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Odd Rogue Deck List Guide (The Boomsday Project October 2018)

Last updated on Oct 01, 2018 at 05:00 by Kat 3 comments

Table of Contents

This guide contains detailed strategy, mulligan, and deck-building information to help you improve your Odd Rogue play for The Boomsday Project meta.

Odd Rogue is a strong Aggro deck that came around during the Witchwood expansion. It exclusively uses cards with odd Mana Costs to trigger the effect of Baku the Mooneater to gain access to the Poisoned Daggers Hero Power. The upgraded Hero Power serves as a great Tempo tool for controlling the board in addition to being an efficient source of damage for burning down opponents.

With the release of The Boomsday Project expansion, Odd Rogue has gained a few additional cards such as Crazed Chemist and Mecharoo. Overall, these additions to not impact the deck's strategy too much, but do streamline the process a bit.

The latest iterations of the deck have slowed down in the current Control meta. However, the abundance of Control decks makes Odd Rogue one of the most aggressive of the current popular decks.

1. Odd Rogue Card List

This Odd Rogue deck costs 9,160 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards
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2. Odd Rogue Mana Curve


3. Odd Rogue Mulligan Guide

Odd Rogue has an irregular mulligan strategy due to the deck building restrictions of Baku the Mooneater. You will often want to use your Hero Power on turn 2 and every other turn thereafter, which will have an impact on your Mana available when trying to plan out an optimal Mana curve.

You should look for multiple 1-drops in your opening hand such as Argent Squire or Fire Fly to help fit around your Hero Power usage. You should also try to find a strong turn 3 play such as Hench-Clan Thug or Vicious Fledgling.

If you have Argent Squire in your opening hand, you can additionally keep a copy of Cold Blood for a very aggressive opener.

4. Odd Rogue Strategy

In the early game, you should look to sieze control of the board as early as possible and begin putting pressure onto your opponent. This will usually consist of opening with an Argent Squire, Fire Fly, or Southsea Deckhand. Your followup to this will greatly depend on the other cards in your hand. If you specifically have Hench-Clan Thug in your hand, it is almost always correct to Hero Power on turn 2 and not attack. However, if it is not available then you may opt to play 2 1-drops instead. Against opponents that may lack early-game removal it can be especially strong to play a Cold Blood onto your turn 1 play, especially if it is an Argent Squire. Even if your opponent does remove your buffed minion, it is generally not a waste as not only do you again an additional 4 damage for 1 Mana but you can also disrupt your opponent's game plan. This can be great against Warlock or Druid that like to Life Tap or Wild Growth in the early game.

From turn 3 onward, you should be looking to play your power cards like Hench-Clan Thug and Vicious Fledgling, which can quickly snowball out of control if left unchecked. Due to the power these minions represent, you should protect them using your weapon and any previously played minions where necessary. If the board would still be unsafe for you to play any of the mentioned threats, you can opt to play a more expendable 3-drop such as SI:7 Agent or Blink Fox instead.

Heading into the mid game, you will be able to compound any advantage you have been able to leverage with cards like Fungalmancer, and Giggling Inventor. Both of these minions have their own strengths depending on the state of the game. Fungalmancer provides the most immediate value, providing an immediate +4/+4 to your board if you have at least 2 minions in play. This is an excellent choice if you are looking to immediately make trades or need a small amount of damage to end the game. While Giggling Inventor is bit more flexible, it can be used to either protect a very strong board as the Taunt minions require a total of 4 attacks to get past, or to develop a resiliant board that can be followed up by buffs from cards like Fungalmancer.

As with any Rogue deck, it is important to consider Combo mechanics when planning out your turns. The numerous 1-Mana plays in the deck make it relatively easy to activate cards like SI:7 Agent and Vilespine Slayer, but it is important to be mindful of them nonetheless. For example, you may have a Fire Fly, Hench-Clan Thug, and Vilespine Slayer in hand on turn 5. While it is Mana efficient to play the Hench-Clan Thug, Firefly, and subsequently generated Flame Elemental, this line of play leaves you with the very weak turn 6 play of an unactivated Vilespine Slayer. Instead, you should look into holding back at least the Flame Elemental for turn 6, to allow you to use the Combo effect of the Vilespine Slayer. While this play is less Mana efficient, the value of being able to remove any minion your opponent responds with vastly outweighs it.

