I've been excited about rogues in BRM because I saw a really nice opportunity to bring back a strong tempo deck. I felt like some of the new cards fit the curve where Rogues were otherwise weak. I have been messing around with it and have had some pretty nice success.
The only match-up I have had a lot of trouble with paladins (freakin' equality!) but otherwise have held a pretty successful record with this deck so far. Anyone running something similar or any ideas of strong changes?
If I were to try it, I would probably drop Gang Up because it isn't tempo at all - more like tempo loss for delayed card advantage. I would probably drop both Antique Healbot and add two Earthen Ring Farseer's for early game since you said your early game struggles. Healbots are amazing when you need it, but suck all other times. Earthen rings don't give as much healing obviously but they curve out way better.
In place of the Gang Up I would add Dr. Boom just because he is Dr. Boom. I'd also consider testing the Volcanic Drake in place of a Violet Teacher or Sylvanas Windrunner for some tempo after a blade flurry. Again that would have to be tested because I honestly haven't even tried that card out yet. You have less spells in this deck than an oil rogue would have for teachers so I would be hesitant to use them. Maybe even use Piloted Shredder instead
I'll try the Boom replacement for Gang Up. It's really a hit or miss card. Sometimes it wins me the game and other times it spends turns in my hand doing nothing. I'll also play around with the Earthen Ring Farseers. Certainly better for board control keeping my fatties around for a few more trades.
I'm really not sold on Volcanic Drake in this deck though. I only have once mass board clear and many times it's used for a little burst at the end and not clear depending on the deck. The Violet Teachers can make a few trades well with their bodies as well as filling up the board for finishing off creatures or a little extra damage. They have been too important in a lot of games. Same with Sylvanas.
I've played around with it as is and have had really nice success as I get more used to the deck. I'll try out the changes you suggested and get back to you.
Dropped a comment on your deck, you can PM me to discuss more if you want. I'm on EU so if you're on there too, you can add me for testing.
Thanks for the feedback! On US so can't switch over. I've taken the advise from the people who've suggested sacking the Gang Up and switching out Healbots for Farseers. Already seeing an improvement. I'll slowly make a few more changes slowly as I get more of a feel for the deck and figure out where I'm doing well and what's not working.
Nefarian is a bit of a place holder right now. He's won me a few games (Grabbed a flare from a hunter and wiped out the two traps he dropped the next turn, HA!) but I'm not convinced. I was thinking maybe Ysera. A potential change in a week or two when I am up to 1600 dust for a new Legendary. It's between that and Ragnaros (who works in more decks, but not this one I think).
So I went and created a dragon deck to play around with and this is what I came up with. It's purely experimental as this is the first time using a lot of these cards for me.
Mine is probably more of a control deck than a tempo deck. It has been fun either way and it hasn't been terrible in casual, but ranked will probably be another story.
Added 2 Sprint and 2 Preparation because it seems to be the only card draw engine rogue can get anymore. I felt one of each was not consistent enough. Prep can also be good to combo with Nefarian. This is more of a later game deck anyway so you need the draw.
I found Faerie Dragon to be slightly underwhelming so I took them out. I felt like I still had a pretty easy time having dragons. Plus if you get one, you want to play it on turn 2, not hold it.
I'm not sold on Rend Blackhand, but so far it hasn't been that bad actually. He is a loatheb killer , which is a crippling turn for rogues normally. Other legendaries that I've killed so far are: Kel'thuzad, cenarius, and boom (have to kill bombs first). Will definitely consider removing him if I continue to tweak, but for now he's fun and that's about all I'm trying to do with this right now.
I think the key to these decks is more in the mulligan. I think you need to go for 3 cost minions, Backstab, Deadly Poison. Maybe Hungry Dragon if you are playing a slower deck. You have to control the board with your weapon and 3 drops then if you can make it to mid game, with semi board control and not half dead, things get easier because the mid and late game threats are hard to deal with.
On a side note, most people won't see this coming til turn 3 or later because it looks like oil rogue.
I've been excited about rogues in BRM because I saw a really nice opportunity to bring back a strong tempo deck. I felt like some of the new cards fit the curve where Rogues were otherwise weak. I have been messing around with it and have had some pretty nice success.
