Tempo MechBuffington
- Last updated Jan 4, 2015 (GvG Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3120
- Dust Needed: Loading Collection
- Created: 1/4/2015 (GvG Launch)
- saadatorama
- Registered User
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- 2
- 7
- 19
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Battle Tag:
saadatorama#1248
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Region:
US
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Total Deck Rating
41
Tempo rogue concept I have been playing around with a LOT to try and get the class to be viable in the current meta.
This deck, much like other Rogue decks, makes ever turn a pretty interesting puzzle, and sometimes a gamble, but has an ability like no other to run decks over, including aggro decks. In fact, this deck in my experience has the highest winrate against mech mage.
Against aggro, really try to mulligan for the Blade Flurry and Deadly Poison(s), don't go for the Mechwarper or annoy-o tron plays early, this deck cannot beat them at their 'own game' - rather bide your time and wait for a turn to swing the tempo.
Against Handlock, if the meta shifts back there where the ladder is flooded with them, add a Big Game Hunter into the deck and really try to mulligan for it. I'd throw back Backstab and maybe even Eviscerate for it.
Against Control, draft the standard early mech tempo stuff: Mechwarper, Annoy-o-Tron, SI:7 Agent, Deadly Poison, etc. That way, you take and keep board control from early on. Drawing into Jeeves or Iron Sensei will help extend that lead with either card advantage or buffed minions versus the board clear.
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I am not sure if someone else has posted this deck, but I have been finding it to be a LOT of fun. Will start a more in-depth write up as I gain more experience and changes with it. Currently at a 50% w/l
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