The Hunter deck does feel really dependent on getting good L&L draws, but the biggest misconception I had about the Brawl going in was that the Hunter would be the more aggressive deck. The Mage's early game stacks up really nicely against the Hunter - the Mage has 1-drops and the Mage's 2-drops generally need to be answered immediately (except for Garrison Commander). Hunter's got King's Elekk and Secrets and not much else, and Huffer or Leoc from Animal Companion can end up doing almost nothing. The Mage shouldn't be worrying too much about hitting Inspire effects early on unless the hero power is independently valuable, as when a Fallen Hero is on the board (this card is ridiculous here). The Mage lacks reach, though, and can eventually run out of steam if the Hunter can answer its mid-game. If you don't draw your Frost Giants or Rhonin you're left trying to ping them down or maybe getting that last bit of damage with Polymorph Boar.
The Hunter has a really hard time early game, like I said, but tends to win if you can stretch things out. Generally you want to trade instead of going face, except perhaps with the 5/3 charger. Snipe and Bear Trap are good early game secrets, but because you're not playing for tempo and because Mages run out of cards you really want Freezing Trap to go off on something big. Use Unleash pretty aggressively to keep the Mage from being able to establish a board, since Mage basically wins with unanswered mid-game Inspire minions (letting the Mage sit back and use hero power in the mid-game is especially bad for you because it means that their Frost Giants will be dirt cheap later).