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RETURN OF THE FACE ROGUE

  • Last updated Aug 21, 2014 (Naxx Launch)
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Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4420
  • Dust Needed: Loading Collection
  • Created: 8/17/2014 (Naxx Launch)
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  • Total Deck Rating

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***RETURN OF THE FACE ROGUE***

***THE HUNTER KILLER***

JUST HIT LEGEND WITH THIS DECK TODAY

With the new cards that were introduced in Naxx, miracle rogue has kind of died out. With this there has been an increase in midrange hunters and even priests and paladins. I was having a very tough time beating hunters, so I was trying different decks and found that face rogue is viable again.

I am currently rank 5 with this deck and climbing well with it, may use this to hit legend again this season. Will keep everyone updated!

Shadowsteps: key to finishing the game, especially with early wombo combos with arcane golems. 8 damage then 4 and 4 again= 18 damage for 6 mana. This can be devastating especially if your opponent is clearing minions with his face.

Cold Bloods: These can be used in a variety of situations, for example the classic Leroy/Arcane Golem finisher. Or it can be used in the early game to apply pressure, for example on an argent squire. On turn 2 you could potential have a 6/1 divine shielded minion, and your opponent having to clear this minion will change the original game plan he or she had.

Leper Gnome: speaks for itself. good early game creature, beware of the salt storm they cause.

Southsea Deckhand: This could be another potential cold blood target, this is a great unit to apply pressure early game, or even a finisher, (assuming you have a weapon) damage from weapon+southsea+leroy+arcane golem at least 12 damage in one turn.

Bladefurry: especially against aggro deck, this could save the game. This is especially devastating if you have assassins blade + poison. Can really help clear an entire board of big minions. Blade+ deadly poison x2= 4 7 damage weapon charges

Deadly Poisons/Assassins blade: Assassins blade in my opinion is a great weapon, especially with deadly poison. I usually only keep deadly poison in my opening hand if I have bladefurry as well. Otherwise I toss it.

Loatheb: great card in general. This card played correctly can stall your opponent from using a combo against you, and this could possibly set you up the next turn for winning the game. This card really can be a lifesaver.

King Mukla: Best played on an open board. Still deciding if I like him in the deck or not. But coined out on an open board can really change how your opponent plays. I like cards that really throw off your opponent from their original curve or game plan.

Coldlight Oracle: I always keep one in my starting hand for the card draw. If you get two in your hand do not keep both, toss one. But this is your primary card draw mechanic, you can even combo it with shadowstep to draw even more cards, or even make your opponent overdraw if its handlock for example/

Sap: very important card to get rid of that taunt in your way and smash your opponents face. I like keeping this in my starting hand against druid because of early innervated out/coined turn 2 Cairnes haha

Defias/haunted creeper: Both very annoying and solid two drops. haunted creeper could also be a coldblood target early on.

Leeroy/Arcane Golems: Used primarily as the finishers of the deck. Obviously alot of people say Leeroy triple when miracle was the strongest deck. But an early cold blooded shadowstepped arcane golems can be just as powerful and can end the game early. Make sure you play these cards as the finisher or if you can set up lethal for next turn. Do not play these prematurely especially against a healing class like priest.

If anyone has any questions at all please feel free to PM me my battletag is Kennysteed#1987

 

I will update with class specific guides if it gets more upvotes!!