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[Legend] Pirates and Wrenches!

  • Last updated Nov 16, 2015 (Explorers)
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Wild

  • 14 Minions
  • 15 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3840
  • Dust Needed: Loading Collection
  • Created: 10/20/2015 (Warsong Nerf)
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  • Battle Tag:

    Cashmere #2383

  • Region:

    EU

  • Total Deck Rating

    114

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**NEW ROGUE DECK TO CLIMB WITH THIS SEASON HERE**

http://www.hearthpwn.com/decks/371083-cashmere-scarab-rogue

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twitch.tv/cashmere24 for deck gameplay :)

Edit: Streamed the climb from 1.5k to 200 legend EU :) Unfortunately no vods, but I will play it tomorrow again, so if you want to check gameplay out, follow the stream!

EDIT: VOD of the gameplay around top 100-200 EU :) Hope it helps: http://www.twitch.tv/cashmere24/v/22892228

Proof:

http://imgur.com/H9d7wr1

(blaze)http://imgur.com/WPOn3FH(it)

http://imgur.com/d3DbSS3

http://imgur.com/9s5K9Fc

So basically I made this deck after constantly losing games to control warriors just playing cards. So the idea is that the assassins blade is the best tech vs control warrior or other control decks like freeze mage for instance. But it was just too slow vs any other fast deck on ladder like secrets pally, midrange or aggro druid.

The Cogmaster's Wrench is the only other weapon that is playable in rogue and gives it a decent heavy control matchup.

So what is this deck? In its essence its still oil rogue coated with mechs that generally see play in a lot of oil rogue lists (Piloted Shredder, Antique Healbot and Goblin Auto-Barber). Obviously they are there also for Cogmaster's Wrench synergy.

Card choices:

Buccaneer: Why this over Deadly Poison and why not both? Buccaneers are just so much better in paladin matchups and they synergize with cog wrench as well. Putting both in and playing barbers would make it clunky but you're welcome to try and give me insights!

Spider Tank: Its mech, it has a solid body, trades well, you can put oil on it, good enough :)

Captain Greenskin: Mostly there for control matchups, but really decent to play on 5 almost always when you have a dagger equipped. Obviously sick when played and you have cog's wrench equipped or just an oiled up 1 charge dagger.

Why only 1x Eviscerate? You have to find balance between minion and spell count, and given this is a minion heavy oil deck I had to just put one in. Originally I wasn't playing evisc at all, but one of helps. Also you will almost always have a potential to buff your dagger or have it already buffed so flurry always gets value. Also just imagine you play cog wrench into barber > thats 3x 4 attack weapon aka 3 eviscirates! :) I mean its a silly comparison but you get the idea.

Everything else seems pretty standard but I'll answer any questions you have about certian card choices in the comments!

Card replacements:

Captain Greenskin: Dr. Boom, 2nd Antique Healbot

BuccaneerDeadly Poison

Cogmaster's Wrench: I find it pretty staple but I guess Perdition's Blade?

 

Matchups!

Paladin: Buccaneer, Buccaneer, Buccaneer! Feed the fish, landlubber! Its insane vs any kind of pally as you will get value from it even if you play it on 1 as paladins have no way of dealing with it. Obviously other mulligans are pretty standard: Backstab, SI: Agent (if you are not on the coin I still keep it), Fan of Knives... if you see a good curve like Buccaneer, Dagger Up, Fan on 3 you can keep Shredders as well.

Strategy is simple, keep your minions on board, clear their board and don't be afraid to race them even if its secret pally, just count your dmg. Sometimes is just fine to have an oiled up dagger, greenskin it and go face since you have flurry in hand to clear their stuff.

Mage: Buccaneers are crazy good again either vs tempo (mirror entity) or freeze just for additional burn and dmg setup. If I have 1 good early game card like barber/buccaneer or backstab I tend to keep loatheb as it often swings the board in your favor and its another way to stop flamewankers from getting crazy if you don't have a way to kill them on board.

Druid: Look for 1. 2 and 3 drops (including the wrench)! Backstab for Darnassus, also evisc and sap are fine but you generally want to curve out in minions and make them reactive. Since this is not a standard oil list where you just sit there and react to their curve until turn 3 or 4.

Priest: Easy matchup, can be greedy with mulligans like keeping Azure Drakes, Loatheb.

Rogue: You want threats and not reactive things generally. So Spider Tank > SI:Agent. Keep Loatheb and Drakes too.

Warrior: Minions and Cog Wrench is the thing you're looking for. Also Spint. I tend to keep it sometimes in the opening hand. Gameplan is to play Loatheb efficiently to deny brawl or to give you breathing space so you can setup a good dagger turn and start punching them in the face. 

Shaman: Standard mulligan, look for early game removal and creatures. Don't keep flurry w/o potential weapon buff.

Warlock: Zoo is coming back big time after Patron nerf so the mulligan for this matchup gets harder. If I get a shredder I tend to keep it even if it turns out its zoo since its still fine as it probably just gets played after imp gang boss so it contests it pretty well. Otherwise its standard mulligan. Also Blade Flurry is really important in both matchups maybe even more in handlock as it can win you the game if you can clear giants with it. Sometimes you can just push dmg intentionally for him to popp out his giants and then flurry them down. Vs zoo, its important not to get greedy with flurry and plan it out well.

Hunter: Backstab, Prep, Fan, SI:Agent and Healbot. All you need. Evisc is fine too especially if you're on the coin since it deals with Animal Companion. Obviously buccaneers are good but sometimes I don't play them on 1 vs hunter since they generally get countered by creeper, so you can hold onto them since they will always have equal value vs hunter and they are good trap eaters!

Edit:

twitch.tv/cashmere24