fine enough to survive until you can play his gift + storm (4 mana) or just storm (3 mana)
- DK has threads and 3 mana summon 4 rush minions, or if you’re a plague DK, you have the 4 mana 4/3 aoe minion or 3 mana finale aoe minion
- Mage has heatwave and early drops
- Warrior has anything you want and then some
- Paladin has prismatic beam and strong early drops
- Priest only has strong early drops
- Don’t play demon hunter at all
- Hunter is a mirror, so there’s no skill involved here.
Against hunter, you hard mulligan for strong 1 drops, 2 drops and if you get a 1-3 mana cost removal, you keep it, to remove his tokens and/or to counter Rampage.
The goal is to get on the board early and take value trades. Now, what are value trades?
Step 2: Value trades
Value trade is when you use your minions to trade into their minions with a goal of going 2 for 1, which means the goal is that your minion survives so you can run it into another one next turn, even if it means you take 1-2 extra dmg face on your opponent’s next turn.
This is a crucial mechanic in this game. Knowing when to value trade and when to just push for tempo and go face is the literal only skill which differentiates a legend from non-legend player. Hunter is a good deck to practise that against and see how important and strong that mechanic is.
So practise value trading.
Step 3: Maintain board control
The goal here is to keep removing his token minions so he can’t saddle up more than 2 of them. If you do that successfully, you have around 80% chance of winning the game.
And now you just repeat step 2 until your hand or board threatens lethal. At that point, unless you’re low on health (hunter can do at max 13 dmg to your face with no minions on board, and that’s with kill command + HP + buffed huffer + 1 banana), you can push for tempo and finish the game, knowing he has no cards to swing the board in his favor anymore.
Congratulations, you beat hunter. Was that so hard?