Taking the the tried and true nature of tempo rogue, and combining it with the draw engine of a miracle deck, this deck provides a solid ladder experience. Thanks to cards like Backstab, Zombie Chow and Fan of Knives this deck has an amazing match up in the current meta. It even shuts down several variations of Hunter. The deck also has enough guts to pull out a massive spell assault for lethal victory in the mid game.
As with any Tempo rogue deck the idea is to progressively trade in order to dominate the board and deny your opponent the chance to gain momentum. Cards such as Backstab, Fan of Knives, and even Shiv will help you in the early game avoid having to make trades with your minions. This deck uses Zombie Chow as a tech card. Simply put if you play this turn 1 you will be able to deny cards such as Undertaker from having any prolonged existence on the board. To help compensate for tempo rogues historically weak card draw this deck runs Gadgetzan Auctioneer to give you that late game pull to help push you over the top for lethal.
This deck has a few different ways to punish your opponent and just obliterate them. A turn 3 Shade of Naxxramas is a time bomb that can easily spell doom when combined with Cold Bloods. If you are forced to use your shade as a tempo play then do not lose hope. The deck also has a great amount of possible spell combinations to be used in conjunction with a spell power minion such as Azure Drake and Bloodmage Thalnos for some amazing finishes from out of no where. Deadly Poison on your hero power weapon combined with Blade Flurry and a spell power minion can easily clear most boards and be used as part of a finisher combo.
Warlock: If zoo, then your going to want Deadly Poison, Backstab, SI:7 Agent, Zombie Chow, Earthen Ring Farseer. This will give you some solid answers for their early game and allow you to not only set up your board but control theirs.
If Handlock: This deck is lesser seen on the ladder but does pop up. The same basic strategy will apply, however due to the Mountain giants you are going to have to trade a little unfavorably. Try to hover your opponent around 17-15 life before turn 8. When they bring out giants and taunt them up sap them back to hand. Your finisher for this match up will most likely be a spell burst combo and or striking post Sap of a taunt with a Cold Blooded Shade of Naxxramas .It should also be noted that if you are seeing more Handlock then zoo in your match ups you will want to drop a Zombie Chow for another Sap.
Hunter: To counter this deck your going to want to have Deadly Poison, Backstab, SI:7 Agent, Zombie Chow, Earthen Ring Farseer. Taking out your opponents Undertaker before it grows is very important. The rest of the game play is going to be standard tempo. Make sure to spawn minions from the Violet Teacher. These are what your going to test the secrets with. If you see a Knife Juggler be played and a secret is also on the board, use a spell such as Backstab to take it out so you dont fall for the Snake Trap combo.
Rogue: Miracle is still a very popular deck usingMalygos as its means of finishing its opponent. For this match up your going to want to be extremely aggressive with your play style. Deadly Poison, Backstab, SI:7 Agent, Zombie Chow, Earthen Ring Farseer. Shade of Naxxramas is great to, but watch for Blade Flurry combo to clear your board. You are going to want to hold onto your damage spells for the turn before your opponent hits turn 9 or after they play Malygos if the coin has already been played. Once he is played unleash every possible inch of damage you can to your opponet.
Shaman: Bot builds are really simple to counter as most are based off a sea giant deck. Deadly Poison, Backstab, SI:7 Agent, Zombie Chow, Earthen Ring Farseer. Tempo most of the game while building your board. Turn 7 is gonna make a great turn to play Gadgetzan Auctioneer and go for the card draw to pull into lethal.
Druid: Sap,Deadly Poison, Backstab, SI:7 Agent, Zombie Chow, Earthen Ring Farseer. This is going to be a tough match up as Druid builds vary greatly. Saps should be used on high value taunts in order to allow you another turn of face before requiring you to trade with them.This will help set them up very nicely for a coup de grâce using nothing but spells.
Check out the latest episode of DeckTalk to get a more detailed explanation and see the deck in action.