Damien

Basic Rogue Deck

68 posts in this topic

This thread is for comments about our Basic Rogue Deck.

Share this post


Link to post
Share on other sites

I was very skeptical before I build this deck with the recommended card swaps except 2 x SI:7 Agents. I was so cocky, as I have a few rare and common cards, that I tried my deck for a few runs firsts. Loses were painful and I apologize and eat humble pie by building your recommended deck.

 

I started to test run your Rogue deck being a noob at Rogue. To my surprise, I won my 1st game and subsequently, most of the daily quest for 5 Rogue games and cast 40 spells. Some of the opponents with legendaries (not from Naxx) fell flat to this deck.

 

I went back to re-analyse the deck and realised quite a few critical success factors:

 

  1. Card Draw Mechanism - Total of 9 (with a fail-save Sprint at 7 mana). Almost self-replacing.
  2. Excellent Mana Curve - Even at mana 0 & 1, I can play something and combo e.g. Assassin's Blade/Wicked Knife + Deadly Poison. The players without weapon destroying cards or who has used up are pretty much screwed. I usually test them with a vanilla Wicked Knife first.
  3. Low Mana Curve - Players who reserved their removal cards for turns 7 to 10 expecting legendaries are pretty much dead then. My highest minion being 6 mana crystals. I usually kill my opponents before turn 10.
  4. Excellent Tempo - My removal cards and weapons were so effective that I have Assassinate and Sap reserved for their Taunts and Legendaries. The pressure on their heroes was so much that some players actually made mistakes by hitting my heroes while they can clear my minions.

 

I have even won some much dreaded mech mages (luckily they do not have the perfect draws). The most problematic being Priests due to their shadow words removal and this deck has not many 4 attack minions. I only tried to use my Shattered Sun Cleric to try to boost their attack stats of some minions to 4 and use my weapons and deadly poison to kill their Cleric to reduce their card draws. I was playing casual but who knows...

Share this post


Link to post
Share on other sites

Forgot to include one more critical success factor. Most of the minions are vanilla, not boosted by spells and < 6 mana. So they are not susceptible to counter minion battlecries such as Owls, Spellbreakers, BGH, TBK, BloodKnight.

Share this post


Link to post
Share on other sites

Hi, and thanks for your awesome decks! If I have two Blade Flurries, I'm thinking that these should somehow be included in this deck to improve it's AoE ability. What should I remove to make room for them? And should I?

Share this post


Link to post
Share on other sites

Just one in place of a Raptor is probably good, you don't really need two unless you're playing Tinker Oil.

Thanks once again! Very helpful advice indeed! I simply love your site!

Share this post


Link to post
Share on other sites

After using this Deck , my winning chance much higher, but sometime when the draw is suck its very hard. You should change some higher mana minion to lower cost(1-3 mana). overall its very good deck

Share this post


Link to post
Share on other sites

After using this Deck , my winning chance much higher, but sometime when the draw is suck its very hard. You should change some higher mana minion to lower cost(1-3 mana). overall its very good deck

I'm happy with the curve of the deck, lowering it any more will lead to you running out of steam too often.

Share this post


Link to post
Share on other sites

Just tried this in the June '15 season and this deck is unusable. It doesn't have enough oomph to get past all the taunts people play, nor does it have enough high value removal and bombs to do anything mid/late game.

I would suggest avoiding this deck completely.

Share this post


Link to post
Share on other sites

Just tried this in the June '15 season and this deck is unusable. It doesn't have enough oomph to get past all the taunts people play, nor does it have enough high value removal and bombs to do anything mid/late game.

I would suggest avoiding this deck completely.

You do realize this is a basic only deck, right? The "high value removals" cannot really be included in a basic deck.. Because they are not basic.

Share this post


Link to post
Share on other sites

Just tried this in the June '15 season and this deck is unusable. It doesn't have enough oomph to get past all the taunts people play, nor does it have enough high value removal and bombs to do anything mid/late game.

I would suggest avoiding this deck completely.

