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Witchwood Tempo Rogue

  • Last updated Apr 13, 2018 (Witchwood)
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Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Rogue
  • Crafting Cost: 8820
  • Dust Needed: Loading Collection
  • Created: 4/13/2018 (Witchwood)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    133

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Until odd paladin takes over, this is a tier 1 deck.  The combination of powerful early game, Keleseth swing potential, and turn 3 snowball potential with Hench-Clan, this feels like one of the most powerful decks in the game. 

No control deck stands a chance against your onslaught of threats.  Minstrel, Blink fox and Cursed Castaway keep your hand filled and strong.  Hench Clan can win games on its own against certain control decks as well.   Cubelock often struggles to keep up if you get an early game hench clan they cannot remove.  Marsh Drake is also particularly potent in this matchup.  Shaman can deal with your early threats if they are running the right removal, but you can outvalue them easily if they don't have their bombs.    Cobalt can be a big winner against Shaman as they generally don't have enough removal at this point.  The more combo oriented Shaman stands no shot of beating you.  The meta hasn't settled enough for other control decks to establish themselves, but few classes really have enough removal for your threats.

Aggro can be a bit tricky but backstab, chain gang, and elemental are all pretty key here.  If you can stick a 1 drop, you can often use things like Si, Edwin, and even Hench-Clan + dagger to establish your board faster than they can.  For the face hunter matchup, you want to close quickly.  Their balista shot puts you on a clock quickly, so over trading is dangerous. Trade early to establish a board and then bash in their face.  Make sure to take out certain high-level threats and hope you can grab your chain gang.  

Mid-range decks are all over the place right now.  For them, just establish a board and you win.  Token/hand Druid is really easy unless they stick the growing taunt early.  Feel free to tech in a second fan if you see a lot of these decks and odd paladin.  Odd paladin is a tough matchup to win from behind, but if you can grab the board, the game is yours.  I haven't played many elemental Shamans or minion mages, but these should be decks you can handle. 

Possible options to tech/use:

  • Thief package: I don't currently have Tess, so I cannot comment on how powerful it is.  This should be a stronger late game.  If you feel like you are constantly being beaten by control decks at some point, this could be a direction for the deck.  It felt too slow when theory crafting for this meta though.
  • Second Fan of Knives: This is a really strong card in the meta, so keep an eye on this.
  • Shadowstep: This feels like the direction the deck will have to take once aggro hits ladder a bit harder.  Stuff like Marsh Drake and Cairne is just a little too slow to keep up with Hunter and Paladin. 
  • Leeroy Jenkins/Southsea Deckhand: This might coincide with Shadow-step's inclusion in the deck, but some added finishing power could be a welcome addition to the deck.  
  • Rotten Applebaum: Only consider this if you are absolutely getting stomped by aggro.

Let me know what you think below.  I will read through comments when I get the chance.  Enjoy the deck!