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The Arcane Legend

  • Last updated Aug 25, 2016 (Karazhan)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Rogue
  • Crafting Cost: 6640
  • Dust Needed: Loading Collection
  • Created: 8/19/2016 (Karazhan)
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  • Total Deck Rating

    69

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DISCLAIMER:

WEEK 3 OF THE EXPANSION HAS BEEN RELEASED. THIS DECK IS OUTDATED

PLEASE TURN YOUR ATTENTION TO MY OTHER DECK, TRICKSTER DRUID, WHICH WILL HELP YOU A LOT MORE! :) 

 

In short, wait and draw cards. Use your early game cards, (Journey BelowUndercity Huckster, ETC to stall the game a bit and use up some spells, then, hit them with that Arcane Giant or Coldlight Oracle and Shadowstep combo.

This deck is new, and I feel like a lot of cards can be cut and are only there for fun. Particularly, the deathrattle cards. They are there to put some creatures on the board and to give spells.

Good luck, and have fun!

10+ Mulligan Guide

Going second is better in every matchup.

Keep Doomsayer in ever suspected aggro matchup.

Hunter:

With the addition of, Kindly Grandmother, Backstab is even more important. The dream is a Backstab, Eviscerate, and SI:7 Agent. In this matchup, focus on making sure that he has nothing alive. Ever. Save the Shadow Strike for his Savannah Highmane, and stall until you draw Gadgetzan Auctioneer and Arcane Giant.

Warrior:

This should be a fairly easy one. Get as much value from your Deathrattle cards as possible. A turn 1Journey Below is good because it will allow to maintain a board early on. Besides this, make sure to bait out the Brawl before you blow your Arcane Giant load. In most cases, the control matchup should be a fairly easy win as long as they don't do to much face damage early on.

Rogue: We are not a reactionary class in this matchup. We want to take control and keep it the entire game. Draw for your early game cards like, Undercity Huckster and SI:7 Agent. Use your removal to keep them alive, and then draw your entire deck first. This is really important because it will give you an incredible tempo swing which is super important in this matchup.

Mage:

I haven't seen to many mages on ladder (It is a surprise) but like most Miracle decks, keep the Backstabs for theirSorcerer's Apprentice [/card] and the [card]Sap for their Water Elemental. Never let them keep anything on the board, and try to Conceal the Gadgetzan Auctioneer right when it hits the board. If it survives 1 turn, you pretty much auto win.

Priest:

Ok there, the day this deck loses to a priest in 2K16 is the day I make a Purify deck!

Warlock:

Zoo is a big challenge with this deck because of the lack of heal. The goal is to draw all of our early removal, and try to stop as much damage. Try to drop a big Edwin VanCleef on turn 3 or 4, and then hope to god he doesn't flood the board. Fan of Knives is gonna be a lifesaver.

Paladin:

There are two types of paladins floating around ladder nowadays.

Control: Control is a pretty odd matchup to go against. If you think the opponent is playing control pally, fish for SI:7 Agent, Journey Below, and Undercity Huckster. We are trying to use his own cards against him until we draw Gadgetzan Autioneer on turn 6 and win the game.

Aggro: This is a lot different on the other hand. We need Fan of Knives. If you see that at all during the mulligan, keep it. Beyond this, we want to see Backstab andEviscerate to deal with the board early. Once you drop the first coupleArcane Giants, you win. Try to save our AOE damage for the Moroes, cuz that will save you a lot of grief.

These are the big ones right now, and I hope that this wall of text helped give you insight to the deck archetype!

25+ Card choices

50+ Match ups

100+ Video of lil ol' me playin the deck