Funny, it's June 2015 and I'm staying with this deck...

Share this post


Link to post
Share on other sites

I think that u should save deadly poison for turn 6 as u could use it with Assasins blade to get 5-7 damage and the blade can last longer than the wicked blade but yess we can use the wicked blade and just use one deadly poison on it and save the other one for assasin blade 

Share this post


Link to post
Share on other sites

this basic deck doesnt reach 17-15 it barely works in under 20 

Every time I see someone make a comment like this, I just want to bet them I can hit the rank they say is impossible and laugh my way to the bank.

Share this post


Link to post
Share on other sites

If I have block rock mountain what cards should I swap in? Or are there no beificial cards for this deck in BRM?

Share this post


Link to post
Share on other sites

Hey there,

at first i also want to thank you for this deck/guide, it works pretty well for a basic only deck im terms of fulfilling the "2 or 5 wins" quests. Nonetheless i am looking for some improvements for this deck by the cards i already own, mainly minions and single adventure cards, since i disenchant all the rogue cards^^.

Right now i am thinking about to change the Geomancer with the Bloodmage but i cant decide between an extra card draw on the one side and a slightly stronger minion at the other. Is there a "correct" decision or is it just situationel?

Share this post


Link to post
Share on other sites

I have questions on how to upgrade further:

 

I have done the Naxx replacements. I have also swapped 1xSI:7 Agent for 1xRazorfen Hunter.

I also was wondering how I could fit 2xTinkers Sharpsword Oil, 1xGoblin Auto Barber?

 

Some other note worthy cards: 1xEviscerate, 1xDefias Ringleader (if they are viable in this deck)

 

 

Share this post


Link to post
Share on other sites

Cut 1 Senjin for 1 Oil, cut the two Bloodfen for the Auto Barber and the Defias, cut one Shiv for the Evis.

I wouldn't play both Oils in a deck that doesn't have Preparation.

Share this post


Link to post
Share on other sites

Cut 1 Senjin for 1 Oil, cut the two Bloodfen for the Auto Barber and the Defias, cut one Shiv for the Evis.

I wouldn't play both Oils in a deck that doesn't have Preparation.

Ok but I already cut the 2 Bloodfens for the Haunted Creepers, do you think the Auto barber and Defias are better than the two creepers?

 

I really appreciate these decks by the way, great site.

Share this post


Link to post
Share on other sites

Sorry, doesn't work for me (I'm a very unlucky gamer in general).

If you're like me, you'll just end up with unplayable hands, like 6 cards in hand, 0 minion in hand or on the board, or only high mana cards early game...

Constantly clearing the board is possible if you finally get descent cards draws, but you'll just end up doing no damage to the hero.

I just ended a very long game against a warrior, we both had only 2 cards left to draw: I lost, he had 30hp + 16 armor. Ridiculous.

Now I played against a warlock, he was afk, almost playing no cards, reaches 10 hp then destroys me in 2 turns.

I don't think I'm playing against pro gamers nor legend decks, only rank 20... 5 games, 5 loss, not even close to victory once.

Avoid this deck unless you are ready for 0% fun and 100% frustration. I'd advise to have a look at spell based decks, they are a bit less frustrating than this deck, but at least it's way more fun.

Kudos for advising beginners though, just doesn't work at all for me, cheers.

Share this post


Link to post
Share on other sites

so im guessing eviserate and cold blood are not in the deck for the same reason sinister strike isnt? also any recommendation with auto barber, gang up, sabotage, head crack?

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco
      Will these three new Treant cards see play in the meta? Or will they come up short like the hand-size cards from The Witchwood?
       
      Three new Treant-themed cards were revealed today by PCGamer:
       

       
      First up we have Dendrologist. The floor on this card is solid, as a 2 Mana 2/3 is passable in a pinch. The ceiling on Dendrologist is higher than you might think, as his Battlecry is quite strong. Druid might have more high-quality spells than any other class in the game (Wild Growth, Nourish, Ultimate Infestation, Branching Paths, Naturalize, and Savage Roar to name a few), which leads me to believe that Dendrologist will be a powerhouse if Druid gets sufficient Treant support in this expansion.
       