Odd Rogue is a very streamlined aggressive deck that contains very little card draw, which makes the damage available to you finite and something to consider when making plays. It is a very common instinct to see an opponent's minion on the board that can be removed for free and to make that play. However, any damage used on attacking minions is damage that is not used on your opponent's hero and gives them time to stabilise. Instead, ask yourself what happens if you do not trade. For example, if you have a 5/2 minion on board and your opponent has a 5/5 minion, you may be very inclined to trade. However, if you simply attack your opponent instead, the pressure this causes will force them to make the trade instead, netting you 5 additional damage.

When it comes to closing out the game, Odd Rogue has a range of burst damage tools, such as Leeroy Jenkins, Cold Blood, Southsea Deckhand, Deadly Poison, and SI:7 Agent. You should always be mindful of how much damage you have available from your hand. Additionally, try to familiarise yourself with these cards when planning your turns and checking for lethal as it is probable you will draw into one with so many into the deck. When it comes playing out these cards over multiple turns, it is also important to sequence your damage correctly. For example, if you have Charge minions in hand, it is important prioritise playing them first to ensure you can get the damage in before your opponent plays Taunt minions, whereas follow up damage like SI:7 Agent can be played the following turn due to being able to ignore Taunt.

5. Odd Rogue Card Swaps

Odd Rogue has plenty of room for variation and can easily be adapted as the meta demands.

The first card in the deck to consider swapping are Blink Fox

You can consider adding in Fan of Knives as tech against Aggro decks like Odd Paladin.

You can include Ironbeak Owl as additional tech against Taunt minions or decks reliant on buffs.

Tar Creeper can be used to strengthen matchups against other Aggro decks.

Dire Mole can be used to to add even more early-game board presence.

6. Budget Odd Rogue Deck

Odd Rogue can be made cheaper by removing a few Legendary minions like Edwin VanCleef and Leeroy Jenkins. Although these are very powerful cards, the deck can function without them by sacrificing a small amount of its win rate.

Rogue Cards Neutral Cards
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This budget variant includes two copies of Tar Creeper and one copy Ironbeak Owl over the aforementioned Legendary minions. This change adds slightly more stability to the board, allowing you to achieve slightly more repeated damage. However, there is significantly less burst damage in the deck without Leeroy, making it very hard to win if you ever lose board control.

7. Wild Odd Rogue Deck

If you wish to play Odd Rogue in Hearthstone's Wild format, there are many extra tools that you have at your disposal. A general deck you can play in the Wild format is shown below.

Rogue Cards Neutral Cards
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This Wild variant adds in many more Pirate synergies, such as Swashburglar, Patches the Pirate, and Southsea Captain for much more explosive openings. Additional Charge damage from Argent Horserider makes fighting for board control almost completely unnecessary. Any board your opponent tries to develop against you can easily be punished with Dark Iron Skulker, and Loatheb can be used to compound any advantage you do gain.

8. Quick Tips and Tricks

  • Use you weapon as frequently as possible to extract maximum value from Poisoned Daggers.
  • Attack your opponent's Hero as much as possible and only trade if there is an imminent threat on the board.
  • Always try to keep a 1-drop in hand to ensure you have an easy Combo activator available.
  • Keep constant track of how much burst damage you have available in your hand when planning out your turns.

9. Similar Hearthstone Decks

If you enjoyed playing Odd Rogue, we have many other Hearthstone deck guides you may enjoy.

Other Odd decks that use Baku the Mooneater:

10. About the Author

This guide is presented to you by Kat, a professional Hearthstone player competing at the highest level since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

11. ChangeLog

  • 01 Oct. 2018: Deck has been updated for the October play season. Removed 2x Crazed Chemist for 2x Blood Knight.
  • 01 Sep. 2018: Deck updated for the September play season. Removed 2x Mecharoo, 1x Captain Greenskin, for 2x Giggling Inventor, 1x Myra's Unstable Element.
  • 07 Aug. 2018: Guide updated for The Boomsday Project expansion. Removed 2x Cobalt Scalebane, 2x Dire Mole for 2x Crazed Chemist, 2x Mecharoo.
  • 01 Jul. 2018: Deck has been reviewed for the July play season.
  • 19 Jun. 2018: Deck added.
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