id rather turn 1 Buccaneer turn 2 Dagger Mastery turn 3 play some 1 drop and Dagger Mastery again, then turn 4 Piloted Shredder or Annoy-o-Tron and then Dagger Mastery once more.
Your Buccaneer lives 4 turns in a row ? Are you playing against vegetables ?
Anyway, I thought about your version again afterwards, what I did was changes to make it faster and more aggressive. It certainly hurts certain matchups. I'm playing something closer to a Face Hunter style and you are playing something closer to a Hybrid style. I've encountered some success on my part and made my last grind to my golden rogue portrait quickly with my version, on rank 5. Feel free to think it's bad.
I played this deck for a big part of my evening. Oil Rogue feels weaker compared to some new decks, and I got overwhelmed very quickly by shamans and dragon priest.
A few days on malygos miracle were fun, but not that efficient.
I went to try this.
My first impression was that sap is incredibly bad. I built a similar deck on GvG, aggro-ey with huge bursts on tinker's and Flurries, and already at that time, sap felt bad. It was generally a dead card until turn 5-6. On turn 5-6, if I didn't have some burst through taunts, I couldn't win anyway.
I kept one sap ; it might come handy someday but for now, it hasn't.
I cut out Piloted Shredders, which are too slow imo ; I experimented with them in midrange/hybrid/face hunter, and, in super-aggro setups, I'd rather have burst than this.
I think that annoy-o-tron is only good against Paladin, when you have to protect a low health minion against several minions. Slower minions aren't fast enough to stop you, generally. I swapped them out for Auto-barbers. Has stated in the guide, they aren't good turn 3 ; you rarely play them on turn 2.
I have been experimenting a lot with buccaneers also, and they are, indeed, very strong. Since using your hero power early, in an aggro deck, feels like a waste of mana, I added in the deck 2 Perdition's Blade. That card always had its great moments when I played it in my GvG version of aggro rogue, but with Buccaneer, it's even better. On turn 4, Buccaneer into Perdition's Blade allow an easy activation of the combo and a 3/2 weapon with, of course, the 2/1 body of the minion. Sometimes, it's Buccaneer on turn 1 followed by coin Perdition on 2. It's been working well for me. Sometimes, Perdition can be a bit of burst or a clear activator for Tinker's.
Anyway, Buccaneer might be the card to show the path to follow for rogue on TGT and this is a good draft to start from.
I've come to agree with you about the 2 Lights of the Naaru.
Cabal as been on the edge for a while now, and taken out and in several times. It still hits Flamewakers, Imp Gang Bosses and Keeper of the Grove. On certain matchups, the card is simply too good. I'd say it's a one of, depending on the meta in wich you are playing.
Yes ; take out one of the Acolytes. I think it's the most reasonable spot to clear right now ; this is what I did with the actual version.
Thaurissan is a threat if your hand is big enough (like in freeze mage, warlock or in the infamous Patron Warrior). I'm not sure we have enough draw to reduce the cost of some of the combos... Plus, there are here no extensive combos like in freeze mage, malygos and Patron decks.
What do you think of Auchenai after Justicar ? Does the 4 damage heal achieve enough ?
Wow, I'm very happy to see that an untested and theorycrafted deck would have success !
I like that you play Saraad, I think that among the cards you mentioned to replace Cabal, it is the one with the most synergy.
I'd be happy to know more about your experience with the deck. At which ranks are you playing ? Are there matchups that seem particularly tough/unbeatable ?
Did you get curve problems (Notably with turn 5) ?
Also, what do you think about Flash Heal ? Does it help with Wild Pyro and Eydis, as intended, or is it too hard to use ?
I played a bit with Cutpurse on ranked, at rank 5. First, in an aggressive-tempo rogue deck (bucaneers, perdition's blades, defias ringleaders/undercity valiants) in which Cutpurse could attack and get a few coins, but the coins wouldn't get much use in such a low curve.
I tried a few other decks, and came back to a miracle-like Malygos rogue with 2 Gadgetzan Auctioneers. In this deck, the 2 Cutpurses worked. I got one or two coins out of them on several games. I generally could protect it with Backstabs, Deadly Poison, SI:7s, Fan of Knives and, sometimes, a Preparation. Yet, this wasn't as reliable as with Bucaneers, Perdition Blade or Fencing Coaches.
With the Auctioneer, one or two coins would actually be extremely useful, and I won by drawing my entire deck and landing a devastating combo, as intended.
Cutpurse, isn't a bad card, but it isn't a card that could be used in anything either.
