Anatak's Tempo Oil Rogue
- Last updated Feb 11, 2015 (Undertaker Nerf)
- Edit
- |
Wild
- 16 Minions
- 13 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9520
- Dust Needed: Loading Collection
- Created: 6/21/2014 (Live Patch 5506)
- Anatak89
- Registered User
-
- 7
- 37
- 56
-
Battle Tag:
Anatak89#1775
-
Region:
US
-
Total Deck Rating
50
Edit 4.1
Just felt like I had to update this deck, since I've played with the Tinker's Sharpsword Oil since the inception of GvG haha. If only I were famous enough to be known as the "creator" of this deck. It works the same as any old tempo rogue, with the insane burst finishes. I added the Argent Commanders just to have an extra enabler for the Oil at turn 10, and sometimes, you need to use one (or both) of your blade flurries long before you can make the finishing combo. I've found that they just provide that extra push needed at the end sometimes.
I'm still kind of stuck between whether or not I should use a Preparation or two. They help with the oil, and allow for much huger burst combos, but I think they might be too slow sometimes, and not exactly necessary.
Edit 4.0
Alright, my first official GvG update for this deck. I've been having success with this; however, there is really not much viable GvG cards that help out with tempo. Dr. Boom might fit better than Ragnaros if you so choose. Mech rogue just doesn't seem as reliable as other mech decks. Trade Prince Gallywix is fun, and I throw him in sometimes since I got him in a pack. Ogre Ninja is too slow.
The real winning GvG card is definitely Tinker's Sharpsword Oil. The burst potential with this card is insane, especially if you can combo it with spellpower and Blade Flurry in the end game. My primary finishing combo seems to be Sap taunt, Sharpsword Oil, attack face, blade flurry, for a very powerful pseudo-windfury to the face. It is so powerful on the Assassin's Blade, especially when combo'd with some Deadly Poisons too.
Edit 3.1
Haven't updated in a while, so I've made a few changes taking new wings into consideration.
I've added Undertaker, and some more deathrattle creatures because of that (Sludge Belcher, in particular). Undertaker is a hundred times more useful than Argent Squire, in my opinion haha. I've added a few more taunts as well, because they help with tempo in a big way.
Edit 3.0 (Updated for Naxxramas!)
I added some Nerub'ar Warlords, because they slow down aggro decks in a big way. I also switched back to Sen'jin, just because the meta is so far shifted to huge aggro right now. It basically guarantees a tempo swing in your favor.
I'm trying to find a way to use the Ambusher, but I just feel like it's too slow. I'll keep toying with it, and see if I can fit it in somehow.
Also, I removed Edwin Van'cleef because almost all decks run silences now. It was tough to make him stick before, and it's even tougher now.
Edit 2.0
-1 Sap + 1 Assassinate (I just felt like the extra control was necessary)
Threw back in both defenders of argus (personal preference)
Finally got Edwin VanCleef and Bloodmage Thalnos
Added a Dark Iron Dwarf, thanks to community for telling me this guy fits well in this deck.
Edit 1.1:
-2 Assassinates, +2 Sap.
-2 Fan of Knives, +1 Blade Flurry.
-2 Defenders of Argus, +2 Sen'jin Shieldmastas.
-1 Spiteful Smith, +2 Harvest Golem
As with other Tempo decks, it consists of very good ways to trade with the opponent early on, then you have very strong late game cards in the Assassin's Blade and Ragnaros, as well as early threats such as Edwin and the Undertaker.
Anyways, here's how I play:
I basically mulligan to keep any cards under 3 mana. The main exception is Eviscerate. This card is very strong late game, so I prefer to just hopefully draw it later. I tend to keep it if I'm against a warlock, but besides that, a perfect hand seems to be Backstab, Deadly Poison, and Auto Barber, or even Thalnos. Basically, if you have an early backstab, the rest of the game is easy. If you have a coin, SI: Agent and Edwin are very good cards to keep as well. This deck has decent draw power, but you definitely need to be smart with your removals. I basically do everything I can to keep their side of the board clean. Against zoo decks, this can be tricky. If you're sure you're up against a zoo deck, you need to mulligan for a Blade Flurry, or at the very least, Backstab. Even then, it is essential you time it perfectly. If you think you can take one more turn of face damage, and hope to draw more minions out on their side, use your Blade Flurry. You've got tons of means of early control in this deck, so hopefully you can live early on. Just so you know, Spell Damage DOES affect your Blade Flurry, so try to keep that in mind.
