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Wild Big Rogue

  • Last updated Jan 2, 2018 (Kobolds Patch)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 14220
  • Dust Needed: Loading Collection
  • Created: 1/2/2018 (Kobolds Patch)
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  • Battle Tag:

    WhatAChamp

  • Region:

    US

  • Total Deck Rating

    514

View 39 other Decks by WhatAChamp
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As a disclaimer, the original idea for this deck is not my own. I was playing my version of Big Hunter and I came across someone playing Big Rogue. I was intrigued and found a decklist by a guy named Dane (might be a streamer?). I wasn't a fan of a bunch of the cards that he used but the overall idea behind the deck remained.

The game plan of this deck is to cheat out big guys early on and use the momentum to seal a win. Barnes allows us to generate copies from our deck while Kobold Illusionist allows us to generate copies from our hand. Here are some of our target cards:

Big Bois

Silver Vanguard: One of, if not, the best card to get a mini copy of. It can easily be traded into a minion or backstabbed to get one of your 8 mana heavy hitters as early as T4. Staple card and worth running two of. IMO wild has some amazing 8 mana threats including Kel'Thuzad, Sneed's Old Shredder, Ragnaros the Firelord, and The Lich King.

Kel'Thuzad: KT is a fantastic combo card with Illusionist. If you can trade Illusionist and gain KT, the Illusionist will resummon at the end of the turn. This works even better if your opponent spends all their mana killing the Illusionist and has to leave up KT for your turn. If KT is the only minion in your hand, you can do some goofy things like killing the Illusionist again to get two mini-KT's and two more Illusionists or you can kill both the Illusionist and mini-KT to gain a full-size KT next turn with the Illusionist. KT is also amazing with any sort of a board and he can be pulled from Silver Vanguard.

Ragnaros the Firelord: An undeniably huge powerhouse, whether as a tiny version or a big version.

Sneed's Old Shredder: Although it's better as a big minion, getting a 1/1 copy of it works well too since you'll likely get good value out of the DR.

The Lich King: Although he's not terribly fearsome as a 1/1, a few of his cards are downright amazing in this deck, particularly the one that discards five cards and summons whichever minions are drawn.

Crazy Combo Cards

Aside from your Barnes and Kobold Illusionists, there are a few cards that help make absurd combos or enable high tempo plays.

Cheat Death: This card is primarily intended for use with Barnes or Kobold Illusionist, allowing you to replay them for their effects at a cheaper cost (and in combination with say Umbra or Rivendare). If someone decides to pick your token as the target instead, you can get a cheaper version of an 8 cost minion which is also handy.

Mad Scientist: An odd choice that only recently can be used in rogue. The main purpose of this card is to pull out your secrets earlier so they don't clutter up your hand. Since you have no other low cost minions, getting a Cheat Death from this allows you to do a next turn coin + Kobold or something else along those lines. Scientist also allows you to have some early board presence. Play this as soon as possible because it's depressing getting this from Kobold. One point to note is that Cheat Death will not be pulled and then proc on the Scientist so you don't have to worry about wasting your Cheat Death on it.

Spiritsinger Umbra: Absurd combo potential with our cards. I will often try to coin this out after a Mad Scientist pulls or I play Cheat Death. If my opponent doesn't remove it, I can play Barnes or Illusionist the next turn and if they do, I have a 2 cost Umbra to work with. Here is the absurdity that can ensue with this card. If you already have Umbra on the board and you play Barnes, you can get this...

Illusionist --> 1/1 Vanguard --> Sneed's --> random legendary.

Keep in mind that when each of these dies, they get their DR again. It seems really flukey, but I've chained things like this multiple time. Even a Vanguard pull onto a big threat is amazing for this.

Baron Rivendare: This guy is mostly around for fun but can provide some absurd plays as well. Rivendare is very difficult to remove if coined out T3, and you can follow him up with Barnes --> 1/1 Vanguard and Backstab the Vanguard for two biggies. People are often hesitant to kill off your Illusionists as well so you can sometimes follow them up with a Rivendare play. Not as essential as Umbra IMO but still a good card.

Sonya Shadowdancer: A beautiful combo card for reusing minions that we just want the Battlecry or Deathrattle of. Barnes can be a useless body after being played but Sonya allows you to reuse his Battlecry again. She also combos well with all the small tokens we have in this deck anyway since they generally have powerful effects. Again, not an essential card but definitely cool.

Counterfeit Coin: Allows for earlier plays of big cards. Running one has seemed to work so far but I may test two as well.

Survival Arsenal

My main issue with Big Hunter was living long enough to pull something off. Thankfully, big T4 plays in this deck mean we don't need to worry about survivability as much. However, let's say you don't draw your Barnes or Illusionists before T4. That's where these cards come in.

Backstab + Eviscerate: Both are tempo-efficient removal. However, you may also want to use them on your own minions at times to proc their deathrattles if no enemy minions are on board to trade with or you're worried about Potion of Madness.

Sap and Vanish: Both are good stalling tools. Vanish you should rarely play once you have a board, but it helps delay against aggro opponents, particularly in combination with Preparation. Sap is a nice counter to many of Cubelock's minions and buffed up paladin tokens.

Fan of Knives: Mostly here to help out with the new scourge of paladins with their divine shields. Against other classes it's a decent card for picking off some minions with Dagger while still getting a card draw.

Preparation: Not 100% sold on its inclusion but it allows you to Vanish earlier or Vanish and then play a minion down.

Sudden Betrayal: Another anti-aggro tech. I would probably not include it except for the fact that I'm already running two Mad Scientists and need a bit more consistency for them to make sense.

 

Mulligan

Always keep: Mad Scientist, Barnes and Kobold Illusionist.

If you're certain you're against aggro, it's not a bad idea to keep Backstab or Fan of Knives.

If you have Barnes or Illusionist but no Scientist, Cheat Death isn't a terrible keep either against control decks.