Stiltstepper Quest Demon Hunter

Class: Demon Hunter - Format: gryphon - Type: combo - Season: season-93 - Style: ladder

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Mulligans

This deck is not for the faint of heart.. but it is for people who want to play something new. Games are often won or lost by playing or not playing the right or wrong card, but I’m having a very solid winrate against all the typical meta decks while climbing back up to diamond+ so I figured I’d share something with everyone that actually seems like a legitimate tier 2 deck maybe even tier 1 (though for some reason I haven’t seen too much pirate warrior while doing the new season climb, oddly enough). 

The goal here is to use the quest discounts on step 1 and 2 to flood the board, play Brutes and charge up your Lion’s Frenzy. You will very often draw through the entire deck by turn 8-10 if not sooner so you need to make sure you’re drawing when its advantageous (discounting aforementioned brutes or charging your weapon) and NOT just to complete the quest. There are no clunky glides in this deck so you can’t recharge if you run out of steam.
Stiltsteppers are a fun addition that after you’ve completed the quest give you a TON of damage or even before, they can be combined with the animated broomstick (that’s often 0 mana) to clear early pirates and smack the face. Whilst traveling merchant couples well with your discounted 1 drops and 0 cost brutes for a little extra punch or draw if you need it.

Mulligan
Keep double jump, illidari studies, crimson sigil runner, intrepid initiate, sigil of alacrity, spirit jailer, and spectral sight, need for greed, and traveling merchant

Tips:
Remember when you’re going to complete quest and what cards you can possibly draw when you complete it. Often times, you can use acrobatics to complete quest while drawing two now 0-cost minions, and drawing more cards.
1 drop minions Spirit Jailer and Intrepid Initiate should be played on turn 1 and used the quest to trigger the spellburst on the latter.
Animated broomstick helps add reliability to both Stiltstepper and Acrobatics, and when discounted can turn your board of “useless” 1-1s into pings that help you gain control or on turn 5 or 6 to have your Kurtrus clear an opposing threat.
The first two stages of the quest are the most important as this deck benefits greatly from the 1 cost reduction to cards drawn this turn. With that in mind, this deck can often win without finishing the quest and it will depend on the situation and cards remaining in your deck if quest should be completed

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