Dreadmaker's Nightblade Rogue
- Last updated May 9, 2014 (Live Patch 5314)
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Wild
- 15 Minions
- 12 Spells
- 3 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4800
- Dust Needed: Loading Collection
- Created: 3/24/2014 (Live Patch 4973)
- Dreadmaker
- Registered User
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- 2
- 7
- 14
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
125
Update: March 29, 2014:
So, I took this deck into the 23rd Managrind open, and I ended up coming in second! I was recording the entire thing, so I've uploaded them all to youtube. Here's the playlist with everything in it!
https://www.youtube.com/watch?v=vTOA1iCujZQ&list=PLRDlkj_YLxjMsEwmgZP5_SPPWYMGhba1m
For those of you wondering whether or not this deck can compete at the highest levels - it seems like it can!
Update: March 27, 2014:
Many people have been explaining that they want to build this deck, but they lack the legendaries and the Epics. All three of these cards are amongst the best in the game in their class, and so they are certainly worth crafting if you'd like to work towards that; however, in lieu of this, I've provided an update below in the individual card guide where I've put in a few words that speak to possible substitutions for these cards.
First, the thing you really want to know:
So far, this deck has a winrate for me of about 75%+ at rank 7-8. Check out the Trial video at the end of this post; not only is it proof of said winrate, but it's also a good example of how to play the deck! The first game especially is an excellent representation of many of the capabilities of the deck.
Premise:
This deck is a product of playing around with variations on my Spellsword rogue deck (found here: http://www.hearthpwn.com/decks/37766-dreadmakers-spellsword-rogue) and a few other concepts that I wanted to experiment with. The purpose of this deck is to control the early game with cheap, efficient minions and spells, and then after doing continual incidental damage throughout the game, to burst them down at the end. I've found that the deck is exceptional at clearing the enemy's board, and is generally quite effective in most matchups. The hardest ones tend to be the hardest ones for any rogue deck, namely things with a lot of heavy taunt or very, very aggressive rushes. However, this deck can be quite effective with the right draw against both of those archetypes, and certainly has a chance to win no matter what.
Playstyle:
In the early game, you want to sit back and control. Do your best to put minions out and take board control yourself, but your prime directive in the early game is to make sure your opponent doesn't have a board. This varies a little bit - against aggressive decks, you want to do this even harder, but against control decks, you should try to be quite aggressive yourself (which this deck can certainly do). Going into the mid-game, try to damage your opponent incidentally where you can. Often, you'll be able to clear their board and keep board presence yourself with only spells, which means you can often hit them for 3-6 a turn without a lot of problems. This is where we can start to use Deadly Poison with Blade Flurry to melt the opponent's board and really take control.
Win Conditions:
In the late game, after you've clearly established board control, one of your easiest win conditions is the leeroy combo. However, this isn't your only win condition at all! Often, you can just burn down your opponent with spells, direct damage from creatures, or help from a deadly poisoned assassin's blade. Sprint can also win games for you by providing you with combos when you and your opponent are top-decking. There are a lot of ways this deck can win!
Mulligan Strategies:
It's impossible to account for all possible mulligan strategies here, But we can certainly talk about a few. Generally, if you have a perdition's blade or an SI:7 agent, you should keep them, particularly if you have backstab (but even if you don't). Keep bloodsail raiders, loot hoarders and your abusive sergeant. Otherwise, you generally want to get rid of everything else; most of your spells (except backstab) are overkill in the early game, so there's not a lot of reason to keep them around. Bigger creatures, too, or the assassin's blade, won't be playable for a long time, so you generally want to mulligan towards a faster start.
Individual Card Guide:
Backstab: This should be in every rogue deck. Not a lot of things to say about this; One thing to keep in mind, though, is that it's a great combo starter, so if you can save it to use with perdition's blade or the SI:7 agent, all the better!
Shadowstep: This is a weird one. It's in here for use with essentially 3 cards. It's an obvious combo with Leeroy, but the others are worth talking about. Handlocks present a problem for this deck (as with any rogue deck - too many huge taunts!), but you can mitigate that by shadowstepping a Big Game Hunter. This is a 4 mana solution that can take out 2 taunted giants! this is also a great trick against control warriors. Finally, it can be used in a bind with the SI:7 agent to provide an additional 2 damage for 1 mana at basically any point. Another additional combo is to use it with the Azure drake if you're hurting for cards.
Deadly Poison: Great card for its synergy with the weapons in the deck, but especially with blade flurry - even if you only use it on your default daggers, you can make blade flurry more effective than a Consecration for less mana!
Abusive Sergeant: Wonderful 1-drop, not only for the fact that it's great to play on turn one, but because it never becomes useless. You can play it at any point in the game to make trades more efficient, or to get a little extra damage out of an attack. it's also a great combo starter.
Blade Flurry: In some ways, the real crux of this deck. It's a very efficient card, and if you can get spellpower into it from the Drakes or Thalnos, all the better. Don't be afraid to use this card early - it hits the enemy hero, too, so it's a good deal in basically all circumstances!
