Ok, I finally gave in and made a hunt deck.....
Here's a deck that uses some of the new cards. In particular,
Scavenger Scraps,
Execution Pit, and
Wildfire Crawler. These new cards play really well together, and I tried to put together a stonescar deck that essentially hunts as much as possible as quickly as possible...hence the title Turbo Hunt. It tends to finish matches pretty quickly, particularly when Wildfire hits the board. Here are just some quick notes:
- I'm not currently running a market. I feel like it's fine without one. Maybe I'll change my mind later and add one.
-
Sadistic Grimalkin is just in because I wanted an excuse to fit it into a deck. It could be traded out for another finisher. Or just take it out entirely if you want. I'm never disappointed when I draw it, but it's not mandatory for this deck.
One Eye Returned is a cheaper alternative, but I wanted to reserve all devour effects for keeping Wildfire in play and for Execution Pit.
-
Ruinous Rift is such a nice utility power card. It comes in very handy. I tend to hold it until I need it. You get plenty of power b/c of all the hunts you'll do, so you can generally afford to hold it until you want to play Ruin.
- The matches I've lost were mostly due to having a bad opening hand. For example, twice I started with nothing but power,
Rift Siphons, and
Scavenger Scraps. Ideally, you want to drop a creature that will hunt right off the bat.
Anyways, it's fun to play.....and I bet it's really annoying to play against.
I had made this really aggressive fire deck. It's terrible but the idea was to make a quick deck that wins fast so I don't have to worry about late game or what others are doing, or much thinking. It has ×4 YB Trapper, 2 or 3 Grove Craftsman, and ×1 Scavenger Scraps. Only 1 of the latter because it feels bad to draw more than 1. Especially early game like you said. Also, these cards aren't great. Only reason I put them in that deck is because fire doesn't have a lot of great 1 and 3 drops. These units feel bad to draw in that deck.
Most of the time, I'm expecting to play Grove Craftsman on turn 3 (because tempo) and watch it die immediately and easily to removal. I like a card like Olos, Elder Ranger better. Of course it's blue.
The Youngblood Trapper feels OK in my red because it's focus is to just drop your hand early and go all in aggressively. It's bad late game.
In your deck, I don't know about how it all works 🤷🏻 on paper, it looks kinda slow compared to the Expedition meta. Slow isn't always bad. Especially if you can get to big guns like Grimalkin. Just hope Aegis doesn't eat the 6 dmg.
Not only do you have scavenger Scraps, but you have Rift Siphon too. Essentially 6 2-cost relic cards that do the same thing. What's so scary about this however, is they don't really do much right away. Best case scenario is a hunt on turn 2, going into a couple more hunts from them. That's good. But at having 6, odds are you're going to have multiples when you don't want them. And worst case is more common and you already explained the pains of that.
I originally started this comment simply to mention: Furious Bandit. I've always wanted to make something like this mainly for that card. That card was made for this. But it's weird how many great 4,5 and 6 drops fire has. And fire/shadow. So find a way to add that maybe. Maybe take away a couple wildfire crawler to divide your 5 costs so you don't get stuck with 2 or something? Or not. Just my thoughts 🤔