So, I've had an idea while trying to build a rogue deck to finally reach 500 wins with that isn't relying on completing the quest but feels rather fresh and maybe tries some new interactions.
I came up with the interaction of Razorpetal Volley with Red Mana Wyrm but I don't know how to build the deck around that. I'm asking you guys for help so if you've got any feedback for me, it's appreciated.
Although the Attack gain is slower, the Health gain makes it harder to kill.
The above three points work together to create a bigger threat earlier in the game, reducing the chance it will be removed.
Another "growing threat" card is Vicious Fledgling. I haven't tried it in Rogue, but it seems like if you include enough of these cards that MUST be removed quickly, one of them is bound to stick and do horrible things to the opponent.
Although the Attack gain is slower, the Health gain makes it harder to kill.
The above three points work together to create a bigger threat earlier in the game, reducing the chance it will be removed.
Another "growing threat" card is Vicious Fledgling. I haven't tried it in Rogue, but it seems like if you include enough of these cards that MUST be removed quickly, one of them is bound to stick and do horrible things to the opponent.
So maybe try all of the above?
im not too sure on the Questing Adventurer cuz the individual body is a lot weaker and requires you to have a hand left, as in some cases you might end up with just one or two cards left and that makes Questing Adventurer a bit worse imo
Vicious Fledgling however seems like a fun experiment too, and I'd even throw in cold blood for that thing, sounds fun too
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Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
I played against a deck last night that was VERY similar to this one. Rogue was going to have lethal on me with the Red Mana Worm plus cold blood but I got lucky by using slam and drawing an execute. Deck seemed like it could ramp up to high damage very fast.
I like Red Mana Wyrm over Questing because you can play him naked, and he's non-trivial to remove, unlike Questing, who needs your hand to go off the same turn.
If Questing gets removed anyways, you've just lost a big chunk of your hand. If Red Wyrm gets removed, your 5 drop ate a hard removal, which is the expected outcome.
seems like a very solid list all things considered, I personally just do not like Questing Adventurer. ive made a newer version with Vicious Fledgling and thus far, I went 3-1 with my list, im still not sure which list I like more
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Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
So, I've had an idea while trying to build a rogue deck to finally reach 500 wins with that isn't relying on completing the quest but feels rather fresh and maybe tries some new interactions.
Quest Rogue feels fresh to me seeing as you can build it with minimal legendary cards (some lists don't even run Patches and pirates), but I can appreciate wanting to create something new and different.
I would second FortyDust's recommendation on Vicious Fledgling but I would agree with TheWamts that Red Mana Wyrm is a good removal magnet. I've not played Vicious Fledgling yet, but I expect it is also a removal magnet because as soon as it gets Wind Fury it will adapt twice a turn if no taunt is in play. Both cards are good value threats imo.
This deck works well and is fairly cheap in the sense that the expensive stuff is from classic and therefore a 1 time investment.
I agree with your assessment that 1-time-investment in crafting Classic cards is cheaper in the long run. I've often considered crafting a lot of cards, but the more I thought about it the more it made sense to craft Classic cards over Expansion cards due to how Standard works.
Arcane Giant is good in decks with lots of spells, but I believe it is less common in Rogue because sometimes you will draw it before it is discounted by much and then it is a dead card. However, this is probably mostly true only Rogue decks using the Auctioneer Engine.
Yeah I have always had success with arcane giant in Rouge. Always seems to come around turn 7 or 8 and is a great drop. With these razorpetals it's mana cost drops pretty darn fast.
I am kicking around the idea of Viscious Fledgling but don't know what to take out. I run them in a few other decks and they are HUGE removal targets. They have to deal with it because it will get hard to remove if they don't right away. Stealth, Divine Shield, and usually after windfury. It is crazy how many times the first adapt has gotten me Windfury. Then into divine shield or stealth or +3 health.
I could maybe take out Violet teacher but i'll wait awhile after a few more games to see what is doing what.
Currently at R5 I will test out both Vicious Fledgling and Red Mana Wyrm. All the decklists look super fun and since I'm not gonna be pushing legend this season might as well see how viable Miracle finishers they are.
I've been toying around with Vicious Fledgling and Red Mana Wyrm and i've come to the conclusion that you are way better off with the Wyrm. The Fledgling just gets eaten up by so many weaker removals or by the fiery win axe. However, if you are able to keep a Fledgling alive, you pretty much win the game.
I for one will now experiment with Arcane Giant and see if that goes any better.