Eviscerate: No real need for explanation; use as you would in any other rogue deck.
Sap: This is better than Assassinate for this deck (and I think in general) on a few levels. Sap requires the enemy to make decisions much more than Assassinate does, and frankly, the likelihood of them slowing their own tempo down so much in order to play the same thing as last turn is low. It's great for postponing having to deal with tough minions for another turn and a better card draw, and also for pushing through a taunt. It's also cheap enough (unlike assassinate) that you can push through even more damage or minions on the same turn you play it.
Bloodmage Thalnos: Excellent card for rogue decks. Spellpower to help with blade flurry and all of the other spell damage cards, as well as card draw. Don't ever play him on turn 2 or on his own, unless you're hurting for cards; try to save him for when you can get more value out of your spells with him. Substitute for Thalnos: Kobold Geomancer.
Bloodsail Raider: This is an incredible card for the rogue. In a weapon-centered deck like this, you'd be crazy not to have it. Even with the Rogue's basic hero power, this becomes a 3/3 for 2 mana, which is a deal you can't get anywhere else, and when deadly poison comes into play, or the Perdition's blade, or the Assassin's blade, or any combination of those things, she gets to be incredible. Good card in its own right AND it synergizes brilliantly with 5 other cards in the deck and the hero power. Excellent, excellent value.
Loot Hoarder: We need card draw in this deck, and here's one of our solutions. I'm not entirely sold on this, and indeed, it could turn into an Acidic Swamp Ooze in time, but as of right now, it's working well.
Perdition's Blade: Such incredible value. Almost always a 2 for 1 card, and sometimes a 3 for 1 card, it is completely fundamental to early game board control. It's also great in the late game for damaging your enemy over his taunts, if you're close to victory, and it's great for a blade flurry deadly poison combo.
Big Game Hunter: This is our defense against control decks, and a great one at that. It has decent value on its own, but if it saves you from a giant, which are becoming increasingly popular in the current meta, all the better. Against warriors and handlocks, the value only increases when using it with shadowstep. Substitute for Big Game Hunter: There really isn't an exact substitute here. If you feel like you need the late game control, swap it out for an Assassinate. If you feel like you want some interesting flavour, try a blood knight. If you can't have the BGH, you should supply whatever card you'd like that you think would go well here or that is a personal favorite of yours. That said - the BGH is a great neutral epic to craft, and he fits in most non-rush decks (and even some rush decks!). So, if you're looking for something to craft, this certainly isn't a terrible option.
SI:7 Agent: This should be in all rogue decks; not a lot of explanation needed. If you have nothing else to play on turn 3, don't worry about playing it without the battlecry. Generally, though, you should try to make it work to get the most value out. Great to combo with backstab, especially against aggressive decks.
Leeroy Jenkins: This is one of the several win conditions in the deck, and it does a great job at it. Almost never a dead card. With this deck, it's also quite playable even when it won't immediately win you the game - you can use blade flurry immediately after you play him to clean up the whelps he spawns. Substitute for Leeroy: If you want to keep the spirit of the deck, an Arcane Golem is probably your best bet. Reckless Rocketeer is another option, though probably the inferior of the two, because if it's cost. Otherwise, like the BGH, this can be flavor - it's up to you! my inclination might even be a Gadgetzan Auctioneer, if I didn't want the charge-based victory condition.
Sen'jin Shieldmasta: Anti-aggro card, and a solid 4 drop in its own right. Much better than a yeti in the current meta, I would argue - that one extra damage isn't going to save you in 90% of cases, but the taunt most certainly can.
Assassin's Blade: I only have one of these in there because you simply don't need more. It has 4 durability, and it'll be a rare game that you'll use up all four charges before you blade flurry with it. Great finisher, and a great pressure card.
Azure Drake: Very useful to most rogue decks; card draw and spell power, with a 4/4 body. What more could you want? Also fairly useful in combination with shadowstep to save it from death or simply to get another card.
Sprint: Finally, your get-out-of-jail-free card. This will win you the game in a top-deck war, and it will also give you plenty of options as long as you have board control. Not great when you're very behind, but if you're moderately behind, or neutral, it'll often save you. It can also be great to draw into the victory, if you get a combo like deadly poison/assassin's blade flurry, or shadowstep/leeroy.
If you have any questions or comments about the deck, feel free to put them here and I'll respond as quickly as I can. This is very much a living deck that I play with regularly and make changes to; This page will be updated frequently as the deck develops!
Video Guides:
Deck Overview:
Deck Trial:
hey guys, just wandering if a Captain Greenskin might work nicely with this deck?? obviously the 1/1 weapon upgrade would fit in perfectly but the cost is the big issue. cheers ;)
Worked well against zoo lock. Sap the flame imp=ragequit.
My favorite deck in Hearthstone.
cool deck
Took your advice and had another brutal and horrendous 0-6 run. Constantly ran out of cards. Bashed everything with weapons and had incredible board control but couldn't finish on a single game. Spwnt all night on my mage and shaman getting to 14 and this one took me right back down to 17. Think we are done here just not working out.
