Petal Rogue
- Last updated Sep 30, 2017 (Evergreen Nerfs)
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Wild
- 15 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5640
- Dust Needed: Loading Collection
- Created: 9/15/2017 (Frozen Throne)
- theFallenAce
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
29
Command the power of plants with this spell damage deck that revolves around stalling with taunt minions in order to collect and unleash razorpetals and sinister strikes.
Burst the opponent down with beefed up spells using Evolved Kobolds and bouncing Tuskarr Fisherman. At the very least Tuskarr Fisherman+Shadowstep acts as an Evolved Kobold for only 2 mana. Use Prep+Sprint to draw through the deck fast and get those combo pieces ready. Control the board early with Eviscerates and Fan of Knives, get the taunt package out Tar Creeper+Stoneshaper. Sherazin is a powerhouse by itself. It provides damage push early on and constant pressure on your opponent's resources. Since you are already playing spells, it can be easily revived with no downsides or left dormant all game until the right moment, swinging board and ensuring a free target for spell damage buffs. Trade if you have to, otherwise chipping in small damage any chance you get will help a lot. If the opponent's board gets too crowded, drop an Evolved Kobold+Fan of Knives for a board clear. Vilespine Slayer is a good control/tempo card, use it to kill big minions to stay alive. When you start falling off late game, start looking for lethal. At 20 HP or less spell damage +3 will be enough to kill the opponent or get you closer to finishing them off the following turn. Decision making is key, some situations require a certain play to be made even if it's not objectively correct.
Matchups: Does reasonably ok against aggro as long as you don't draw poorly or snowballed to death, favorable against slow decks and squishy decks. Weak against high sustain decks such as Elemental Mage and greed decks. Lacks healing and tools to fight fatigue games if you run out of steam.
Mulligan: Don't keep any Sinister Strike or Razorpetal Volley in your starting hand. They are dead cards early on as well as Shadowstep. Shuffle back Tuskarr Fisherman and Evolved Kobold because those are only dropped before making a play. Keep Razorpetal Lasher, Firefly, Fan of Knives for aggro, any taunt minion is good here. Keeping Preparation and Sprint is situational but will allow you to draw as early as turn 3 or 4 opening up your options and hitting the cards you need.
Tips & Gists: Bounce Tuskarr Fisherman twice for an easy +3 spell damage for 2 mana. DK Valeera for duplicating more spell damage and razorpetals. Stealth and 5 armor will guarantee an immune turn. Evolved Kobold is also another win condition, 2 of them will deal 14 damage with sinister strikes turn 10. I usually use the first as a bait that can be paired with removal or to start the OTK process. It's only meant to survive a single turn to do it's thing but if it somehow survives it's a huge bonus. The second one can be duplicated with DK Valeera.
Damage Potential (for reference): 6x Petals w/ +5 spell damage = 30
2x Sinister Strike = 16 Eviscerate= 18
Other card options worth testing: Vanish, Headcrack, Doomsayer, Lich King, Malygos, Mimic Pod, Shadowcaster, Bonemare, Prince Valanar
Final thoughts: Inspired by Malygos Rogue, I didn't like the clunkiness of the deck and the poor spot it is in. By removing Gadgetzan Auctioneer and Malygos, it felt less restricted and more flexible. You don't run the risk of having a 9 mana card as your only win condition. Aggro matchups are better with taunts. No stale, miracle gameplay.
What about Bloodmage Thalnos ? Seens like a pretty good replacement for Tuskarr Fisherman ...
The card draw can really do some work
Actually, maybe it's better replacing Evolved Kobold, since the Tuskarr is a Battlecry being able to bounce it multiple times...
Yeah Tuskarr for the bounce. I don't recommend replacing Evolved Kobolds because they provide a flat amount of spell damage that is needed for lethal.
Sub for sherazin? I get that it's kinda a rogue staple but I don't have the dust for it right now and really want to give this deck a go
There really isn't a direct sub for legendaries usually, because their effects are so unique. You could put in another 4 drop minion, or put in more draw if you're running out of cards, or more removal if you're running into lots of big minions, or more aoe if running into lots of aggro. I'm rather fond of SI Agents for being baby Vilespiner Slayers. Not quite Assassinate on a stick but Backstab on a stick is still kinda nice, and gives a little reach to face, is good early game, fun to shadowstep. Just a very roguey card.
