Spiders & Ambushes
- Last updated Jul 20, 2019 (Rise of the Mech)
- Edit
- |
Wild
- 13 Minions
- 15 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Mill Rogue
- Crafting Cost: 10980
- Dust Needed: Loading Collection
- Created: 12/13/2017 (Kobolds Patch)
- pym166
- Registered User
-
- 8
- 25
- 33
-
Battle Tag:
Pym#2347
-
Region:
EU
-
Total Deck Rating
487
Link:
BBCode:
Export to
/!\ Update /!\
This deck is a Standard deck from December 2017 and is not a viable Wild deck, nor a Wild deck at all. I just changed something in the formatting but HearthPwn considers I updated it. Sorry about that fellas :)
Deck Basics
Survive while burning your opponent deck. Finish him with The Darkness.
Zola the Gorgon but it's not exactly a cheap alternative :/
Best feeling ever destroying an aggroadin who spams thank you emote with Artas when you play ur first coldlight.
Dont like my kingsbane with 11 attack lifesteal eeh?
"Wholy light!"
Thanks for the video! I don't know why you got so many downvotes, I think you have a lot of haters ahah :D
But don't listen to people who can't even take a minute or two to explain you what is it they hate so much about you! Keep it up. And nice game btw!
might get down voted less if you were less condescending and seemingly gloating about having played for 2 years.
hi i think Zola to make a new oracle :D
It's not top tier, but a lot of fun.
Such a fun deck! I found that The Darkness works very interesting in the deck. Basically, it's an unplayable card until the opponent has only ~3 cards left, since it literally does nothing if played before. But it's so much fun summoning an unexpected 20/20 (or two 20/20 with Valeera the Hollow!) it doesn't even matter.
I removed 1 Doomerang and added 1 Cavern Shinyfinder. Although it costs 1 more mana, it does somewhat similar job faster, lets me use Leeching Poison and Deadly Poison faster, and gives me a nice 3/1 minion. I actually end up doing more healing with the Life Steal, since I can whip up the Kingsbane faster.
Also, I found Cheat Death is too easy to play around. Most of the time I ended up getting a copy of Tar Creeper, and substituting both Cheat Death with Evasion seems to give more survivability.
Can someone link me their revised version of this deck? Ik that with Kingsbane there is definitely a possibility to be played. Without this terrible synergy in the OP's version.
This is the deck that Dog got Rank 1 legend with. I've been piloting it and it works out very nicely. https://i.imgur.com/3Fqo3DU.png
Updated! ;)
I'll test it out throughout the next couple days. I'll get back to you with stats and such! The updates look quite nice though :)
It might be, but I still like to experiment and have fun with decks. Also, this deck looks like it would have a lot more "satisfying" wins as opposed to the current mill.
Hi! I've been playing Mill and Miracle rogue for the better part of 2 years now - I enjoy decks that require some sort of brain power to run. I want to give some constructive criticism for this deck, and suggest a few things that may help this deck out. Here are a few thing I notice with this deck that doesn't make it competitively viable;
1. You play a Sprint. The objective of mill is to get your opponent into fatigue, or at least make sure you're both in fatigue equally. Sprint does nothing but put you ahead of them in fatigue. The only reason I see that you may want to play Sprint, is to fish for the Coldlight Oracle. At that point, I'd recommend just putting in The Curator or Elven Minstrel. This allows more board presence and doesn't put you super deep in fatigue before them. The reason why Kingsbane Mill is superior at the current moment, is because you can bounce Kingsbane over and over with Valeera the Hollow's hero power, thus making you never take a single point of fatigue. I do see that you run Shadowblade, which is nice, but it's very one dimensional. The reason why Kingsbane is so strong, is that it supplies healing, anti-fatigue, AoE if you run Blade Flurry, and board presence all in one. Shadowblade is made for one thing - making you not take fatigue damage.
2. No reliable clears. You don't really have any viable way to clear the board unless you burn a Vanish. I would highly recommend dropping in 2 Doomsayers. Being able to Vanish, double Doomsayer (with valeera power or by just using both) basically ensures a free board next turn. Getting back to Kingsbane Mill, they run 2 Doomsayers, 2 Vanish, and a Blade Flurry. This is 5 forms of clear, as opposed to 2. In this heavy aggressive meta, you need to be able to survive, which I don't see this deck being able to do.
3. The Darkness. Unreliable as your job is to mill them. if you mill even a single candle, you now have 29 cards. Playing The Darkness literally is like deleting a card from your deck more often or not. It's great if it does work, but oftentimes your opponent will just have a way to clear it anyway.
