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[Legend] Rogue shuffle trouble cardburn control...

  • Last updated Jul 29, 2015 (Blackrock Launch)
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Wild

  • 13 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3080
  • Dust Needed: Loading Collection
  • Created: 7/24/2014 (Naxx Launch)
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  • Battle Tag:

    Koropokkuru#2762

  • Region:

    EU

  • Total Deck Rating

    19

View 14 other Decks by Koropokkuru
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Finally reached legend with this deck! Close to golden rogue with all cards in this deck golden aswell! This deck aims for little bits of damage against the opponent 

General plays against control:

Mulligan Oracle and try to get a Dancing Swords, Brewmaster, Mukla or Shadowstep. If you get a coin, coin Oracle and shadowstep him on turn 2. Turn 3 You want to Oracle Brewmaster. Afterwards you just keep the carddraw flowing in as much as possible while dealing with minions. Backstab and deadly poison are also great for early game if you don't have a coin because it helps you to stall the game out a little bit more.

Try to keep sap for the bigger minions while their hand is full. Kidnapper comes in handy here too because you can get some board presence while removing some of theirs. Try not return loatheb to their hand since it will have a negative effect during the rest of your match. If possible, kill it whenever you can so you can juggle around a bit.

You have 3 potential boardclears in Oracle/Mukla - Shadowstep - Oracle - Prep - Vanish and Blade furry. If you do this late game you can do it with mukla, aslong as you have a sap/assasinate/a way to kill a banana'd up minion.

Don't play a Deathlord unless you are positive he will soak next turn or you have a way to remove the minion he gets out from the battlefield. Try to get Dancing Swords up as soon as you can and don't be affraid to use backstabs and eviscerates early in the game! Youthfull brewmasters and Earthen ring farseers can help you heal for a good chunk if you combo them with a oracle/farseer/prep/vanish boardclear next turn.

Always keep your murloc alive if you only have one in your hand. Your murloc is your winning condition! Don't play it unless you have a way to return it to your hand or have to deal with a very dangerous minion.

Against priest you generally want to weapon swing their Northshire clerics and if you see any acolytes around, just attack them with your weapon to let them draw even more.

Loatheb if you expect a removal for your deathlords or to combo with mukla to lock their banana's to their hand for that turn.

Against aggro:

Out aggro them with the bigger, cheap minions while controlling their board. Mulligan Deadly poison, backstab, Blade fury, Dancing swords and Deathlords. Try to avoid using your murloc against zoo unless you really have to. Use vanish early if you need to and just keep the control as much in your favor as you can. Aggro, in particular zoo is a very bad matchup for this deck since they empty their hands constantly. Sapping a flame imp is not a sin and it will rack up some needed damage. Kill the doomguards! Against hunter you won't have a great time either and there is no good mulligan for hunters, since you can only anticipate what they might play and hope you can keep the upper hand.

 

Against most decks you want them to have a card advantage while unleashing your hand as much as possible. Try to never overdraw while having them lose alot of cards and you will win against most control decks in hearthstone (barring secretmage @ 50/50).

 

Changes 24-9-2014: Took out leeroy in exchange for Eviscerate since leeroy is used as a trade off as it is in this deck and rarely for finishers.

 

Changes 30-7-2015: Going to edit the text tomorrow so it's up to date again