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Legendary Tempo N'Zoth Deathrattle Rogue Standard Deck

Last updated on Jul 11, 2016 at 16:29 by Sottle 37 comments

Table of Contents

The following guide outlines how to play N'Zoth Deathrattle Rogue. It is an a midrange Tempo deck that looks to gain advantages from numerous Deathrattle synergies in the mid-game and then has N'Zoth the Corruptor as a final win condition if required. This list is adapted from a deck originally shown by Team Liquid's Dog.

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 Tempo N'Zoth Deathrattle Rogue Standard Deck

Our deck costs 12,040 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve

2
0
9
9
3
4
2
1

3. Strategy

N'Zoth, the Corruptor Rogue is a deck that relies on the powerful Rogue early Tempo plays in order to gain control of the game in the early stages but then instead of relying on a traditional combo win condition, the deck instead tries to curve out with powerful Deathrattle minions leading up to an eventual huge turn with N'Zoth. You will often find that you are able to achieve victory before the turn 10 play just through having overwhelming board control and Tempo in the mid-game.

The decks has most of the Rogue early-game package intact. Powerful Tempo cards like Backstab and SI:7 Agent are still present to allow you to grab the board in the early turns. These cards are hugely important to mulligan for in the Standard meta, even more so than previously, since most Control decks now tend to be playing early minions to synergise with their Old God win condition.

Outside of these powerful Tempo cards the deck also plays Loot Hoarder and Earthen Ring Farseer in order to have some more reliable board presence in the early game. Consideration should be made for Earthen Ring Farseer in the early game though as since the game will tend to go quite long, and you do not have access to Antique Healbot in Standard format, they are your only form of healing in the deck and you may need them to provide more longevity in the late-game. However, if you have no other plays for board presence, it is better to develop Earthen Ring Farseer on turn 3 than to skip your turn.

Unearthed Raptor is a card that many people have a natural tendency to try and hold onto for extreme value, but much like Earthen Ring Farseer it should be played out even for no value if you have no other play to make. Although it can be massively game winning if you are able to hit one of the biggest targets in your deck, the value of developing minions on curve is much more important.

Finally Edwin VanCleef is also potentially a powerful early-game play. Since Silence effects have been nerfed and Big Game Hunter is now much more expensive, there will rarely be a solid answer to a huge Van Cleef generated early through use of Backstab or The Coin. Making an all-in play like this will usually get rewarded due to the lack of strong answers remaining in the meta.

Moving forward into the midgame your goal should be to make the highest Tempo play possible on each turn. Sap is a massive card in the current metagame due to the number of big Taunt minions and slow high Mana cards in the format. Any time you can Sap a minion that costs 5 Mana or more and develop an additional minion at the same time, you should look to do it. However considerations should be made for the potential huge threats that your opponents have in their deck. Having said that, often their win condition will be an Old God which has an insane Battlecry effect, making it not the best target to Sap.

Certain cards in your deck seem to conflict with the Tempo strategy. Shadowcaster and Twilight Summoner are both initially slow plays for the amount of Mana they cost, but the payoff on future turns allows you to net Tempo overall. Twilight Summoner functions much like a Nerubian Egg that does not require an activator and is a fantastic target for Unearthed Raptor. Shadowcaster on the other hand is an amazing value card that synergises with almost every card in your deck. Even the minimal value of a 1 Mana card that heals for 3 like Earthen Ring Farseer is of great value. On top of which the potential for a 1 Mana Twilight Summoner, Cairne Bloodhoof, or Sylvanas Windrunner is far too crazy to pass up.

If your opponent has managed to survive your onslaught of value and Tempo throughout the midgame turns then you have the final push of N'Zoth, the Corruptor to seal the game. N'Zoth only functions with cards that naturally have Deathrattle, so it will not for example bring back an Unearthed Raptor that you used to copy another minion's Deathrattle. You should consider your opponent's AoE options like Brawl and Twisting Nether before comitting to an N'Zoth to an extent, but due to the fact that your minions will all have Deathrattle, you are naturally insured fairly well against AoE effects.

3.1. Synergies & Combinations

This is a very combo heavy deck and listing all possible interactions would take a very long time, but some key interactions to look out for can be seen below.

Unearthed Raptor can be used to copy a high value Deathrattle from a Twilight Summoner, Sylvanas Windrunner, or Cairne Bloodhoof.

Shadowcaster can be used to get a 1 Mana copy of a card with a powerful Battlecry or Deathrattle effect.

Bloodmage Thalnos or Azure Drake can be used to buff the damage of various spells such as Backstab or Fan of Knives.

The deck is ultimately built around the synergy of N'Zoth, the Corruptor summoning a huge board for you on turn 10 or beyond.

3.2. Mulligans & Matchup Specific Strategies

Backstab is an incredibly important card in every matchup now as even slower decks are generally playing minions on the early turns in the Standard Meta. Outside of Backstab your other strong openings are Undercity Huckster, Loot Hoarder, Earthen Ring Farseer, and Unearthed Raptor. On top of this SI:7 Agent and Edwin VanCleef are excellent if you have The Coin or Backstab.

Against Aggro your goal is simply to seize Tempo as early as possible, you should invest any resources possible in order to create a scenario where you have board control. Most Aggro decks now are bad at recovering the board when they fall behind, and Rogue is fantastic at pushing initiative when they have an advantage. If you spend the whole game fighting from behind then the Aggro deck will simply continue to push the initiative on you for the whole game. One of the best ways to do this is to pass up a removal turn to try and develop a bigger minion than they have on the board, if they do not have a strong answer to it, they will usually ignore it, allowing you to then try and defend that minion with removal on the following turn and seize the Tempo.

Against Control you are looking to play the Aggro yourself, just pushing the heaviest possible board state you can on each turn and running them out of removal leading into an eventual N'Zoth, the Corruptor turn if required.

3.3. Card Swaps

One Fan of Knives can be cut for a Defender of Argus.

Alternatively, Fan of Knives can be cut for another late-game threat such as Ragnaros the Firelord.

Tomb Pillager can be used in place of some of the mid-game threats as an alternate minion that synergises with the overall gameplan of the deck.

4. ChangeLog

  • 11 Jul. 2016: Moved to Unique Decks.
  • 27 Apr. 2016: Deck added.
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