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(70% winrate) Sprint and Weapons Rogue

  • Last updated Dec 8, 2017 (Kobolds Patch)
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Wild

  • 11 Minions
  • 18 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Oil Rogue
  • Crafting Cost: 7940
  • Dust Needed: Loading Collection
  • Created: 12/8/2017 (Kobolds Patch)
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  • Total Deck Rating

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Hey guys eepixx here with my first guide for a deck. (Been legend most seasons and just started climbing this season when the new expansion hit)

First day of ladder was a tough one with lots of secret mage, dragon raza priest, control warlock, face and spells hunter, zoolock and all sorts of crazy shenanigans. Tried putting together a deck using the new legendary rogue weapon!! <- this weapon is seriously underrated by a lot of streamers, especially in it's effective use as an anti-aggro tool when combined with 1 copy of leeching poison.

The deck was able to climb from rank 15 to rank 7 in the span of 6 hours with a winrate of 70%. Check out the decklist, give your thoughts and if I have time later I'll post up a mulligan guide and thoughts on matchups.

Some thoughts on why to use sprint > gadgetzan auctioneer: currently, in order to maintain board control, you must be constantly using your resources (backstabs, coin SIs, deadly poison on weapon, shiv and evis) in the early game, PRIOR to turn 6. What this means is that although greedy miracle style decks may generate more draw in the long run, often they lose out to early aggression of face spell hunters, zoolocks and almost just as importantly, cannot apply pressure prior to turn 6 effectively without burning through their auctioneer fuel (e.g. to pump a big Edwin when facing a control warlock). Therefore, in this deck and in the current meta, it makes more sense to run all rogue anti-aggro spells that ALSO generate card draw toward deadly poison and leeching poison combos along side prep-sprint combo or sprint by itself to refuel after dealing with early game aggression. 

Some thoughts on giants. In a deck without gadgetzan (and even with gadgetzan in my opinion), giants appear to be too greedy currently as drawing one early will cause you to almost instantly lose the game against aggressive decks. On the contrary, the new 4 drop available to rogues is hands down one of the strongest if not the strongest addition to the class in multiple expansions. When combined with the card draw of shiv, fan, sprint and mimic pod, the card provides almost identical (sometimes better when preventing anduin from being dropped) tempo gain along side desperately needed card draw.

Why play this over standard miracle?  Anti-aggression provided by deadly poisoned kingsbane, shiv, fan, coins (all used NOT at the expense of late game draw); high damage output from FACE to FACE (not from the board, this is VERY important when facing control and exodia mage); very high healing to stabilise against the very popular secret mage, face hunter and zoolock decks and lastly infinite value/healing with has been able to secure matches against controllock (even through warlock DK) and control mage.

This deck is highly underrated, requires a high amount of skill to play perfectly (I constantly make sub-optimal plays even now) and has great potential for the expansion :)