       
      3 Mana for 4/4 worth of stats is already a great deal on its own, and the added Treant synergy puts this card over the top. The fact that this card creates two bodies makes it even better in aggro decks that look to go wide and finish with cards like Fungalmancer. This is a very reasonable card to curve into on turn 3, and it hints that the Treant deck will likely be quite aggressive.
       

       
      Finally we get Mulchmuncher, a big fat Mech with Rush and a dangerously tempting Mana reduction effect. We know from experience with Corridor Creeper and Giant cards how strong it can be to play big Minions for low amounts of Mana, but it won't be that easy to reduce Mulchmuncher's cost. If the Mana Treants from Living Mana count as Treants for this card, then I can easily see Mulchmuncher as finisher in an aggressive Treant decks.
      Will these new Treant cards turn Force of Nature and Witchwood Apple into playable cards? Or do you think the Treant cards will fall flat like the hand-size cards from The Witchwood? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      The latest Hearthside Chat with Peter Whalen revealed Supercollider, Flobbidinous Floop, and Whizbang the Wonderful from The Boomsday Project.
       
      In the latest Hearthside Chat, Senior Game Designer Peter Whalen explained some of the themes (science) and inspirations (more science) for The Boomsday Project. In doing so, he spoiled three new incredibly exciting cards. If you're interested in watching the video (which is just 4:59 seconds long), you can do so right here:
       
       
      Card Reveals
       

       
      This card gets an "A" for flavor, as I don't think its possible to come up with a better design for a card called "Supercollider" in a science-themed set.
      This Warrior weapon has the potential to be a 2 or 3 for 1, as it can set up trades quite easily if you attack your opponent's largest minion with it. However, attacking your opponent's largest minion means you will also be dealing plenty of face damage to yourself, making high amounts of armor gain a requirement for putting this card in your deck. For that reason, Supercollider plays excellently with Baku the Mooneater, and I expect it to see play in Odd Warrior decks.
       

       
      Next up is another card with an excellent name, Flobbidinous Floop. This guy provides a Faceless Manipulator-style effect for Druid decks for just 4 Mana, which will almost certainly make him a combo piece in a variety of Druid decks. Between Innervate, Twig of the World Tree, and Biology Project, there will almost certainly a few new OTKs with Flobbidinous Floop. He can also be used in Big Druid decks one turn after playing a huge minion, such as Ysera, Hadronox, or The Lich King, to become a 3/4 copy of a card with a powerful effect. Expect to see plenty of Flobbidinious Floop in the new meta!
       

       
      Next we get Whizbang the Wonderful, which is one of the most unique and exciting cards in the history of Hearthstone. What does he do? Let me show you:
       

       
      Whizbang the Wonderful replaces your entire deck. He replaces your hero, and he names your new deck "Whizbang is Wonderful". When you enter a game with this deck, you will be randomly handed 1 of 18 recent deck recipes by Blizzard at the start of the game.
      Will Whizbang be competitively viable? Almost certainly not, but I think that question is almost entirely missing the point. By adding Whizbang to the game, Blizzard has offered new players a way to access 18 different for just 1600 dust! Though its unlikely these 18 premade decks will be 100% meta optimal, they will almost certainly be viable enough for newer players to climb the earlier ranks while playing a wide variety of decks and learning new cards. This is the closest thing that Blizzard will probably ever do to selling pre-constructed decks (something that many other cards games do), which in my eyes is a major step forward. Will tryhards be disappointed when they open Whizbang? Probably. But not every Legendary minion needs to be a home run for the hardcore audience. Whizbang is the new player's best friend, and will surely add much more joy to the game of Hearthstone than he takes away.
      What do you think about today's spoilers? Will Supercollider see play? Can you find any new OTKs with Flobbidinous Floop? And are you as excited about Whizbang the Wonderful as I am? Let us know in the comments what you think about these new cards, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      A callback to Annoy-o-Tron, this new Mech card could be a serious player in the meta.
       
