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[S19 Top 100 Legend] Assassin's Blade Oil Rogue

  • Last updated Oct 27, 2015 (Warsong Nerf)
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Wild

  • 12 Minions
  • 17 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5080
  • Dust Needed: Loading Collection
  • Created: 10/22/2015 (Warsong Nerf)
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  • Total Deck Rating

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Proof: http://imgur.com/WwDf6oj

This deck is a slight variation of the Eversiction/Crimzig Oil Rogue list featured in Tempo Storm's Meta Snapshot #34: https://tempostorm.com/hearthstone/decks/eversictioncrimzig-coldlight-assassins-blade-rogue.

Changes I made from this list:

  • -1 Dread Corsair / +1 Fan of Knives
    • With the prevalence of Secret Paladin I favored the consistency of drawing Fan of Knives over a second copy of Dread Corsair.  Additionally, Dread Corsair can be clunky at times when you do not have a weapon buff available.  Fan of Knives also cycles against control which can be important.
  • -1 Assassin's Blade / +1 Loatheb
    • I actually made this change first and it made the second Corsair seem less appealing.  The loss of 1 minion in the second Corsair is counterbalanced by the inclusion of Loatheb, which I feel to be relevant since Oil Rogue lists typically do not have an abundance of minions.  Loatheb also helps to close out the game by better securing the board to set up for a good oil turn.

Favorable Matchups: Secret Paladin, Midrange Hunter, Midrange Paladin, Demon Zoo, Control/Dragon Priest, Shaman

Neutral-ish Matchups: Tempo Mage, Handlock, Face Hunter, Aggro Druid, Freeze Mage

Unfavorable Matchups: Control Warrior*, Midrange Druid

*This matchup is still very winnable provided your Assassin's Blade doesn't belong in a museum. 

If this generates enough interest I will write a detailed matchup/mulligan guide! I would be glad to talk about the deck in the comments below.

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Matchups/Mulligans (writeups still in progress!)

Paladin

  • Always keep Fan of Knives, Violet Teacher and Preparation.  If you are on the coin and/or have Backstab you can keep SI:7 Agent.  Violet Teacher is an insane card against paladin and most of the time a good combo with her can seal the game.  Don't worry too much about consecrate since it means they aren't developing their own board, and remember that on turns 6 and beyond equality is often a consideration when flooding the board.  You are unlikely to survive long in the late game due to Mysterious Challenger, Dr. Boom, and Tirion Fordring, so be sure to try and save Sap for these threats.  You shouldn't be needlessly greedy with it, though; if you can get a huge tempo swing at some point in the game, say, Violet Teacher+Prep+Sap on a Shredder or a minion that has been buffed by Blessing of Kings, it is usually worth it.    

Druid

Warrior

  • Hard mulligan for Assassin's Blade and hope they don't have Harrison.  Armorsmith is annoying; try to kill it off before it gets out of hand.  Try to save weapon buffs for Assassin's Blade (do not swing with it if it has 3 attack; I usually try to wait until it has at least 7) and at least one Sap to get past a taunt for lethal.  The other Sap will probably have to be used on Alexstrasza or some other big threat to get you a massive tempo advantage.  Be cautious when swinging with your Assassin's Blade if you did sap Alexstrasza.  You can use one flurry to clear in the midgame, but you will almost certainly need the second flurry for your Assassin's Blade.   Play Loatheb preferably alongside another minion when your opponent has no board, so that they can only weapon down one.  Don't mindlessly create a BGH target out of an oiled minion or VanCleef, though there are some times when that is your only play, in which case you have to go all in.

Hunter

  • Try to identify whether it is Face/Hybrid/Midrange early on.  The main cards you want in your mulligan are Backstab and SI:7 Agent.  You can dagger a turn 1 Leper Gnome/Abusive Sgt/etc., but try not to take too much face damage if you can help it.  The only heal in the deck is the single Earthen Ring Farseer, so you will have to race them to win.  Against midrange, you want to save a sap for Highmanes; once you sap a Highmane they will be pressured to clear your board so as to not die next turn.

Mage

Warlock

Priest

Rogue

Shaman