4. No sustain. You have absolutely no health gain in this deck what-so-ever. If anything, you should add in an Earthen Ring Farseer, Cult Apothecary, Evasion, or a mix of 2.
5. Sonya Shadowdancer is super hard to pull off in Mill decks. You may be able to bounce back a Youthful Brewmaster or a Fal'dorei Strider, but that's very hard to pull off with the nature of the meta.
6. Lastly, Youthful Brewmasters have got to go. With the new introduction of Gadgetzan Ferryman, Youthful Brewmasters are basically inferior now. 2/3 > 3/2 in almost every situation. This deck is made for mill, which means more board control. A 3/2 is generally regarded as being more aggro oriented. Although, my personal advice would to be completely remove the Youthful Brewmasters in place of Doomsayers. I already explained why Doomsayer is good above, but the reason being is that Youthful Brewmasters are almost obsolete with the introduction of Cheat Death. Currently, your deck has the potential to reliably mill 20 cards. (2 Coldlight Oracles, 2 Shadowstep, 2 Vanish, 2 Youthful Brewmasters, and 2 Coldlight Oracles off Valeera the Hollow). If you want to factor in Cheat Death, that's 24. Sonya Shadowdancer could make it infinite if your opponent has no answer. There is absolutely no reason you need to be milling 20 cards in a single game.
Now, I want to stress that I'm not flaming your deck, calling you/your deck bad, or saying it doesn't have a place in some meta. These are just the observations I made after playing this deck for ~30 games at ranks 5-3. I love the ideas and aspirations for this deck, I just don't know if they are viable in this meta. If the meta every shifts to more control based, this deck could definitely have potential.
Hi! I had never played Rogue until 2 months ago! ;)
Thanks for the nice comment! I have no idea why this specific deck took off, I think I'm making waaay more good Priest decks. I personally think that it needs some adjustments to be really viable and I welcome your very constructive comment :)
1. I added Sprint as a boost after you played a few Fal'dorei Strider. I couldn't agree more regarding Kingsbane (and all the buffs to make it truly awesome). I actually made a slightly better version of this deck with it. I'm going to update just after this :)
2. Exactly! I always tought that Rogue missed some good clears but Kingsbane + Blade Flurry is fucking good. I also think that 2x Doomsayers could be nice, I'm going to see how they fit nicely in there.
3. I disagree on this one :) I think The Darkness is actually a great card, you just have to be patient and wait for your opponent to overdraw before you play him.
4. Kingsbane + Deadly Poison + Leeching Poison should do the trick! I might give a shot to Evasion too.
5. Sonya Shadowdancer was somehow better when I was running Zola the Gorgon. I think it's a very, very, powerful legendary. But I kinda agree with you... I'm not sure she still have a spot here. Also I'm not running any pirates/charge in this deck. Maybe I should consider it, but I just think pirates aren't so fun and I already have her in another deck anyway.
6. "There is absolutely no reason you need to be milling 20 cards in a single game". Yeap, and that's not what I do :) Return to your hand is a wonderful mechanic, and you aren't stuck with Coldlight Oracles. Leyline Spiders can become very annoying if you play Fal'dorei Strider a few times a game. I really like to take my time and spam my opponent with him :D
Thanks again for your comment, I will try to update the deck tomorrow. But I really want to do some testing first and I'm traveling atm so... I really hope I will find some time to do it!
Unfortunately I won't be able to play too much in the next days, but I couldn't resist and I updated the deck. I'm counting on you for the testing ;)
A nice, honest, fair and no hate critique of a deck very rarely seen on this site, well done. Up votes for the both of yah.
I tried the deck and its fun, but I have issue with the darkness. It's too slow and sometimes I mill the candles, which result is in a huge disadvantage. Also, I like the synergy of the spiders with sonya.
Problem with the darkness is that if you mill your opponents hand then the candles get discarded and then you just have a dead minion. I could see corpse flower being potentially good if the spiders beating played count. I don’t own corpse to confirm
I would assume they don't. If you have Gadgetzan Auctioneer on the board when one draws and auto-casts it doesn't count as a spell that you cast, so the Auctioneer doesn't draw a card. You do draw another card but it's because of the text on the auto-cast spider ambush, with no extra draw from Auctioneer. Similarly, I would assume they only count towards reviving Sherazin if you somehow got one in your hand instead of it auto-casting and then played it for 4 mana.