Ambush Oil Rogue
- Last updated Feb 22, 2018 (Patches Nerf)
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Wild
- 8 Minions
- 20 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Oil Rogue
- Crafting Cost: 7180
- Dust Needed: Loading Collection
- Created: 2/20/2018 (Patches Nerf)
- bartezbi
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Total Deck Rating
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Work in progress. Any suggestions appreciated.
Random gameplay
Thanks, went from 15 to 9 with a 65% Winrate (28-15)! Weak against aggro but shits on priests if you don't draw really shitty. :)
It also shits on control warlocks. Even giant warlocks has trouble with it.
I'm glad You like it.
I've put second vanish instead of sprint. Works well, now deck has more control over the board ant it's possible to set up for a spicy kingsbane lethal.
Standards become stale for me and this deck has made me love wild even more.
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Sprint seems to be good to pull spiders from deck.
Double vanish is a bit risky because you often have spiders or/and nerubians on board and you do not want to get them back to your hand.
Greenskin - i do not think that in this deck this minion is important, you have oils, poisons and that seems to be enough for kingsbane.
Second leeching poison may be important, i'll try - but on the other hand deck has some draw and leeching is not so hard to find.
However thanks for the opinion :)
Double leeching is a must in a kingsbane deck as would be at least Greenskin, Double vanish, you don't need the sprint
While I agree that double Vanish is necessary, its necessity is what makes this deck particularly difficult. You REALLY don't want to Vanish your spiders, but this can be avoided by clearing them from the board. HOW you do this is the hard part: do you make them massive threats that your opponent has to clear? Or do you use them in efficient trades to get maximum value out of them? This typically has to do with control vs aggro match-ups respectively, but it always depends on the situation at hand. In all, though, I think the complexity double Vanish has is well worth it, so put the second one back in!
On the Sprint, I'm not quite sure yet. On one hand, it's really useful for the burst draw to get spiders on the field, or Leeching Poison on your Kingsbane, or even just getting Kingsbane out. ON THE OTHER HAND, you run the danger of pulling out TOO MANY SPIDERS, therefore losing the crazy value from Strider and Ambush. Although this seems unlikely, it's happened to me a lot! One thing to note: it may seem like a better thing to get too many spiders than not enough, but keep in mind the risk of a full board: with only 3 mana left, your turn is practically over, whereas your opponent can just -yeeet- Vanish, Flamestrike, etc. This is why Sprint doesn't help vs control decks. Against aggro, Sprint is just generally a poor card. In order to survive, you need all the defense you can get; after your opponent runs out of steam, though, it's an easy win (you don't need the draw). The only thing that justifies Sprint is in the condition that you're facing a tempo deck. If that ever becomes meta in Wild, run Sprint as a tech. Otherwise, it isn't useful.
I really enjoy this idea! You should continue to work on it!
Thanks for the analysis, I'm happy that you enjoy that deck because it is my first 😀