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MAX Value *=* The Un'Goro Update

  • Last updated Jul 21, 2017 (Quest Rogue Nerf)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 2700
  • Dust Needed: Loading Collection
  • Created: 1/24/2014 (Beta Patch 4482)
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  • Total Deck Rating

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     -Updated for Un'Goro, enjoy!



:HOW THE DECKS ARE MADE: 
Added the 14 highest rated spells given from the Hearth Arena Tier list for the particular class, then mold the remaining mana curve by adding the highest rated minions that do that best. 
There's a little flexibility, so there's room for slight tweaking for those who would like to contribute but I found this method very solid.



Tired of trying to find the best combo deck that has the best OP synergy and wondered "what if I went for max value over combos?". This is that deck. You will win every top-deck battle, and be able to play max tempo every turn.

Hey, I'm bunnybunner#1261 and this is my attempt at making the best possible deck for each class. Dream decks if you will.
No special tricks that the deck is reliant on pulling in hopes to win you the game. Just the most solid cards possible while maintaining a solid mana curve, and keeping a good minion-to-spell ratio.
I will constantly edit and update to keep up with any changes with the new patches. You can also find me at: http://www.hearthhead.com/user=bunnybunner#decks

   *=* Remember to +1 if you like it. *=*

Enjoy :D




My notes:
Pre-Hand
•Never keep anything in your hand with a cost of 4 or more. Ideally you NEED to have a creature to play on turn 2.

Early Game (1-4 Mana)
• Board control is priority over hitting him in the face until turn 5.

Mid Game (5-7 Mana)
• At Disadvantage: Go for the face while removing their biggest threat.
• At Advantage: Maintain board control unless at lower hp.

End Game (7-10+ Mana)
• Check if you have lethal in you hand combined with the field.
-You do: DO IT!
-You don't: And you are at a disadvantage, setup for lethal for the next turn.
-If you don't: And you are at advantage, setup for lethal while gaining board control.

~
Rogue has a great hero power and cards to take control of the early game and establish momentum and board control. That alone can already decide the game. Weapons are great because they can give you early momentum while still keeping a card advantage. Tempodecks do very well in arena because there is not as many reliable ways to regain boardcontrol once you have lost it. With the many removals Rogue has at its disposal you can finish off the game even when there is big minions or taunts on the board for your opponent.

*Advice on how to play this deck or any deck in arena, ranked, or casual I'd suggest checking out:

Vivafringe’s Guide to Arena
http://ihearthu.com/vivafringes-guide-to-arena/


And as a bonus, to change your perception on HAVING to spend money to get these cards, check out:

10 Tips For Earning Gold In Hearthstone

https://medium.com/philosophy-logic/c1a3b3913144

 

   -These decks are made using the Arena Tier List:
http://www.heartharena.com/tierlist