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Crystal Core Rogue Quest Deck

Last updated on Dec 09, 2017 at 14:48 by L0rinda 37 comments

Table of Contents

Crystal Core Rogue is a very difficult archetype to play, and it will take you many games to get comfortable with all of the intricacies of the deck. This guide is presented to give you a good base to build from, but many of the scenarios you will encounter will need to be solved through a combination of logic and experience. Once you have started to climb with the deck, you will find it very rewarding.

1. Card List

This deck costs 6,660 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

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2. Mana Curve

4
13
7
4
0
0
2
0

3. Strategy

The main aim of the deck is to activate the Quest by playing five minions of the same name. Once the Quest is active, the plan is to try to kill your opponent the next turn with an already present board of small minions that become 5/5s, or to use bounced Charge minions to hit several times in one turn. If this fails, the deck can still win by the huge amount of value in 5/5 minions which cost 1 Mana.

4. Playing Five Minions of the Same Name

As there can only be a maximum of two of any single minion in the deck, we have to generate our own ways to play minions of the same name if we are to complete the quest. This version of the deck uses two different methods to do this. Firstly it plays numerous ways to return cards back to your hand. Gadgetzan Ferryman, Youthful Brewmaster, and Shadowstep are all employed for this purpose. Secondly, it can create duplicates of minions with Mimic Pod, Sonya Shadowdancer, and Cheat Death, or by creating Flame Elementals. The deck uses cheap card draw to get to these cards quickly.

5. Gameplay

Playing this deck requires you to plan ahead to the turn where you will be playing your Crystal Core. On that turn, it is usually advantageous to have several minions already on the board, and to have your Charge minions in your hand. Casting the Core with the aid of Preparation can allow you to do more on the turn it is cast. You should bear in mind that at some point, you are likely to need to play one of your minions multiple times. This means you should look to prioritise the minion that will give you the most value over the course of the game. Fire Fly is often a good choice for this, due to all of the extra cards that it can give you. If you do play Fire Fly multiple times, be aware of your hand size. If the Quest triggers when you have ten cards in hand, you will not receive the reward! The deck does rely on the Quest being activated though, so do not try to force the value at the expense of simply completing the Quest.

5.1. Mulligan

The mulligan will vary from game to game depending on your exact hand. Try to envisage how the first few turns will unfold, and whether you can complete the Quest in those early turns. One of the best cards to keep is Fire Fly due to the Flame Elemental it produces. Igneous Elemental can be kept if the rest of the hand is good, due to the prospect of drawing the Fire Fly later on. If you already have Fire Fly, then keeping both cards is automatic, and incredibly powerful. Shadowstep is almost always useful early in the game, and can comfortably be kept in the majority of starting hands.

5.2. Managing Bounce

While trying to complete the Quest as rapidly as possible, remember that you are also trying to build a board of minions. It is also very important to protect the minion that is going to complete the Quest for you. When you have identified which minion it is likely to be, be sure to not leave it on the board for your opponent to kill.

This version of the deck includes Vanish, which opens up a wide range of extra options to you. It is usually used after you have played the Crystal Core, and when you have Charge minions in hand. You can not only clear out your opponent's board, but can also attack their face multiple times. At the end of a turn where you cast Vanish, you will often have multiple 5/5s versus your opponent's nothing. Try to plan in advance for this turn to set up lethal damage whenever possible.

5.3. Charge

A lot of the power of this deck comes from having Charge minions in hand and attacking with them after you have played Crystal Core. As stated earlier, after the Quest is complete, your bounce effects can help your Charge minions attack more times. Each attack is five extra damage, and so keeping at least one Charge minion in your hand until after completing the Quest should be a priority when possible.

5.4. Animations

Many of your turns will require a lot of thought. Always be aware that on the turn you complete the Quest, the animation is quite lengthy, and so you will need to allow extra time to play Crystal Core.

6. Individual Cards

6.1. Feral Gibberer

Feral Gibberer is included for games where your hand size has gotten very small and for games where you need to rebuild after a board clear (typically against Control decks). This card can be replaced by Bilefin Tidehunter if you are looking to more consistently build a wide board.

6.2. Mimic Pod

Mimic Pod is very powerful in this build due to the high number of 1-drops. It is usually worth playing it before making any important long-term decisions, so that you get as much information as possible to plan ahead with.

6.3. Patches

Unlike most decks, drawing Patches the Pirate in this deck is not usually a problem. One pitfall to avoid though, is that when it is pulled out of your deck by a Pirate, you should make a mental note that you have not played the card, and so it does not count towards the Quest.

7. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

8. ChangeLog

+ show all entries - show only 10 entries
  • 09 Dec. 2017: Kobolds & Catacombs update has allowed Crystal Rogue to become a viable archetype again, with cards such as Sonya Shadowdancer and Wax Elemental.
  • 11 Jul. 2017: Nerf to The Caverns Below, the archetype is not as competitive as it used to.
  • 29 May 2017: Various text changes to reflect new Icy Veins format.
  • 15 May 2017: Deck Renamed to reflect common usage. Tol'vir Variation, created by Xixo, added.
  • 21 Apr. 2017: Updated to reflect evolving meta.
    • Removed 2x Backstab, 2x Eviscerate, 1x Edwin Van Cleef, 1x Violet Teacher, 2x Moroes.
    • Added 2x FireFly, 2x Glacial Shard, 2x Bilefin Tidehunter, 2x Vanish.
    • Mulligan section added.
  • 07 Apr. 2017: Deck Added. This aggressive build, created by Dog, reached Rank 1 Legend.
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