The basic idea with this deck is to put in all the tech cards that help you get early game board control. Hunter has not chance to comeback if they have lose the board, so taking and keeping board control early on is key. The crabs help with pirates and murlocs (less common, but a 1/2 beast is fine on turn one for hunter). And then all the other early game cards are designed to help with trades, dire wolf alpha and razormaw in particular. But the bow, unleash, and houndmaster all help with keeping the board as well. If you manage to take the board as hunter you usually just win. And the big late game threats of highmane and bonemare will usually put you within steady shot lethal.