Huh. Well, I'm sorry the deck isn't working out for you; have you watched my videos? To be fair, it isn't a deck for beginners, and it requires a lot of thinking. It's a tough one to pilot, but if you know what you're doing, I find it's really quite effective. I say that as someone who's now rank 3, almost 2.
Well I am either doing something really wrong or am just really really bad. I have every card except Lerory and went 4-15. I was playing in the 17 bracket and mages, shamans, and hunters embarrassed me. Was able to beat 2 warriors and 2 pallies. Found myself sitting around waiting for a card that didn't need a combo so I could use the combo and never came. Spell dmg cards not a big help. Even with the card draw I just couldn't get anything going.
You have to try not to wait for combo's. It's nice to cast your charge card three times, but it's not needed to win most of the time. Sometimes I don't even use Sprint, because it's such a Tempo drain. Just use your minions and weapons to keep board control. Shadowstep can also be used to recast a silenced minion or on SI:7.
Hunters are hard with any rogue. I try to keep a maximum of 2 minions on the board. Try to predict what their traps are. Attack with a dagger first to see what it is. If you buff your pirate to 6/3 it's probably freezing trap etc. Don't put a Bloodmage on the board, it's just a free extra dog for them. Heavy bodies like Azure Drake are best, and sen'jin should be kept in hand from the start. Try to do as much damage with your 2 minions as possible, and use the weapons on his face, not his minions. But ofcourse, trade his minions immediately, even if it's a bad trade. You should have new minions in your hand to replace, because of the 2 minions max. strategy.
Mages should not be very hard, because they should lose the Tempo game from the start. Don't put 4 minions on the board in turn 7. And sometimes I lose because they double ice block and still beat me.
Shamans used to be the worst opponent for me, but this deck with the big weapons seems to make it easier. Just go aggressive as hell, they can't heal anyway.
This deck is just awesome. It's more fun than a Tempo deck, and for me it works about as good for me as any standard Tempo deck. In my case, I topped at 7 last season with it. (I could climb to 5 with a shaman, just to give an idea of what difficulty I'm talking about). With this deck I'm rank 8 now.
Maybe it's because opponents don't understand it, I had a Control Paladin who told me Well Played when I played a Abusive Sergeant in turn 1, but he was dead in turn 8, including a 6 hp heal. It's just really fun and aggresive.
Awesome deck, but don't have BGH atm. Thinking of changing it for Edwin VanCleef or Questing Adventurer. Also if I were to change BGH to a Blood Knight, should I replace both Abusive Sergeants to Argent Squires?
Yes. If you were going to switch it into a Blood knight, you should absolutely change the Sergeants into Squires. My spellsword deck did exactly that, and it can get you some very surprising (if inconsistent) wins.
Alright thanks guys would try out the Blood Knight with Squires
Im sorry but ive been trying this deck and it is SOOOOOOOOOO hit or miss (usually miss for me), at best a 30% win ratio, watched your vids, used your strats, and not saying anything bad about you, but you got EXTREMELY lucky in that tournament, so many top deck game changers. Just lost 7 in a row to some pretty trashy decks using all the strats you mentioned. It might just be me but I hate inconsistent decks.
What rank are you? I've been using this deck too and so far got to rank 16 with 60% win rate. Not that good for me either
This deck is planned to be used on lvls 10-8 where there are a lot of handlocks and druids. I've used this deck to go throught 11 to 7, but currently I can't climb any higher.
Probably the worst matchup is shaman and control warrior. I'm doing fine against any other classes.
Shaman is actually one of my better matchups - it's almost a free win for me. Maybe I've just been lucky, though. If you just keep their board clean, which this deck excels at, you're totally fine.
Control warrior is tough, though, I'll give you that.
Still can't get past rank 16. If this works in higher ranks I think it should work better here. I might be doing something wrong.
Actually, what works at higher ranks doesn't necessarily work in the lower ranks. The meta changes at different points on the ladder. That said, In my mind, I might chalk it up to how you're playing it before I'd chalk it up to not being viable down there. It's a complicated deck to play - it's no face hunter. You need to actually think about what you're doing really hard and understand what the best order is for playing your cards, etc. I said before - it's an intellectual deck. If you find yourself consistently struggling, you might want to shelf this deck for a while and try out something else.
For the record - might I suggest this? I've just built a new one that I used specifically this season to climb from rank 17 very quickly up the ladder, and it worked to get me up to 9 in the space of an hour or two - perhaps this is more your style?
http://www.hearthpwn.com/decks/42772-dreadmakers-ramp-druid
Looks awesome, but unfortunately I don't have Ysera, Rag or Ancient of Lore. I spent all my dust crafting Leeroy, Thalnos, BK and BGH so right now I'm looking for a deck that could make use of them. I'm guessing I probably need a more minion-pressure based deck (for the rogue). Thanks though!
Thanks for sharing this deck. I've been able to adapt to it's style and it can do some amazing things. The couple of times I've lost hasn't been without putting a good fight. Then some times they just have no chance. Leeroy Jenkins is a great finisher with Shadowstep. Below is one of the fights I've won (no audio commentary).