TheChiv's A-team Aggro
- Last updated Sep 14, 2014 (Naxx Launch)
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Wild
- 19 Minions
- 10 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2940
- Dust Needed: Loading Collection
- Created: 9/11/2014 (Naxx Launch)
- TheChiv
- Registered User
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- 17
- 49
- 116
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Battle Tag:
thechiv#1153
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Region:
N/A
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Total Deck Rating
1122
Welcome to the A-team Rogue aggro deck. So what is this deck? How does it work? Can it run the ladder? Are you insane? Hopefully I will be able to explain this deck, and how it works to where you all your questions will be answered. And I will also give you alternatives to the one legendary in this deck. And yes I probably am insane.
Strategy:
This is a 75% face rush deck. The idea is to simply get a great amount of value out of your minions to inflict some early game damage and then finish them off with a disgusting barrage of either spells or fast powerful minions. Every card in this deck has a value to one degree or another to help create an extremely aggressive synergy that can put your opponent on the back foot and moving to a reactionary style of play, Rather then playing their deck's the way they want. Every chance you get you want to burn your opponent with everything you can and take it to their face. Vary rarely will you trade your minions willingly if you can help it. Exceptions to this are taunts if you have no other methods.
Below is a break down of some key cards and how they can and in some cases should be used. Every card in this deck interacts well with others in the deck in many ways.
Shadowstep : Part of the end game finisher to lay siege to your opponents life. Works well with Arcane Golems due to them only costing three means you can in theory, dish out 12 damage on turn 5 using just 1 Arcane Golem. Using this combination with a Cold Blood and you get even more low cost value. You can also use this combination withLeeroy Jenkins as many have done for so long.
Deadly Poison : This is possible combo starter as well as a damage boost to remove a taunt or just pound your opponents face. When used in conjunction with Blade Flurry you get even more value. On turn 6 you can have an Assassin's Blade with 2 Deadly Poison can result in 4 damage to your opponents face, clear his board, and give you just enough mana to toss out an Eviscerate making that 18 damage for 6 mana. That is 3 damage per 1.
Argent Squire : Pure combo starter. Fact that it can persist past the first damage can lead to some value with cold blood to remove a taunt and keep the minion. For the most part it will be used to power the combo features of cards such as Defias Ringleader, SI:7 Agent, and Eviscerate.
Southsea Deckhand : Damage dealer. Due to the fact a rogues hero power can persist from turn to turn makes this card amazing. If you have the coin you can play this guy turn 2 and do a possible 7 damage on turn 2 using Cold Blood. Thats 23% of their life taken by turn 2, 26% if you attacked turn 1 with the coined out hero power.
Undertaker : This guy may see an odd addition but he serves 3 purposes. 1 combo starter. 2 turn 1 play to get a bump by the other death rattle cards in the game and gaining some great value. 3 taunt. Ok the taunt thing may seem a stretch but people dont mess around when it comes to Undertaker and they will do whatever they can to kill it. This can be beneficial in certain circumstances.
Defias Ringleader : Best played turn 1 with coin. Creates a massive early game threat that will cause your opponents to have to react instantly.
Loot Hoarder: Draw mechanic and they boost up the undertaker making this a great turn 2 play if you turn 1 a undertaker.
Coldlight Oracle: Many don't like this card due to giving your opponents card draws, but your opponent getting cards matters little. Your using these guys to pull more threats and answers for your self so you punish your enemy.
Assassin's Blade. This weapon gives you many options and allows you to some interesting burst combo's off. Beware!! Harrison Jones loves this card.
Replacements:
Considering Leeroy is about to be nerfed there are other cards you can replace him with. Below is a list of acceptable replacements that can easily be workable.
This deck vs mage, rogue or druid. You are playing first. You have a 2/1 guy in your hand. is the correct play to play it and watch them burn the coin to hero power and kill it? This leaves you down 2 cards after your very first turn. You were already down 1 when you went first.
I really enjoy playing rush decks, but I don't play Rogue very often, so I was happy to see this deck had been created! I've had a lot of fun with it. The only problem so far is against a Druid that ran almost all taunts, which really killed the tempo for me. Still, I've managed to win a lot more than I've lost! Decided to include it in my deck spotlight show on YouTube, I hope you like the video!
this deck has severe problem with control warrior, any of the classes that can ping guys, zombie chow, sludge belcher. If you dont have them at under 10 when they play belcher its probably over. Even if you do, how are you getting through that?
in my latest build there is Iron beak thus you can bypass it. I will be updating this in the next day or two with a full break down
I like this deck, even though I don't have Leeroy Jenkings it works really fine!
latest version doesnt have leeroy
leper gnomes, argent squire, if you have coin then defias ring leader as pulling that out turn 1 is uber. South sea deckhand is a turn 3 play once you have your weapon out thus its instant damage. If you sub out the earthen rings for war riders then thats another great turn 2- 3 play.
Ok so now you want the answer to the earthen rings...Simply put this was put in as a testing aspect. My default for when I replace 3 or lower mana cards. What I found is the little bit of health it gives helps it get the edge in the aggro match ups. In testing one of the decks I had trouble with was a face rush hunter. The heals these guys provided gave me just enough. Now in general it provides very little in current meta. Thus my latest build is looking at war riders as a replacement more pwn less wait. Not to mention with cold bold is a 7 damage strike. This means you can easily burn them down or remove options. I also tried running a second sap and a iron beak in this deck but it just was not as useful as I hoped. As per why no naxx cards. Well there was little for the core design that I felt could help. Loatheb is to slow, the spiders while awesome just dont fit. Turn 2 I would much rather drop something else. as for the rest....not really feeling it. Plus for new players who have not bought naxx this is viable. Now Leeroy is going to be replaced. as he will no longer be viable in the future. Probably replacing with a iron beak as taunt removal is important. Not to mention low cost means can combo well with all the combo cards in the deck. The idea of having eggs in the deck as anti AOE, is not a bad idea, but I feel would take away from the pure damage potential, not to mention I would be running more D/R cards and undertaker in order to make it more viable. It is however on my testing schedule.
Earthen Ring puzzles me here, I can't wait for the explanation.
Also, no Naxx cards? Weird.
Agreed Earthen seems like a waste here. Other then that I like the looks of it, thanks Chiv!
I'd probably swap the Farseers out for Loatheb and a Dark Iron Dwarf or something.
Maybe a nerubian egg??? Would help against board wipes to keep tempo