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Quest Rogue Deck

Last updated on Apr 19, 2018 at 14:14 by L0rinda 1 comment

Table of Contents

This version of Quest Rogue is streamlined to remove the training wheels. This means that it is a very difficult deck to play, and it will take you many games to get comfortable with all of the intricacies of it. 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. It is usually considered a better option for tournament play as opposed to ladder play due to the polarised matchups that it has.

1. Quest Rogue Card List

This deck costs 6,480 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

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2. Quest Rogue Mana Curve

4
9
7
6
2
0
2
0

3. Quest Rogue Strategy

3.1. Aim of the Deck

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.

Although the deck has always been extremely poor against Aggro decks, the introduction of Vicious Scalehide in The Witchwood expansion has allowed for the deck to at least have a gameplan against such decks. The idea being that if the Quest is completed quickly enough, you can stabilise with Health gain.

4. Mulligan Guide for Quest Rogue

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. In general, your bounce and minion creation cards are more important than the minions themselves. With this in mind, Shadowstep, Youthful Brewmaster, and Sonya Shadowdancer are almost always useful early in the game, and can comfortably be kept in the majority of starting hands. Novice Engineer and Mimic Pod are other good cards that can usually be kept.

Against more aggressive decks, you are at a serious disadvantage. This means that you will need to be able to fight for the board while simultaneously trying to complete the quest. For this reason Vicious Scalehide becomes stronger. Depending on the exact opponent and also the nature of your hand, Southsea Deckhand and Glacial Shard can be kept in some circumstances if you feel that in the long run these cards will enable you to draw more total cards before you die.

5. General Gameplay for Quest Rogue

5.1. Playing Five Minions of the Same Name

As there can only be a maximum of two of any single non-legendary 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. Youthful Brewmaster and Shadowstep are all employed for this purpose. Secondly, it can create duplicates of minions with Mimic Pod, Sonya Shadowdancer, and Zola the Gorgon. The deck uses Novice Engineer and Fan of Knives to attempt to get to these cards quickly.

6. Gameplay for Quest Rogue

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. Glacial Shard is often a good choice for this, due to all of the extra time that it can buy you.

6.1. Early Turns

Even though you are racing to generate Crystal Core as rapidly as possible, the correct way to play the early turns is usually to do very little. Your Hero Power on Turn 2 sets up your Southsea Deckhands for later in the game. Turn 3 is often about playing Novice Engineer or Mimic Pod and you will usually be behind on board at this time. The longer you can play the game of chicken where you do not commit much to the board, the more time you will be spending drawing cards and giving yourself a better chance to win the game.

If you have The Coin and Elven Minstrel, this is an extremely strong play on Turn 3. The effective card draw plus the deck thinning is very important. It can also give you more information as to which minion you will be looking to complete the Quest with.

6.2. 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.

Against Cubelock decks, Vanish is usually saved so as to set up a situation where you will win with your Charge minions, and clear out your opponent's Taunt minions at the same time.

6.3. 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.

6.4. 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.

7. Individual Card Strategies in Quest Rogue

7.1. 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.

7.2. Sonya Shadowcaster

Sonya Shadowdancer is useful in this deck, both as a way to complete the quest by repeatedly killing off a single charge minion, or as a way to kill off big Taunts, also by using the same charge minion multiple times.

7.3. Vicious Scalehide

Playing Vicious Scalehide accurately against Aggro is the difference between this being a reasonable deck and it being a good one. Although you have to get used to the fact that you will lose a large percentage of your games against Aggro, finding the occasional win due to correct Scalehide play is absolutely essential. This can boost your win rate significantly, and you must be willing to embrace that challenge if you are going to play Quest Rogue.

The Scalehide has two main uses against Aggro. It can either hold the early board against 1 Health minions, or it can be used to gain Health in chunks of 5 after you have completed the Quest. Although the former might seem tempting, it will usually be the case that holding on until you have completed the Quest is the higher percentage play. To do this, you must be willing to accept that you have to go extremely low on Health, and that sometimes your opponent will simply kill you.

When you do manage to stabilise with the Scalehide, the results are immediate and dramatic. You will often be able to clear a board and gain 10 Health all in one turn, at which point your opponent will usually have no method left to beat you, and will die to your board and Charge minions very shortly after.

Despite this, you also need to be aware of when playing the card early is going to be the better option. If you feel your opponent may panic and kill it with two attacks, it will gain you 2 Health, plus the 3 Attack strength that they used to kill it, and save you an immediate 5 Health. This sounds great, but as stated previously you should always bear in mind that it will probably be worth 10 Health if you do manage to survive until Quest completion.

7.4. Zola the Gorgon

Zola the Gorgon is usually a better early play than Shadowstep as it puts a minion on the board and uses up your early mana.

8. Rage's Rank One Legend Variation

Professional Hearthstone player Rage who is known for his expertise with intricate decks got to Rank One Legend on April 17 2018 with this deck. His version dropped one Fan of Knives and included Valeera the Hollow in that spot.

Valeera is a way of generating extra minions due to her Death's Shadow Hero Power, and the one turn of protection offered to the Hero means that it can buy time to set up a win or a Vicious Scalehide comeback turn. The deck plays out in the same way as in the main guide, but you should look for opportunities to win the game with Valeera if the game goes long.

9. Other decks similar to Quest Rogue

If you enjoyed this deck, you may also enjoy Miracle Thief Rogue or Shudderwock Shaman.

10. 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.

11. ChangeLog

  • 19 Apr. 2018: Updated for The Year of the Raven.
  • 08 Mar. 2018: Added: 2x Bluegill Warrior, 2x Coldlight Oracle, 1x Zola the Gorgon, 1x Elven Minstrel. Removed: 2x Fire Fly, 1x Patches the Pirate, 1x Igneous Elemntal, 1x Feral Gibberer, 1x Cheat Death
  • 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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