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Witchwood Quest Rogue

  • Last updated Apr 14, 2018 (Witchwood)
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Wild

  • 21 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Quest Rogue
  • Crafting Cost: 8460
  • Dust Needed: Loading Collection
  • Created: 4/14/2018 (Witchwood)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    99

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Another Oldie but goodie updated for Witchwood with a few notable inclusions from the new set... in surprising places.

As before, your goal is to play a minion 5 times in order to activate your quest, and then either smash the instant beatdown with charge guys or take back the board through sheer synergy/combos and massively beefed up dudes.  The instant beatdown plan is a little less consistent with one of out best bouncers rotating out, but the newer cards coming in give us some surprising reach and utility that we did not have before.

The Slow Plan:

Fire Fly plus Igneous Elemental give us a bunch of Elementals by which to trigger our quest.  Its not fast or fancy, but it gets the job done in slower games where you can't afford to give up a lot of early advantage to play tempo.  Bear in mind it is usually better to drop a Firefly on turn 1 rather than your quest, and in many matchups you may even want to slow roll your Quest until you have at least 3 elementals in hand.

 

The Fast Plan:

Sonya Shadowdancer + Stonetusk Boar (or optionally, Southsea Deckhand), can set your Quest up in record time.  You usually lose a significant amount of tempo to set up this way, but depending on your hand, can make it back up the next turn.

 

New Additions:

Cursed Castaway Gives us a midgame answer to something on board, while replacing itself with Vilespine Slayer, Elven Minstrel, or Plague Scientist.

Vicious Scalehide fills an important gap from previous iterations.  While more expensive than something like Southsea deckhand (and having Rush instead of Charge), his lifesteal is absolutely invaluable versus decks that just try to zerg you down once they realize your plan.  He may not seem like much, but versus other Aggro decks, he buys you time early.  Later in the game (as a 5/5)  And potentially with Valeera active, he can single-handedly save you from Lethal counter-play.

 

Golden Oldies:

Valeera the Hollow comes back as lategame card advantage that can save you from Some OTK plays if you tempo her stealth right.  This is most notable when paired with Vanish in hand, which can be used to disrupt cubelock decks, or just generally reset the board so you can reload with your quest activated.

Preparation gives you shortcuts on either your Quest, or Vanish.  It can be cut for other things, but there are times where it is extremely useful to have at your disposal.

Backstab is cheap removal that can be invaluable for high tempo turns, especially if you need to activate one of your Combo cards early.

 

Slow-playing your Quest:

A one-drop that always starts the game in your hand can be an important tool in the arsenal of a skilled rogue player.  Many games you will want to hold back your quest for a number of reasons.

The moment you play your quest, they know exactly what you are doing, and in most cases, exactly what they need to do to defeat you.  There is very little in the early game that distinguishes you from any other of Rogue's archetypes, Aggro, Miracle, Tempo, etc.  Since we no longer have the bouncers to rely on just replaying any old creature, you should withhold this information from your opponent until you are more comfortable in your ability to fulfill your quest, or at the very least, can use it as a cheap activator for one of your combo cards.

In some matchups it can still be ok to just play it asap to conserve mana plays, but always think things through.  Many times you can gain a lot more if you just have a little patience, and use every resource at your disposal, rather than just trying to run-and-gun for the combo out.