The only match-up I have had a lot of trouble with paladins (freakin' equality!) but otherwise have held a pretty successful record with this deck so far. Anyone running something similar or any ideas of strong changes?
Looks like an interesting deck.
If I were to try it, I would probably drop Gang Up because it isn't tempo at all - more like tempo loss for delayed card advantage. I would probably drop both Antique Healbot and add two Earthen Ring Farseer's for early game since you said your early game struggles. Healbots are amazing when you need it, but suck all other times. Earthen rings don't give as much healing obviously but they curve out way better.
In place of the Gang Up I would add Dr. Boom just because he is Dr. Boom. I'd also consider testing the Volcanic Drake in place of a Violet Teacher or Sylvanas Windrunner for some tempo after a blade flurry. Again that would have to be tested because I honestly haven't even tried that card out yet. You have less spells in this deck than an oil rogue would have for teachers so I would be hesitant to use them. Maybe even use Piloted Shredder instead
I'll try the Boom replacement for Gang Up. It's really a hit or miss card. Sometimes it wins me the game and other times it spends turns in my hand doing nothing. I'll also play around with the Earthen Ring Farseers. Certainly better for board control keeping my fatties around for a few more trades.
I'm really not sold on Volcanic Drake in this deck though. I only have once mass board clear and many times it's used for a little burst at the end and not clear depending on the deck. The Violet Teachers can make a few trades well with their bodies as well as filling up the board for finishing off creatures or a little extra damage. They have been too important in a lot of games. Same with Sylvanas.
I've played around with it as is and have had really nice success as I get more used to the deck. I'll try out the changes you suggested and get back to you.
Dropped a comment on your deck, you can PM me to discuss more if you want. I'm on EU so if you're on there too, you can add me for testing.
forsenC
dog is my favorite openly gay Hearthstone streamer, please join me in supporting his bravery in defying societal conventions
Thanks for the feedback! On US so can't switch over. I've taken the advise from the people who've suggested sacking the Gang Up and switching out Healbots for Farseers. Already seeing an improvement. I'll slowly make a few more changes slowly as I get more of a feel for the deck and figure out where I'm doing well and what's not working.
Nefarian is a bit of a place holder right now. He's won me a few games (Grabbed a flare from a hunter and wiped out the two traps he dropped the next turn, HA!) but I'm not convinced. I was thinking maybe Ysera. A potential change in a week or two when I am up to 1600 dust for a new Legendary. It's between that and Ragnaros (who works in more decks, but not this one I think).
Ysera is also too slow. Ragnaros is fine.
forsenC
dog is my favorite openly gay Hearthstone streamer, please join me in supporting his bravery in defying societal conventions
So I went and created a dragon deck to play around with and this is what I came up with. It's purely experimental as this is the first time using a lot of these cards for me.
Mine is probably more of a control deck than a tempo deck. It has been fun either way and it hasn't been terrible in casual, but ranked will probably be another story.
Added 2 Sprint and 2 Preparation because it seems to be the only card draw engine rogue can get anymore. I felt one of each was not consistent enough. Prep can also be good to combo with Nefarian. This is more of a later game deck anyway so you need the draw.
I found Faerie Dragon to be slightly underwhelming so I took them out. I felt like I still had a pretty easy time having dragons. Plus if you get one, you want to play it on turn 2, not hold it.
I'm not sold on Rend Blackhand, but so far it hasn't been that bad actually. He is a loatheb killer , which is a crippling turn for rogues normally. Other legendaries that I've killed so far are: Kel'thuzad, cenarius, and boom (have to kill bombs first). Will definitely consider removing him if I continue to tweak, but for now he's fun and that's about all I'm trying to do with this right now.
I think the key to these decks is more in the mulligan. I think you need to go for 3 cost minions, Backstab, Deadly Poison. Maybe Hungry Dragon if you are playing a slower deck. You have to control the board with your weapon and 3 drops then if you can make it to mid game, with semi board control and not half dead, things get easier because the mid and late game threats are hard to deal with.
On a side note, most people won't see this coming til turn 3 or later because it looks like oil rogue.