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Argent Horserider Oil

  • Last updated Dec 13, 2015 (Explorers)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3480
  • Dust Needed: Loading Collection
  • Created: 9/27/2015 (TGT Launch)
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  • Jogda4
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  • Battle Tag:

    Jogda#1505

  • Region:

    US

  • Total Deck Rating

    43

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Where most decks utilize one type of play style (aggro, control, tempo, or combo) with some variation depending on matchups, Oil Rogue is essentially a jack of all trades. Oil Rogue requires a pilot to constantly and consistently evaluate the board to be fluid in play style almost every game (IMO more so than other decks). That being said, this deck takes a more aggressive route then other Oil lists.

To do this I ask myself some common questions to evaluate pressure and tempo, such as:

  • Can I afford to take a turn off to sprint?

  • Is this my oil turn?

  • Is this my flurry turn? Will it get enough value?

  • If I initiate a damage race, do I have the tools to win it?

  • How much damage do I have in hand?

  • Should I continue to play the control game or start slamming creatures?

  • Should I play the tempo game and trade or SMORC?

And the big one:

  • Can I afford to take more face damage with my dagger or should I use removal?

Oil Rogue is hard to mulligan/play because the value of some of your cards changes drastically if you can combo them. Coin/backstab play a huge roll in evaluating how to mulligan vs a matchup. Oil is definitely not an easy deck to play because of this. Also sap. Knowing when to sap or prep + sap are some of the hardest decisions to make. I've sapped 2 drops before, which in retrospect won me the game.

All of this is why I love rogue. Annnyywayys....

Mulligans General Info:

Backstab: Usually always a keep, except for the warrior matchup. It's ok to keep two of them vs aggro.

SI:7 Agent: Very strong keep with coin and backstab. Without coin (depending on the matchup) SI is ok to hard mulligan with if you're looking for something particular.

Argent Horserider: Strong keep vs hunter/zoo. Usually a good keep without coin. Pretty good vs Riddler Paladin. Keep vs warrior. I usually toss vs dragon priest.

Tinker's Sharpsword Oil & Assassin's Blade: Usually a toss

Bloodmage Thalnos: Use your judgement, usually a toss

Piloted Shredder & Azure Drake: Decent keep vs control. Better with coin.

Sprint: Usually not the highest priority, but an ok keep vs control

Preparation: I sometimes see rogue players highly prioritize keeping prep. I usually do not. Preference I guess.

Matchups Mulligans: Priority highest -> lower

  • Hunter: Backstab, SI, Horseriders, Fan & Evis

  • Priest: Backstab, SI, Deadly, Evis, Shredder, Prep + Sprint

  • Druid: Backstab, SI, Deadly, Evis, Shredder, Sap

  • Warrior: Horseriders, Prep + Sprint, Shredder, Deadly, Drake, Evis,

  • Warlock (zoo): Backstab, SI, Horseriders, Deadly + Flurry, Fan, Thalnos

  • Shaman: Backstab, SI, Deadly, Horserider, Evis, Flurry, Fan

  • Paladin: Backstab, Fan, SI, Horserider, Deadly, Flurry, Sap

  • Rogue: Backstab, Horseriders, Prep + Sprint, Deadly

  • Mage: Backstab, SI, Deadly, Horserider, Shredder, Flurry

This turned out to be a bit more than basic. I lay no claim to be the best rogue out there. Feel free to disagree, as I mentioned play style plays a huge roll in Rogue and every turn/card can be evaluated differently by how your experience has taught you to play.