Even with Totem Golem and Tuskarr Totemic ? I'm aware the deck could be a very far stretch, on some points more than on others. On some versions, I put 2 Lightning Storm, would that be better in your opinion or is it already a lost cause ?
I feel like Vol'jin has more impact on a board and allows for better trades against midrange and control decks than maiden of the lake. I'm not a fan of flash heal, but I feel if you do decide to run flash heal, it makes Vol'jin a better choice for midrange and control match ups, because you have the quick burst heal and are running good early game removal with pyromancer and zombie chow, you can afford to run a more impactful card in that slot.
I'm not a big fan of Vol'Jin, especially without easy ways to deal 2 damage but why not. You could try to make it work with Auchenai, or even Eydis.
Though, I won't get rid of Maiden of the Lake. The body is great for buffs and heals. It also curves so nicely with both Holy Champion and Auchenai Soulpriest.
As for injured kvaldir, I'm also not sold on, but he does have good synergy with cleric turn three onward. However, he does not take the place of zombie chow in my mind. On turn one against aggressive mech, zoo and hunter decks, who have turn one plays I want to be able to play my zombie chow and on turn two trade with something and heal it back to full. With injured you have to heal to keep it around before trading. So if you go turn one injured turn two you are forced to heal it to make it worth more than a smite. Not really a big deal, but may hurt you especially if you are going second. I think the meta might dictate on whether or not this card will see a lot of play.
I agree with you on Injured Kvaldir. I like that it gives you something to do on turn 2, but it is weaker against aggro decks. There's 1 Chow and 1 Kvaldir right now, because it should indeed depend on the meta.
Though, one chow and 2 wild pyros doesn't feel remotely good enough against aggro. Pyro is very dependent on you drawing low cost spells and chow is dependent on you drawing... Well, chow itself.
Clearly needs to be played with Grim Patron and Battle Rage. Might also give you an extra draw on an Acolyte of Pain. Looks fun. Is there a card you wouldn't want to get hit for 1 in patron warrior, actually ?
I've always liked the Flame Leviathan mechanic ; it's quite a surprise effect. I'd like to see this played.
It can actually be strong if played turn 1 with coin. You can then play S:I on turn 2 with coin and maybe on the next turns. It could act like a Darnassus Aspirant with extra synergy with combo. Though, it won't be very usable late game, and should need protection to work.
Without a good combo 4 drop, I think it will be a bit weak on turn 2.
1
Agreed ; the current version of Hearthstone Deck Tracker is very good.
0
Your Buccaneer lives 4 turns in a row ? Are you playing against vegetables ?
Anyway, I thought about your version again afterwards, what I did was changes to make it faster and more aggressive. It certainly hurts certain matchups. I'm playing something closer to a Face Hunter style and you are playing something closer to a Hybrid style. I've encountered some success on my part and made my last grind to my golden rogue portrait quickly with my version, on rank 5. Feel free to think it's bad.
1
I played this deck for a big part of my evening. Oil Rogue feels weaker compared to some new decks, and I got overwhelmed very quickly by shamans and dragon priest.
A few days on malygos miracle were fun, but not that efficient.
I went to try this.
My first impression was that sap is incredibly bad. I built a similar deck on GvG, aggro-ey with huge bursts on tinker's and Flurries, and already at that time, sap felt bad. It was generally a dead card until turn 5-6. On turn 5-6, if I didn't have some burst through taunts, I couldn't win anyway.
I kept one sap ; it might come handy someday but for now, it hasn't.
I cut out Piloted Shredders, which are too slow imo ; I experimented with them in midrange/hybrid/face hunter, and, in super-aggro setups, I'd rather have burst than this.
I think that annoy-o-tron is only good against Paladin, when you have to protect a low health minion against several minions. Slower minions aren't fast enough to stop you, generally. I swapped them out for Auto-barbers. Has stated in the guide, they aren't good turn 3 ; you rarely play them on turn 2.
I have been experimenting a lot with buccaneers also, and they are, indeed, very strong. Since using your hero power early, in an aggro deck, feels like a waste of mana, I added in the deck 2 Perdition's Blade. That card always had its great moments when I played it in my GvG version of aggro rogue, but with Buccaneer, it's even better. On turn 4, Buccaneer into Perdition's Blade allow an easy activation of the combo and a 3/2 weapon with, of course, the 2/1 body of the minion. Sometimes, it's Buccaneer on turn 1 followed by coin Perdition on 2. It's been working well for me. Sometimes, Perdition can be a bit of burst or a clear activator for Tinker's.