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Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
Man oh man both Vicious Fledgling and Red Mana Wyrm are so insanely fun to play. I felt like Red Mana Wyrm was a tad more consistent than the dino bird but still, both caught opponents so offguard. I feel like both of those cards can definitely see themselves becoming potential wincons for Miracle.
This the decklist I am currently running and so far the list I have been having the most fun and success with.
Man oh man both Vicious Fledgling and Red Mana Wyrm are so insanely fun to play. I felt like Red Mana Wyrm was a tad more consistent than the dino bird but still, both caught opponents so offguard. I feel like both of those cards can definitely see themselves becoming potential wincons for Miracle.
This the decklist I am currently running and so far the list I have been having the most fun and success with.
So, I've had an idea while trying to build a rogue deck to finally reach 500 wins with that isn't relying on completing the quest but feels rather fresh and maybe tries some new interactions.
I came up with the interaction of Razorpetal Volley with Red Mana Wyrm but I don't know how to build the deck around that. I'm asking you guys for help so if you've got any feedback for me, it's appreciated.
Heres my try at it:
edit: No cold bloods as of yet cuz I wanted the deck to be a bit slower, but I might try it if its suggested enough
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
miracle maly rogue with petals is nice, and way better than red mana wyrm
Woeden#1173 - NA
This style of deck usually just uses Questing Adventurer instead of Red Mana Wyrm:
Another "growing threat" card is Vicious Fledgling. I haven't tried it in Rogue, but it seems like if you include enough of these cards that MUST be removed quickly, one of them is bound to stick and do horrible things to the opponent.
So maybe try all of the above?
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Vicious Fledgling however seems like a fun experiment too, and I'd even throw in cold blood for that thing, sounds fun too
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
I played against a deck last night that was VERY similar to this one. Rogue was going to have lethal on me with the Red Mana Worm plus cold blood but I got lucky by using slam and drawing an execute. Deck seemed like it could ramp up to high damage very fast.
I like Red Mana Wyrm over Questing because you can play him naked, and he's non-trivial to remove, unlike Questing, who needs your hand to go off the same turn.
If Questing gets removed anyways, you've just lost a big chunk of your hand. If Red Wyrm gets removed, your 5 drop ate a hard removal, which is the expected outcome.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
i just felt like trying cards that noone expects really and thats Red Mana Wyrm for you
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
seems like a very solid list all things considered, I personally just do not like Questing Adventurer. ive made a newer version with Vicious Fledgling and thus far, I went 3-1 with my list, im still not sure which list I like more
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
I would consider Arcane Giant
I love it! Here is my take, was thinking about the sap for the 2nd Questing Adventurer.
Right now I dont have Patches, Corpse, or Yogg. Same with the Vilespine which are amazing and gonna get some soon.
You can never go wrong with adding yogg to your deck!
I exist, I think.
Yeah I really wish I had em :/
Yeah I have always had success with arcane giant in Rouge. Always seems to come around turn 7 or 8 and is a great drop. With these razorpetals it's mana cost drops pretty darn fast.
I am kicking around the idea of Viscious Fledgling but don't know what to take out. I run them in a few other decks and they are HUGE removal targets. They have to deal with it because it will get hard to remove if they don't right away. Stealth, Divine Shield, and usually after windfury. It is crazy how many times the first adapt has gotten me Windfury. Then into divine shield or stealth or +3 health.
I could maybe take out Violet teacher but i'll wait awhile after a few more games to see what is doing what.
Currently at R5 I will test out both Vicious Fledgling and Red Mana Wyrm. All the decklists look super fun and since I'm not gonna be pushing legend this season might as well see how viable Miracle finishers they are.
A glorious bundle of salt.
Turn 5 lethal seems pretty good to me.
Maybe you can use Mana Addict
I've been toying around with Vicious Fledgling and Red Mana Wyrm and i've come to the conclusion that you are way better off with the Wyrm. The Fledgling just gets eaten up by so many weaker removals or by the fiery win axe. However, if you are able to keep a Fledgling alive, you pretty much win the game.
I for one will now experiment with Arcane Giant and see if that goes any better.
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
Man oh man both Vicious Fledgling and Red Mana Wyrm are so insanely fun to play. I felt like Red Mana Wyrm was a tad more consistent than the dino bird but still, both caught opponents so offguard. I feel like both of those cards can definitely see themselves becoming potential wincons for Miracle.
This the decklist I am currently running and so far the list I have been having the most fun and success with.
A glorious bundle of salt.
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.