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Legendary Rogue Control Wild Deck

Last updated on Nov 08, 2015 at 14:48 by Sottle 8 comments

Table of Contents

The following guide outlines how to play Control Rogue. Control Rogue is a powerful deck that aims to remove all your opponents early pressure efficiently and then take control of the tempo in the late-game through card advantage and powerful end-game minions.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Rogue Control Wild Deck

Our deck costs 7,920 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve

4
2
6
8
3
5
0
2

3. Strategy

Control Rogue is a late-game focused Rogue deck that is built around the old Miracle Rogue archetype. Since the nerf to Gadgetzan Auctioneer, Rogue had to find solutions to drawing large amounts of cards, and finishing an opponent with consistent access to the previous finishers such as Leeroy Jenkins and Malygos.

Your early turns with the deck will be focused on removal. By using Rogue's large pool of efficient board control tools like Backstab, Deadly Poison, SI:7 Agent, and Eviscerate, Rogue will usually have the answers to most early minions your opponent can throw at you. SI:7 Agent is a particularly powerful card in the early game as it can quickly reverse the tempo on your opponent by removing one of their minions and giving them a problem to deal with, giving you a platform for you to build on for the following turns.

Managing the Rogue Hero Power is also hugely important in the early turns. A very common turn 2 play for this deck is simply to use Dagger Mastery and equip a Wicked Knife. It is important not to waste charges of this weapon by attacking your opponent's face, as having a dagger available on as many turns as possible is much more important than doing 1 damage to your opponent. The exception to this rule is when you expect to have spare Mana the following turn to be able to use Dagger Mastery again. In this case, attacking your opponent is fine if there is no better target available.

Also key to the early turns are your early minions such as SI:7 Agent and Earthen Ring Farseer. These 3-drop creatures, particularly SI:7 Agent, will be key to removing your opponent's minions early and starting to take control of the board. If you have an SI:7 Agent in hand, pay close attention to cards such as Backstab or Deadly Poison as these cheap spells are important to activate the SI:7 Combo effect. Avoid using a Backstab or Deadly Poison if you feel you will need it in a later turn to Combo with your SI:7.

Once you have navigated these early turns, Control Rogue starts to make more powerful proactive plays, looking to force themselves ahead on board through cards like Violet Teacher, Azure Drake, and Sludge Belcher. This change of momentum is extremely important in the mid-game as you need to force your opponent to play catchup, if you play from behind the whole game and focus too much on removal, you will never be able to cement a platform on which to build and win the game.

Also during the mid-game turns, additional plays like Burgle and Beneath the Grounds become available to you. These cards are both strong in a deck that aims to push the game long through multiple turns. Burgle can help you gain additional resources and keep you ahead of your opponent on options, while Beneath the Grounds is great to provide you with incremental value throughout the game. This card is particularly strong against decks that draw a lot of cards like Handlock or Freeze Mage, or decks that thin out their card pool by removing cards like Secret Paladin.

Preparation was previously only seen in decks that featured Gadgetzan Auctioneer, due to its fantastic synergy with that card. However, in this deck it is still one of your most powerful options. The two best uses of the card are using it in combination with Azure Drake or Violet Teacher to swing the board in your favour by simultaneously dropping your own minion and removing your opponent's, or using it in the late-game alongside Anub'arak to generate some extra Mana alongside the 9 Mana card.

In the late-game, instead of the previous combo based finishers usually seen in Miracle Rogue, this deck plays powerful end-game finisher minions to seal the game. The reason for this, is that without access to Gadgetzan Auctioneer, you cannot reliably draw into enough pieces of a combo finisher to seal the game. Instead, you will simply look to close out the game with the resources you have available.

Dr. Boom is a powerful card that is strong in almost every position. Should you be ahead in the game, Dr. Boom can be played on the board to seal your victory. In even games Dr. Boom can be used to push the board in your favour, and in games where you are playing from behind, Dr. Boom can be used as a board clear tool to bring you back into the game.

Anub'arak is your final late-game win condition. Your goal is simply to engineer a stable situation where you have the time to play Anub'arak and then allow it to continue to generate value on the board for you. Although the card is extremely slow at 9 Mana, you do have Preparation which can be used to play a removal spell alongside it to mitigate some of the slowness.

3.1. Synergies & Combinations

The Violet Teacher + spells combination is fantastic for quickly building a board whilst removing your opponent's minions..

Backstab + SI:7 Agent is a key combo early against aggressive decks, able to effectively deal with 2 small minions on turn 3.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy varies hugely depending on whether you are facing Aggro or control.

3.2.1. Vs Aggro

Against Aggro, the key cards to look for in your mulligans are Backstab, SI:7 Agent, Deadly Poison, Shiv and Fan of Knives. These cards will help you to stem the tide of your opponent's minions and give you enough time to draw into the cards you need. Blade Flurry is also a key card since combined with Deadly Poison you can effectively sweep your opponent's board with 3 damage AoE.

Against minion focused aggressive decks such as Zoo, you simply need to survive long enough to gain control of the board once. Remove your opponent's minions at all costs and wait for a swing turn using Blade Flurry or Azure Drake/Violet Teacher + Preparation. After you have gained control for the first time, your superior late-game should be able to seal the game for you.

3.2.2. Vs Control

Against Control, you should still look for the same early removal cards, particularly SI:7 Agent, but you can also give higher priority to powerful mid-game plays. Keeping a strong mid-game threat like Violet Teacher is also usually good to ensure that you have it in time to start pressuring your opponent.

3.3. Card Swaps

One copy of Sabotage can be included in the deck to help provide additional answers to huge minions, try it in place of a copy of Sap.

Tinker's Sharpsword Oil can be used as a win condition to efficiently add 6 points of damage to the board, however it does interact awkwardly with Violet Teacher as your 1/1 token will spawn first, and may end up being the minion to receive the buff.

4. ChangeLog

  • 08 Nov. 2015: Removed 1 x Trade Prince Gallywix, 1 x Ragnaros the Firelord, 2 x Sprint for 1 x Burgle, 2 x Beneath the Grounds, 1 x Anub'arak.
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