      Episode 2 of "Enter Boom Labs" has revealed another new Magnetic card from The Boomsday Project, called Annoy-o-Module:
       

       
      A callback to Annoy-o-Tron, this guy gains Magnetic and 1/2 worth of stats for just 2 Mana! The stats and keywords this card instantly adds to another Mech seem quite strong when you compare it to Blessing of Kings, which adds 2 more Attack to a minion but does not add Divine Shield and Taunt. This card isn't awful when played on it's own, and it plays well in a deck with Corpsetaker. Annoy-o-Module checks enough for boxes for me, and I full expect it to see play in the upcoming meta.
      Episode 2 of "Enter Boom Labs" is short but sweet, and you can watch the full video right here:
       
       
      Do you think Annoy-o-Module impact the game as much as Annoy-o-Tron did? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      Use Mini-Rag to destroy enemy minions and level up your"Wow!" emote in this week's Tavern Brawl.
       
      In celebration of The Midsummer Fire Festival, this week's Tavern Brawl is all about Ragnaros, Lightlord. Well, Mini-Rag to be more specific:
       

       
      A 2/3 Ragnaros with Immune will start the game on one side of the board. At the end of each turn, Mini-Rag will deal 1 damage to a random target on the other side of the board for each Attack he has, then swap to the other side of the board. Each time he kills an enemy minion he will gain 1 Attack, growing in power as the game progresses.
       

       
      Due to the sudden pressure that Mini-Rag applies to both players, I highly recommend playing an Aggro deck. I used Odd Rogue in my first game to take down an Odd Hunter. You could also play an anti-aggro deck to try and counter all the aggro decks running around, but be sure to play some self-healing such as Branching Paths or Healing Rain.
       

       
      The Tavern Brawl will track how many minion kills that Mini-Rag racks up. After 8, 30, and 60 Minion kills, you will level up the fireworks in your "Wow!" emote. This is a returning Tavern Brawl from last year's festival, and your running total of Mini-Rag kills from last year's festival carries over to this year. Happy hunting!
       
    • By Aleco
      Spoilers for The Boomsday Project will run from July 19th through July 31st.
       
      The full spoiler schedule for The Boomsday Project was announced today on the PlayHearthstone blog. We'll be getting one more card reveal tomorrow, followed by two or more card reveals per day from July 23rd until July 31st. After that, we can expect an unannounced card reveal stream to spoil the final batch of cards in The Boomsday Project.
      The expansion is releasing on August 7th, so be sure to start saving your gold! The Midsummer Fire Festival offers double gold rewards for all quests completed from now until July 30th, and prereleases for the new expansion are available now.
       
      The Boomsday Project: Card Reveal Schedule
      Week of July 15th (PDT)
      7/19 12PM
       
      Week of July 22nd (PDT) 7/23 12PM 7/23 11PM   7/24 5AM 7/24 6AM 7/24 7AM 7/24 12PM 7/24 8PM 7/24 9PM 7/24 11PM 7/25 7AM 7/25 12PM 7/25 5:15PM 7/25 6PM 7/25 8PM   7/25 11PM 7/26 2AM
      7/26 5AM 7/26 7AM 7/26 12PM 7/26 11PM
      7/27 2AM 7/27 7AM 7/27 8AM 7/27 12PM
      7/27 8PM 7/27 11PM 7/28 7AM 7/28 12PM
      7/28 8PM 7/28 11PM  
      Week of July 29th (PDT)   7/29 7AM 7/29 11AM 7/29 12PM 7/29 8PM 7/29 11PM 7/30 2AM 7/30 5AM 7/30 7AM 7/30 12PM 7/30 6PM 7/30 8PM 7/30 11PM 7/31 5AM 7/31 6AM 7/31 7AM 7/31 12PM 7/3  9PM 7/31 11PM