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Oil Rogue (Featuring Annoy-O-Tron/Harrison writ...

  • Last updated Sep 26, 2015 (TGT Launch)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4960
  • Dust Needed: Loading Collection
  • Created: 9/26/2015 (TGT Launch)
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  • Battle Tag:

    Victoria#2370

  • Region:

    EU

  • Total Deck Rating

    2

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About the deck and I

This is pretty much a self-explanatory, basic Oil Rogue deck. As this deck archtype is based off of a specific style of play and card combinations, it very rarely deviates from the standard build. I randomly felt like writing some opinions on Oil Rogue staples, and my additions to the deck etc. For reference, I am just some scrubnub player who so happens to enjoy playing Rogue. Although I'm not that good in HS, I have a rich background in other TCG.

Why add Annoy-O-Tron?

Annoy-o-Tron is actually the entire reason I wrote this guide, so I have a lot to say about this one. I think Annoy-O-Tron has so much potential for this deck and is being slept on. The reason I think this card is so good for Oil is because as one low mana card, it can attempt to take on some of the decks weaknesses on and does a pretty good job of it. Oil rogue is really suffering from the recent surge in popularity of the "Face Hunter" deck (AKA Cancer), and can be really prone to early aggression and strong boards getting the best of it before it can go on the aggression itself.

"Yolo takes time. Yolo takes patience". - Athene

And Annoy-O-Tron gives us so much of that time! Allows us so much of this patience in the early game so that we can choose our moments to clear certain things on the board we don't want to deal with.

On top of this, 'Tron also plays to this deck's strengths at times by being a sticky target for Tinkerer's Sharpsword Oil. A combo Oil makes Annoy-O-Tron into a 4-2 with taunt and divine shield, which is very nasty. I like this number a lot because it is the "Magic Number" for fighting vs Priest as the shadow words can't target it, and cabal can't take it.

Another good reason to run this card, is to actually have something you want to Mulligan for :)

 Why add Harrison Jones?

Harrison Jones is a nice addition to this deck that I like. The reason being that targets for it are becoming more and more common, and the decks that run those targets are considered some of the strongest in the game right now. On top of that, when Harrison hits a weapon not only do you hinder your opponent but you also draw several cards. This is the main reason I run Harrison Jones in Oil Rogue, as he pretty much becomes a Sprint who honks your opponent's weapon and creates some board presence.

Patron Warrior, Face Hunter, Secret Paladin are pretty much the big 3 decks right now (there's also Dragon Priest but it's moot for this write up). All of them will have weapons at some point or another (or are a bad build that should be able to beat yay). On top of that there's Control Warrior, a very nasty matchup if you can't give them the heave-ho quick enough (which you can't), Mid Range Hunter which is less scrub and more scary, and Mid range paladin, a very scary deck to deal with as a rogue. There's also other rogues, I suppose. Here's a runthrough of the common weapons, how much you draw for them and why you should/should not hit them with Harrison.

Warrior Targets

Fiery War Axe: 3 card Draw

War Axe is the card that every Warrior mulligans for. For just 2 mana and a bit of face damage/lost armor, it can single handedly control the early game. I guaranttee you that every decent warrior deck will have 2 and mulligan for them.  Harrison is not as effective vs this card as the next Warrior Weapon is far more threatening.

Death's Bite: 4 card draw

This is probably the best reason to deck Harrison Jones. For those who are unaware, several of the common techs in both Control and Patron warrior decks use whirlwind effects to their advantage. Grim Patron. Frothing Berserker, Acolyte of Pain and Armorsmith gain some serious mileage off of whirlwind effects. "But Vao", I hear you say, "If you destroy Death's Bite with Harrison Jones, will its Deathrattle still not activate?". Yes, yes it will. But at the end of the day the things you are preventing and gaining are worth it. You are negating a 4 damage attack, you are not allowing the warrior to stack his whirlwind effects to the most of their potential (probably) and you are drawing 4 cards. That can change a game.

Paladin Targets

Truesilver Champion: 4 card draw

This card is pretty common in both forms of Paladin deck. It does a lot for the class, clears board and restores health. As a burst deck, the paladin restoring any health is something you don't want. Not to mention any form of clearing your oiled up monsters should be denied. The 4 cards are nice too.

Ashbringer: 5 card draw

This one is part of the Deathrattle of the fearsome Tirion Fordring Paladin legendary. Ashbringer itself can do some serious damage, but generally I find myself using Sap on Tirion more often than anything else. Sometimes I even save sap in case they shit out a Tirion.

Sword of Justice: 1 card draw

This target seems situational as to whether you should or should not use Harrison on it. With the potential of hitting a better weapon, and this one not giving you that much I think this should be judged based on the particular scenario.

Rogue Targets

Rogue targets are definitely ambiguous as to whether you should Harrison or not in the mirror matchup. When it comes to Hero Power generated Daggers there are so many possible scenarios in which you should and which you shouldn't and they should all be judged individually, however I would Harrison any Assassin Blades you so happen to find.

Hunter Targets

Glaivezooka: 2 card draw/Eaglehorn Bow: 3 card draw

Simply put, destroying this weapon is just one less way for them to go face on you, the Harrison on the board is one card extra for them to worry about and 2 cards in your hand is enough to threaten them.