Anyway, Buccaneer might be the card to show the path to follow for rogue on TGT and this is a good draft to start from.
0
Hello ! Thank you for your feedback.
I've come to agree with you about the 2 Lights of the Naaru.
Cabal as been on the edge for a while now, and taken out and in several times. It still hits Flamewakers, Imp Gang Bosses and Keeper of the Grove. On certain matchups, the card is simply too good. I'd say it's a one of, depending on the meta in wich you are playing.
Yes ; take out one of the Acolytes. I think it's the most reasonable spot to clear right now ; this is what I did with the actual version.
Thaurissan is a threat if your hand is big enough (like in freeze mage, warlock or in the infamous Patron Warrior). I'm not sure we have enough draw to reduce the cost of some of the combos... Plus, there are here no extensive combos like in freeze mage, malygos and Patron decks.
What do you think of Auchenai after Justicar ? Does the 4 damage heal achieve enough ?
0
As I stated on my first post, rank 5.
0
I may have phrased that ambiguously or badly. Cutpurse doesn't fit in a lot of decks. In some cases (2 gadgetzans for instance) it does.
0
Wow, I'm very happy to see that an untested and theorycrafted deck would have success !
I like that you play Saraad, I think that among the cards you mentioned to replace Cabal, it is the one with the most synergy.
I'd be happy to know more about your experience with the deck. At which ranks are you playing ? Are there matchups that seem particularly tough/unbeatable ?
Did you get curve problems (Notably with turn 5) ?
Also, what do you think about Flash Heal ? Does it help with Wild Pyro and Eydis, as intended, or is it too hard to use ?
0
I played a bit with Cutpurse on ranked, at rank 5. First, in an aggressive-tempo rogue deck (bucaneers, perdition's blades, defias ringleaders/undercity valiants) in which Cutpurse could attack and get a few coins, but the coins wouldn't get much use in such a low curve.
I tried a few other decks, and came back to a miracle-like Malygos rogue with 2 Gadgetzan Auctioneers. In this deck, the 2 Cutpurses worked. I got one or two coins out of them on several games. I generally could protect it with Backstabs, Deadly Poison, SI:7s, Fan of Knives and, sometimes, a Preparation. Yet, this wasn't as reliable as with Bucaneers, Perdition Blade or Fencing Coaches.
With the Auctioneer, one or two coins would actually be extremely useful, and I won by drawing my entire deck and landing a devastating combo, as intended.
Cutpurse, isn't a bad card, but it isn't a card that could be used in anything either.
0
That's perfectly reasonnable. Sadly, I haven't got Justicar or Eydis yet, so couldn't try it.
0
Even with Totem Golem and Tuskarr Totemic ? I'm aware the deck could be a very far stretch, on some points more than on others. On some versions, I put 2 Lightning Storm, would that be better in your opinion or is it already a lost cause ?
1
Thank you ! I wanted to see the stats. It seems to be overall very strong.
0
I'm not a big fan of Vol'Jin, especially without easy ways to deal 2 damage but why not. You could try to make it work with Auchenai, or even Eydis.
Though, I won't get rid of Maiden of the Lake. The body is great for buffs and heals. It also curves so nicely with both Holy Champion and Auchenai Soulpriest.
I agree with you on Injured Kvaldir. I like that it gives you something to do on turn 2, but it is weaker against aggro decks. There's 1 Chow and 1 Kvaldir right now, because it should indeed depend on the meta.
Though, one chow and 2 wild pyros doesn't feel remotely good enough against aggro. Pyro is very dependent on you drawing low cost spells and chow is dependent on you drawing... Well, chow itself.
0
Clearly needs to be played with Grim Patron and Battle Rage. Might also give you an extra draw on an Acolyte of Pain. Looks fun. Is there a card you wouldn't want to get hit for 1 in patron warrior, actually ?
I've always liked the Flame Leviathan mechanic ; it's quite a surprise effect. I'd like to see this played.
0
Please KKeegan, you've been trying to bash everyone saying this card could be good on this forum since its release.
We've heard your point. 5 times. Are you really that angry about a card release, or is it about some people seeing it work in some way ?
0
It can actually be strong if played turn 1 with coin. You can then play S:I on turn 2 with coin and maybe on the next turns. It could act like a Darnassus Aspirant with extra synergy with combo. Though, it won't be very usable late game, and should need protection to work.
Without a good combo 4 drop, I think it will be a bit weak on turn 2.