Damien

Legendary Tempo N'Zoth Deathrattle Rogue Standard

39 posts in this topic

This thread is for comments about our Legendary Tempo N'Zoth Deathrattle Rogue Standard deck

Share this post


Link to post
Share on other sites

What specifically should I replace with tomb pillager?

Probably the 2 Twilight Summoners, its not a very good tempo card given how slow it is and considering this is supposed to be a tempo deck I don't really get their inclusion outside of new card flavour

Share this post


Link to post
Share on other sites

 

What specifically should I replace with tomb pillager?

Probably the 2 Twilight Summoners, its not a very good tempo card given how slow it is and considering this is supposed to be a tempo deck I don't really get their inclusion outside of new card flavour

 

 

Shadowcaster. It's absolutely insane. And I mean, this deck has a 10 drop in it, you can't exactly define it as a straight Tempo deck. You can happily out value a lot of decks late if you get a big N'Zoth built up.

Share this post


Link to post
Share on other sites

Sorry for the off topic but i have a small problem i can't understand

Im trying to play this deck on standard and i can't, it say that can't play on standard, each of the cards fit the criteria for standard play yet i can't play it, bug or wtf?

Share this post


Link to post
Share on other sites

Having a lot of fun but some problem with this deck... i feel like i miss some wave clear or something is wrong... any help?

Share this post


Link to post
Share on other sites

I think 2 FoK is not needed as there aren't that many board flooding decks now. Also it is tough to combo with thalnos/drake as we don't run Preparation. Would it be okay to cut one (or probably both) for a shadowstrikes?

Share this post


Link to post
Share on other sites

I think 2 FoK is not needed as there aren't that many board flooding decks now. Also it is tough to combo with thalnos/drake as we don't run Preparation. Would it be okay to cut one (or probably both) for a shadowstrikes?

 

Yeah that seems fine, I was encountering a lot of Zoo and Flood Pally when I was testing it.

Share this post


Link to post
Share on other sites

Edwin is one of the very best cards in the deck but you can replace it with any other good value midrange minion.

Doomsayer for Huckster is actually fine. Doomsayer is so powerful in the current meta due to the lack of silence, you can use it early to lock out Aggro decks, or drop it right before you're about to play N'Zoth to maximise board dominance.

Share this post


Link to post
Share on other sites

This deck is broken i am on a 12-1 win streak and i never hit rank 10 before in my 1 year hearthstone "career".

Share this post


Link to post
Share on other sites

Has anyone tried this deck and reached legend with this deck?
I think this deck is pretty solid, but i don't have extra dusts to make the others, if I decided to make this deck out. Please reply me >.<

Share this post


Link to post
Share on other sites

Hey guys, Can anyone tell me if u really used this deck to reach legend? 
Because I don't have extra dust for other decks, if I really commit to this deck. I think this is a pretty solid deck, anyone can reply me please? >.< Thanks a lot!

Share this post


Link to post
Share on other sites

Question.

Why Twilight Summoner instead of the more board pressure and earlier N'Zoth from Tomb Pillager?

Share this post


Link to post
Share on other sites

Question.

Why Twilight Summoner instead of the more board pressure and earlier N'Zoth from Tomb Pillager?

Because of unhearted raptor and shadow caster, think about the many board clearing methods of your opponents... what is better? a lot of coins or a lot of 5/5 minions after that?

Share this post


Link to post
Share on other sites

I like this Deck! Never played Rouge that much, but this is actually pretty cool (especially, because i got Thalnos, Sylvanas, Edvin and Xaril from packs).

I changed some stuff, though.

Instead of Cairn (which I dont own) I tried one Big Game Hunter, because I encountered a lot of C'thun-Decks...its fine, i guess, but Cairne seems pretty important anyways.

I play one FoK and one Shadow Strike. Shadow Strike seems just to good to me, to be left out.

Tomb Pillager instead of Twilight Summoner...yeah, i got it, Twilight Summoner  has a lot of synergies and is good against enemy board-wipes...but it is still only a 1/1 for 4 and so slooooooow. But it may be the better option against control.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina

      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.