Standard reference & strategy
Class guides
Class guides

Hunter

Use minions, Beasts, and traps to build damage over several turns.

What the class does

Hunter often uses minions and Beast effects to pressure the enemy hero. Its starting Hero Power turns spare mana into damage. Secrets can get in the way of the enemy's plans.

Pressure helps in another way too. The enemy may have to answer your board instead of setting up their own cards.

Count damage over time

A minion that stays alive can attack again next turn. Saving it may deal more total damage than one hit to the hero now. But an unneeded trade can give the enemy time to recover.

A Secret is best when its trigger disrupts an important play. Do not judge it only by the mana you spent.

Choices to think about

Work out when each player could win. Count minion damage and known damage in hand. Include healing and Armor that could slow the race.

Before using a minion, check whether another card needs it to stay alive. Before using your Hero Power, ask if playing a minion would deal more damage over the turns you have left.

Strengths and weak spots

Hunter can make a small early lead dangerous. The hard part is keeping up the pressure after a clear. Sometimes defending for one turn gives you a faster win later.

See Deck Types for general game plans such as aggro, control, and combo.

Sources & editorial notes

The linked class guides explain the main rules and older class themes. This wiki supplies the play examples. For exact card details, use current card text and patch notes.