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Bullet Train - Aggro Rogue

  • Last updated May 12, 2015 (Blackrock Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2900
  • Dust Needed: Loading Collection
  • Created: 4/22/2015 (Blackrock Launch)
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  • Battle Tag:

    Opus#1446

  • Region:

    US

  • Total Deck Rating

    145

View 34 other Decks by Alkan53
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»»»»-The Bullet Train-»»»»

This deck has a lower curve than zoo. It's incredibly fast. It's so fast that Leeroy is too high cost. Why bullet train? It hits like a train with massive power and blinding speed. This is the only deck I've played where I see games where I consistently end up this far ahead this quickly:

Yes... I won this match on the next turn. The point of this insanely low curve is to take full advantage of jeeves. You have 3-4 heavy draw engines -- Jeeves and Coldlight Oracles. Often times you will Shadowstep your oracles for more card draw. Your cards are so tempo efficient that you can generally plow through most things with intelligent managing of resources.

You cannot play this deck mindlessly. It is not forgiving -- you'll be punished for very slight misplays. However, it always gives you options, so if you play this deck intelligently, you're going to do well with it.

»-» Strategy »-»

Play for tempo early on -- keep the board clear while chipping the face down for your burst damage. You generally want to think about which board clears are coming up. You have to manage your resources effectively. You can't just dump everything (until you get Jeeves, then you can dump your hand happily -- usually in effort to get to coldlights). If you get coldlight oracles and jeeves, just play the oracles -- Jeeves' main purpose is to get you to key cards in your deck. Oracles are there to give you steam.

I like to think of this as an aggro version of miracle rogue -- it's very focused on cycling cards while dealing damage and maintaining high tempo to get yourself to a win condition of your opponent being within a combo range with burst cards in your hand.

Keep your opponent on the defensive! This means don't be afraid to drop a Southsea deckhand on turn 1 if it's your only 1 drop. 

Ironbeak Owl and shadowstep -- generally you want to go face and don't want to be overly concerned with value (but you are very concerned with tempo -- that's the point of the deck -- force your opponent into a defensive posturing preventing them from getting tempo, forcing bad plays). This deck has a tendency for shredding taunt heavy decks apart because of the ability to shadowstep Owl. 

Trick your opponent! Pretend to be mill rogue -- they might open themselves up to free damage.

Play Jeeves if you expect mirror entity and your opponent has a lot of cards -- then your Jeeves is also their Jeeves -- but it's also your Jeeves because he still draws you cards. This can put you into a kind of state of permanently drawing a lot of cards, which, given how fast this deck achieves lethal, is quite dangerous for your opponent.

These are all just examples of different things you can employ to make this deck take you to lethal. It's quite the machine, but you absolutely have to play it correctly.

«-«-«Card Swaps»-»-»

Lots of room for flexibility here.

Examples of calculated swaps (that is, these sort of make up for each other in some way)

Possible additions:

Wolf Rider - pretty powerful and you can drop it without any reservations.

Knife Juggler - Combo with defias -- this probably has a place in a slower deck, in all likelihood -- part of this deck's effectiveness is just topdecking straight into damage.

Leeroy -- I dropped him again because he's absolutely terrible when Jeeves is in your hand or early on. He can really mess things up when you just need to dump your hand.

Oil -- this was in the older version. If someone made an oil flurry version of this deck, it could be quite interesting.

«-«o»-» Mulligan «-«o»-»

Do NOT mulligan for card draw -- ever. With two shivs, a loot hoarder and Thalnos, you're beyond clear for getting card draw. Beyond that, you can definitely win plenty of matches without drawing your draw engines (which happens >60-70% of the time by turn 5 anyways)-- if you're intelligent about managing resources.

»»x«« Matchups »»x««

Control Warrior -- Can be bad if their armor gets out of hand. Armorsmith is a key target here, sometimes it's quite worth using owl on armorsmith instead of acolyte -- you want their health to be as low as possible.

Facehunter -- if you draw well you're favored: you race faster, you can proc explosive trap with Knife.

Midrange Hunter -- owl the scientist -- explosive trap will screw you up. Otherwise, save owls for houndmasters and belchers.

Druid -- This tends to be a fun one, especially when they spend their first two turns ramping and you spend your first two turns chipping their face in. If it's fast druid, you generally silence/sap their taunts and move in for the kill. If it's ramp druid, you generally do the same. It tends to push in too much damage in the ramp up period for the druid to deal with.

Combo (Patron) Warrior - This one is a little easier than control warrior, though their board clears can present a few problems. Again, you're a fast deck, they're a slower combo deck -- you're favored.

Zoo -- Defender and their tempo make this a tougher matchup (as has been the case for aggro rogue historically). Backstabs can still be quite useful, Blade Flurry is key. Still, getting in your damage is necessary, so you can't spend too much on trading or you'll never win and run out of gas.

Freeze mage -- Just burn the face as fast as possible.

Mechmage -- Try to keep their mechs off the board because Blastmage really screws you over.

Tempo mage -- Easy, just silence and ignore belchers, trigger mirror entity with cheapo minions.

Midrange pally -- Face, use weapon to kill 1/1s to maintain tempo.

Control pally -- Heals will screw you over. Just keep dumping everything you have in the early turns into getting damage in. You can't leave too much on the board, nonetheless.

Oil Rogue -- This is probably the most lopsided matchup for the deck. It basically kills oil rogue faster than hunter does. I approximate this matchup to facehugger vs. human head.

Additional Clarifications

Why Shiv? If you're digging for lethal, do you want to play novice engineer or a card that deals face damage immediately? Also, you need a lot of card draw -- if you get one of your draw engines, it's usually GG for your opponent. So, you want to draw that.

Why Sinister Strike? Well, this card does what cold blood does -- except if you have two cold bloods and an empty board and you need to drop jeeves, you're going to get absolutely no value out of cold blood. This at least ensures some value. Beyond that, thalnos can bump it up to 4 damage. 2 of these would be bad -- you wouldn't be able to trade. 2 Cold blood is bad too, hence 1 sinister strike and 1 cold blood. If you have both with an arcane golem combo, great! Also, sinister strike can be pooled in the hand for taunts. It's also a great card to use for combos without overextending and getting no value out of the cards.

»»»»»»Feedback :D

I'd love to hear feedback on the deck -- any personal changes you'd make, I'd be glad to list here. This list is especially flexible, so I'll post your thoughts here!