Tempo rogue counters zoo because of the cheap removal and SI agents. As I said earlier, be smart with your Blade Flurry.
Legendary Substitutions
For any legendary, you can sub in any of the other staple legendaries. Also, Earthen Ring Farseers and Antique Healbots could take any spot really.
Bloodmage Thalnos - Very important in tempo rogue. He buffs Undertaker, as well as making your spells that much better (Eviscerate takes out Sludge Belcher, Backstab + Eviscerate can take out a giant in a dire situation, etc). I'd say the card draw is arguably more important though, so I'd sub in a Gnomish Inventor or Novice Engineer.
Edwin VanCleef - I like him because he's such a low cost card that can get beefed up quite quickly, with coins and backstabs, and the plethora of 1-2 mana cards in this deck. However, he is not necessary. Throw in a healing minion if you so wish.
Black Knight - I think he's very important, but you could throw in an Assassinate here, or another sap. Big Game Hunter works well too, especially against those pesky handlocks.
Ragnaros - As I mentioned at the top of this writeup, Dr. Boom is a good enough substitute. I still think Ragnaros is the king of legendaries though.
If there are any questions, feel free to leave a comment, and I will respond as soon as I can. Any constructive criticism is welcome as well!
You ask me to look at your deck so I am, here are some tips to help your deck work better.
First off the Nerub'ar Weblord have to go, you need to make room for better minions. Start off with 2 Haunted Creepers, amazing tempo card.
With 2 blade flurry's a weapon is nessicary, Blade flurry is one of the most potent AOE's in the game capable of launching flame strike damage on turn 4. If you struggle with zoo I would reccomend the Perdition's Blade, it is great for the match up. I would remove 1 cold blood for it, since you don't want to have to many combo's in your tempo rogue. Combo's are great but if you draw into to many of them it can be very difficult to get the full value out of them becuase your forced to use them without their ability.
Now the argent Squires, great card, one of the best 1 drops in the game. It can help you get early board presence and last. Though with the aggressive meta I think you need something that packs more of a punch, this change is up to you. I think you need to remove something to make room for sap and either another big minion, say Rag, or the owl.
Regardless of what you decide to remove you need to make room for 1 sap, it takes away buffed minions or taunts, give you more tempo over your opponent and can give you an extra turn to deal with a larger minion. You don't want more than 1 sap, but you need at least 1 sap. It is just to versatile and syncs really well with tempo rogue.
Hmm... I think I understand most of your reasoning, but I feel like I just prefer the owl alone over Sap, for the exact reasons you mentioned. The owl removes buffs/taunts and gives you a minion. All sap does is just delay the game a little bit more, which can play right into an enemy's hand. I need to edit this deck a little bit, because I definitely do have an owl in my deck. I am at work right now and I can't quite remember what I took out for it. It might even be one of my cold bloods.
Also, I still don't think Haunted Creepers help tempo at all. I played with them for a while, and I felt like they just slowed me down big time. I enjoy them in aggro decks, but not as much in this tempo deck. I'll throw them in for a few more test runs, but I think my mind is made up on them.
And, finally, regarding the Weblord, I think they're okay. There is a good chance I will remove them though, especially if I throw in a second Owl.
Thanks for the input though. I'm really trying to be very competitive with tempo rogue, mainly because they aren't one of the primary top tier decks. I don't just wanna conform to the crowd completely and run miracle rogue or anything like that haha.
I agree completely. Im trying not to run some dumb meta deck, right now I play a sort of tempoish control warrior with much more aggro than other versions. I think i will try this out at rank 12.
Haha I haven't updated this deck in a while. But I think the template is still viable. It's a little slow right now, and I still try it out sometimes. It doesn't fare very well against hunters though, and because of that, I've been playing other decks (my ramp druid, in particular). I am very excited for the expansion though, and I think that tempo rogue will be a competent deck once again.
I know! Im trying it out right now. I hope so.