Mulligans
General Mulligans
Mulligan hard for a two drop, potentially keeping a Bad Luck Albatross against priest (and maybe mage) and Mor'shan Watch Post against rogue. With limited board interaction abilities, the deck relies on being proactive.
If you have a Razorboar, mulligan for an appropriate deathrattle.
If you have the above, mulligan for an appropriate three drop, and then for a Raging Felscreamer. Note that Death's Head Cultist is generally not an appropriate three-drop, as it risks wasting its heal.
This deck went 38-5 climbing. 17-3 from Rank 5 to Legend. The deck is probably winning more from surprising opponents than from being a top tier deck. Let everyone know how you improve it.
Below are various tips (most/all of which you probably already know):
General Tips:
- You can play 1-3 SN1P-SN4P‘s and then get a free extra one from Razorboar by using the “echo” version of the card.
- When going second, the coin is often best spent on turn 1 versus aggro or turn 6-8 to get an early Pit Commander (or Taintheart Tormenter). It is often okay to have a single weak (or even nonexistent) turn 6-8 if the next turn will allow you to use the coin to drop a Pit Commander.
- A disproportionate number cards can be killed at 3 health, so plan accordingly when facing a potential The Lurker Below.
Card Specific Tips:
- Far Watch Post: If you have multiple two-drops, generally this will go later, so that you can contest the board and protect it. However, drop it first against Warlock, as they are generally only drawing or playing very weak minions in the early turns.
- Plated Beetle: If you are going to take damage, preferably do it to your health instead of armor, as health may be healed from Death's Head Cultist, random opponent effects, N'Zoth, God of the Deep, and N'Zoth, The Corruptor.
- Razorboar: If you don’t have a deathrattle card for this card, but it is your only early turn play, play it with confidence. If you have a deathrattle and want your opponent to put it on the board, then play this minion with hesitation. On later turns, consider not playing it (even skipping mana) if you don’t have a deathrattle. Board clears are more common later and a 3/2 dies to pretty much everything.
- Bad Luck Albatross: Get this out early against any potential Resurrect Priest or Reno deck. That may mean ignoring the an otherwise usual intermediary Razorboar. However, if facing a mage with Devolving Missiles, Razorboar is probably still the right choice.
- Death's Head Cultist: All things being equal, play this before Plated Beetle, so there is less chance of wasting healing.
- Mor'shan Watch Post: In general, kill off the summoned 2/2’s as they come, so that you have plenty of board space.
- SN1P-SN4P: See general tips. Consider N'Zoth, The Corruptor when deciding whether to make one or multiple minions with this card.
- Crossroads Watch Post: It protects against spells for most classes, but often kills your board against Priest and Warlock, as they have Hysteria.
- Raging Felscreamer: Generally play this as soon as you can, even if you have stronger opetions. Being able to put out a turn 5-7 Big Demon generally more than makes up for it.
- Taelan Fordring: Before playing, attacking with, or killing this card, consider the implications it may have on Fel Summoner and Pit Commander.
- Fel Summoner: Like Razorboar, play mind games with your opponent.
- Death Speaker Blackthorn: Order matters. Consider The Lurker Below and other cards.
- Kargal Battlescar: Unless facing a pure control deck, tempo generally matters more. If you have no stronger choices, consider playing it on turn 7 even if it is only two 5/5’s. Against control, you try to get full value out of every card.
- Illidari Inquisitor: Don’t be greedy. Sometimes it is right to play this card without getting a second attack. This card interacts reasonably well against multiple taunts that include Taelan Fordring. Attack the divine shield to kill the minion, and then attack a second taunt.
- Taintheart Tormenter:
- N'Zoth, God of the Deep: Generally don’t play it before a demon is killed, even for tempo. It is too weak otherwise.
- Pit Commander: Don’t over-extend.
- N'Zoth, The Corruptor: Like Kargal Battlescar, you don’t necessarily need to get the full value out of this card.
Deck Changing Tips:
- While this deck is technically labeled as having only 1 card draw, it has quite a bit more. In long games, Bad Luck Albatross acts as a card draw relative to your opponent. SN1P-SN4P can “draw” extra 3-drops. Death Speaker Blackthorn and the Pit Commanders do better than the draw card mechanic. Kargal Battlescar, N'Zoth, God of the Deep, and N'Zoth, The Corruptor play free minions.
- SN1P-SN4P can be swapped out for any 2-3 cost deathrattle, or even for a 5-6 drop to help smooth the curve.
- The Watch Post package is about being proactive. It can be swapped out for a different proactive package or a reactive card package (i.e. Rush and/or battlecries).
- N'Zoth, The Corruptor is not essential. In fact, it would make drawing the Pit Commander more reliable. It can be replaced with anything strong (preferably costing no more than 8).
- The deck specifically lacks any spells, so as to make Counterspell, Netherwind Portal, Dirty Tricks, and Oh My Yogg! mostly useless. This eliminates the opponent’s ability to even play a second version of the same card, as even playing a secret can give benefits.
Fun Fact:
Since most people assume Demon Hunters are aggro or combo, I got a Pit Commander out by turn 5 not once, but twice, as people played Dirty Rat and Deathlord.
Tempest (I call it that since it relies on Tempo quite a bit and is a storm of three different deck types all swirling together) wins by surprising people in quite a few ways. Play into that. Against control, don’t reveal that you have so many late game threats, so they waste their removal. Against aggro, consider not immediately letting them know you have so much healing/armor/taunts, so they go face instead of using efficient trades.