Dog's Rank 2 Legend Thief Rogue Deck

Last updated on Apr 13, 2018 at 17:37 by L0rinda 4 comments

This version of Thief Rogue was designed and played by pro player Dog on the opening day of The Year of the Raven. It includes Tess Greymane for late-game power, but largely concentrates on early-game tempo. It uses large amounts of burst damage to enable a rapid kill.


Dog's Thief Rogue Card List

This deck costs 7,940 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards
Export string: AAEBAaIHCLICrwTUBd0IgcICysMC6/AC7/MCC7QBjALtAs0DiAfrwgKbyAKbywLb4wKm7wLH+AIA (copy to clipboard)

Dog's Thief Rogue Mana Curve


Dog's Thief Rogue Strategy

The aim of this deck is to gain board control using Rogue's powerful removal and tempo tools such as Backstab and SI:7 Agent. These are backed up with a mix of value and tempo cards in the midgame, with Tess Greymane adding an extra route to victory at the top of the curve. The burst potential with Leeroy Jenkins, Southsea Deckhand, and Cold Blood mean that when control is gained, a rapid victory should ensue.


Dog's Thief Rogue Mulligan Guide

The early part of the game revolves around occupying the board while removing opposing minions. This means that Fire Fly is usually a keep, as is Hallucination. Beyond that, many of the 3-drops are powerful, but Hench-Clan Thug is the best of these and is usually worth keeping.

The decision as to whether to keep Backstab will depend on your opponent's likely deck. If they are likely to have minions early on, it is often worth keeping Backstab to enable an early swing turn to seize control of the board.


Early Game

For the first few turns, you will be looking to dominate the board. In most games you will be using your Hero Power on Turn 2, but due to the presence of Hench-Clan Thug in the deck, you will often be better off not actually attacking until Turn 3. If you begin to buff the Hench-Clan Thug, it can become a real menace very quickly.

Other than the Hench-Clan Thug, Blink Fox and Tar Creeper are fine to play on Turn 3.


Mid Game

In the midgame, you will be looking to use the generated cards from your opponent's class as efficiently as possible. They will not always be great cards, and so using them creatively is key. If you can use a mediocre card to allow one of your minions to trade and survive, you will have gained an advantage from the card. Always bear in mind that the cumulative effect of even poor cards will give you an edge over the course of the game.

You will need to be aware of being able to deliver potential lethal damage from pretty early on in the game. Leeroy Jenkins plus Cold Blood is 10 damage for 6 Mana, and so you will often be closer to lethal than it first appears. It will sometimes be worth deserting the board so that you can push extra damage to face so as to set up lethal on a future turn.


Individual Card Strategies in Dog's Thief Rogue


Edwin Van Cleef

Edwin Van Cleef is not included to be a huge card in this particular deck. It is fine to play this as a 4/4 for 3 Mana early in the game. Of course, it is also good to make a gigantic Edwin, but this should not be done at the cost of playing your other cards inefficiently for the sake of it unless it will give you a game-winning advantage.


Hench-Clan Thug

Hench-Clan Thug is a very powerful card when you have a weapon equipped. This means that you should be very careful with your weapon charges when you are likely to play the Thug in the near future. Always bear in mind that you might draw the Thug from the top of your deck, and so attacking with your dagger should be kept to a premium.


Tess Greymane

With Tess Greymane in the deck, it is important to keep track of which cards from other classes you have played. There is usually no need to play a huge number of these; two or three will often provide plenty of value.



  • 13 Apr. 2018: Guide added. Dog took this deck to Rank 2 Legend on the opening day of The Year of the Raven.
Show more
Show less