You can put another taunt like Stonehill Defender.
Tol'vir seems really weak, and prone to removal. He literally becomes a subpar card if you couldn't play an elemental before.
I think switching it out for Saronite Chain Gang may be better, as it makes two bodies they need to remove, and also can be shadowstepped in bad situations to create another easy body.
Sprint often resulted in overdraw for me, when I had 6 other cheap cards, but no answer, as you want to keep cards in your hands that will help you reach lethal. I think this deck has good enough cards that a Thistle Tea will do wonders for it. Often you draw one of your spell cards which gives you a ton of ammunition for any future lethals. It cost less, and harder to overdraw with it.
Have to test, but Prep is the only bad draw, so might cut it down to 1.
Have not tested mimic pod, but I have bad memories with that cards luck, and we don't have any 6 cost cards.
I feel like another Tuskaar Fisherman will allow you to draw it more consistently, as of now I dont draw it very often when I need it, forcing me to use shadowstep on other cards in order to remain in control of the situation.
All in all that is my opinion on the deck so far, its a fun deck, so thanks for posting it!
+1 for sure
Unfortunately, Rogue doesn't really have tools for digging really deep into your deck aside from Sprint. We have lots of cards that go 1 deep, but if you want to draw a bunch, you basically need Sprint, Coldlight Oracle, or Auctioneer. Otherwise you just cycle here and there or generate advantage with Fan of Knives, Bloodmage Thalnos, Swashburgler, maybe Shaku. Auctioneer and Sprint are about equally clunky. Auctioneer needs a lot more cards to be used, sometimes inefficiently, to get good use. Sometimes it can fatigue you, but it does get a body on the board. Sprint will always draw 4, can be discounted with Prep, but costs more up front and will also overdraw you. Coldlight is feeling a bit attractive to me right now, being cheap, shadowsteppable, and can make Vanish and Sap a bit more potent against people with large hands. Seeing as control match ups work pretty well for the deck, and aggro already hurts, I don't feel so bad about giving opponents more cards right now.
I'll test out Oracle and get back to you, why plague? I understand the value of trading up but isn't most our damage from spells? That can burn face regardless of the minions on the board?
I did debate on putting in Saronite Chain Gang but I ultimately decided to go back the Stoneshapers for the strong early wall with Tar Creeper>Stoneshaper. It felt better for me synergy-wise. If topdecked later in the game it functions as a decent body that can trade alright. Originally I ran 2x Sprint but found that I really only used one in most matches so I took a copy. I haven't had any issues with overdrawing just make sure to manage your hand and refresh your hand accordingly.
I have been testing out Plague, it keeps the tempo up since taunt minions are good stall wise but can never trade up well with 1/4, 1/5 stats. Although our main goal is spell damage, we can't ignore the board entirely. Plague definitely slows them down and allows some push back up until we are forced to look for lethal as we can't compete in the board game after stalls are broken through. It's a nice median in between Vilespines.
Now that you mention the 1/4's I see your point. So far I've been lucky enough to be able to control the board till I could lethal, but this would buy me and extra turn for when I can't.
I think I'll go Saronite, but switch out my Oracles for 1 sprint and 1 plague.
Oh one thing about Saronites is the DK Valeera combo which is useful. Sprint just saved me last game by finding my second sinister strike beneath my deck.
Not so great vs pally, but love the idea!
Yeah it's satisfying when it works, probably not a top tier deck by any means but still fun and different. Just trying to make use of DK Valeera!
This is actually a really cool idea. I personally love Razorpetal Lasher as a card, and to see a deck that basically revolves around it is awesome!
I'm not sure how good it is, since I'm not a pro HS player or anything, but I find Headcrack is actually really nice with Valeera the Hollow. I just run 1 and if a game goes on long enough I just have infinite headcracks from Shadow Reflection. Saved me a couple of times against decks with lots of healing because I could guarantee 6 damage every turn.
I haven't tested that but it does seem pretty good especially in fatigue matches. This deck is still a WIP so I'm still seeing what works.
Seems like a very refreshing deck to play. If you don't mind me asking before I craft the necessary cards, what winrates are you seeing? What would you say are your best/worst matchups?
Warlock and Mage have been my easy matchups. Pirate Warrior is just too fast, so it's probably my least favorite, even with all the taunts. Priest can be scary if they're big priest, but Highlander Priest isn't so bad. Everything else is in the middle so far.