Death Bunnies MK II
- Last updated Jan 22, 2019 (Level Up Nerf)
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Wild
- 15 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Shuffle Rogue
- Crafting Cost: 9720
- Dust Needed: Loading Collection
- Created: 1/6/2019 (Level Up Nerf)
- Deck_Fiend
- Registered User
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- 10
- 34
- 68
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Battle Tag:
"Nurgs"
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Region:
EU
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Total Deck Rating
385
*Darkmoon faire music intensifies*
OK so I have been messing around with pogo rogue since day one of Boomsday. it was something I wanted to work more than anything. Maybe it was because I missed out on Jades and heard they had been powerful (I mean not jade rogue, but I remember playing against jade druid and it was a monster)
I wanted Pogo rogue to be something on that level, but I quickly discovered that this was not going to be the case. It was however a fun mechanic and not so terrible that you couldn't win with it, it just wasn't going to be top dog.
So we have the Underdog Pogo, still hasn't found any solid footing, no one can decide what the deck should look like or should be built like. Well I offer my input on the subject here.
At the moment the current meta (in standard) requires a rogue deck to be fast to be successful. Slow decks by definition get trampled. Even the malygos OTK deck for Rogue is built to go as fast as possible, it gets what it needs (kills you) then gets out. (TBH to me this feels like how a rogue would do things, no problems IMO).
So using this information, we want to build the Pogo deck as fast as we can. everything in the deck needs to contribute to the gameplan. and we need some kind of aback up plan that hopefully has some kind of synergy with the overall plan so everything is flowing nicely together.
"Don't get set into one form, adapt it and build your own, and let it grow, be like water. Empty your mind, be formless, shapeless —like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot."
-Bruce Lee (a rogue from a land far away)
So I present my version of Pogo rogue (Shouts to dog for giving me the idea for the Tuskar's with his crazy spell power rogue stuff. nice work)
This version of pogo rogue mostly behaves like a tempo infused miracle deck with a lot of "bounce" going on. This second generation of Pogo-Hopper decks have utilized the new card Spirit of the Shark to enable what we were trying to do with Augmented Elekk and Lab Recruiter much faster and more efficiently.
It doesn't save the deck and suddenly make it meta, but it does help us speed up the deck while maintaining some of that great shuffle rogue feel gameplay as the shark is giving you double buffs on the bunnies and if copied by a Lab Recruiter you get 6 copies instead of three.
EDIT: (I don't think you get 2 shadows back when you have shark and sonya up, I need to test this some more. I think I was wrong initially though)
(in short the shark gives double to all battlecries and combos, however battlecries are the best one to take advantage of when building a deck with shark in mind)
the Zola the Gorgon infinite with the Valeera the Hollow hero power will also give you 2 copies if there is shark on board.
(this infinite is something you should practice and aim to do in every game where applicable. this one combo lends to some of the more complex and broken things you can do with a pogo deck, granted a lot of it is just flare and not at all needed to win. This sort of thing you will work out for yourself and doesn't really have any place in basic guide such as this.. I can add some advanced tactics upon request though)
The shark is what makes this deck really tick and is like the heart of it all.
Now ideally you want to start games by getting down a Spirit of the Shark ASAP, followed by a Pogo-Hopper and a Lab Recruiter to double buff your bunny and send 6 copies into the deck.
Now this isn't always going to be what happens with your hand, so you can play a Novice Engineer for a double card draw to try and get some tools you need, or combo into a Elven Minstrel which will give you 4 minions from your deck, it's bound to pull a bunny for you and recruiter to get started.
Once you get the bunnies shuffled into the deck, it's just a matter of keep drawing and playing them, trying to build them up as fast as possible and smorc the opponent down. If you get a good game going it's easy to snowball the rabbits to 50+ easily.
You will want to tidy up the board as you go, ideally smashing the face is the best option to close thing out as fast as possible, but this doesn't mean you want to ignore the opponents board and let them take the initiative.
However regarding this I can only really tell you to make smart trades. I imagine if you;re playing this deck you have a handle on the basics, and this info is just surplus to requirements in this instance. (however if you have any questions, please feel free to ask them in the comments)
you just have to remember to save 1 Spirit of the Shark because the first one you use to send more bunnies into the deck will get killed fast if you can't protect it.
what you want is to build up the stats a bit and then play another so when you start using the DK hero power and sonya infinite and those aspects, you can get absolutely massive bunnies because it's doing double each time.
obviously double of 25 is way more than double of 5 so you really want to try and save them for later. (this is a dilemma because you definitely want to use one with the bunny+recruiter to get double the amount shuffled, but sometimes this isn't the best play if you already can see a clear way to making more copies, sometimes just using the first recruiter with the bunny is enough to get started. for this the card Witchwood Piper is perfect as she will draw the lowest cost cards. If you want to go this route though you might want to thin the number of 2 cost minions so you don't end up drawing an inventor or something by mistake.
With the Lab Recruiter you are also strongly advised to try and hold onto one for later, because when you start messing with the hero power and sonya you never know what kind of options you will have and you will have to think on the fly. copying another inventor and another shark is amazing as you can really start to restock and start your combos off again. The deck has the potential for some real crazy scientist stuff, you just have to survive long enough to do it (or don't kill them too quickly as well, ha ha)
The card Zilliax has a ton of synergy in this deck, it's like a make shift reno. you get one of those suckers on a big bunny and you heal right back up. you can also copy it once you infinite the Zola the Gorgon and combo the Spirit of the Shark, Lab Recruiter to send a bunch of Zilliax into your deck.
(This is a total Kripp play, he is the only person I have actually seen do it, but I mean it might be the right play sometimes or you might just want to do it for some reason. This is how you do it anyway)
for this to work you gotta play a vanilla Zill, that means your first one should not be magnetized and it needs to be copied by Zola right away. That means you will get 2 in hand if you have shark on board. you are supposed to then use a lab recruiter to send more copies to your deck so you have infinite heals. It totally works if you have the time for it and you have you infinite going already with DK+Zola and a shark on board, you can really start doing some crazy stuff... Most of the time it won't be needed for you to go this deep into the rabbit hole though.
I think the last thing we really need to talk abut other than the "finisher" (which tbh is self explanatory I think, make huge bunny and smorc face, ha ha) is the inclusion of 2 x Tuskarr Fisherman which might appear odd at first, but hear me out....
Going back to the premise of the deck being as fast as possible and being able to adapt "move like water"... well maybe we're at a putty consistency now, the deck needs more support and I have high hopes we will see pogo rogue fully blossom during this coming expansion/rotation.
right now though we have a deck that has a singular goal, and adding other win conditions to that idea, bloat it, send it off balance etc (in my opinion at least) so we want something that ties into the main concept of the deck.
Right so forget the pogo's for a minute. it's the Spirit of the Shark that is the heart or the glue of the deck in that he makes everything else twice as good as it was before. this card is the star player here, so ideally we want something that plays off it's greatness.
So this is where Tuskarr Fisherman comes in. it has a battlecry that adds 1 spell damage to minion.
(To demonstrate what it can do in a combo for starters. you can play it same turn as shark and get +2 spell damage and buff the shark. The shark has stealth so it is likely not to be taken out if you have to leave it there without doing much. If you also have the DK up you can wing off 2 x Eviscerate for the price of one for 12 damage. This can be enough to close out a game)
You can go for a two turn set up though where you buff the spellpower more with the DK making 1 tuskarr 2 (this will give you +4 spell damage with shark up) the next turn you can throw 2 evis from copying it with the hero power for 16 damage which is more than half of te starting health.
It might not be perfect, but it's something and it's a blast to pull off.
anyway, like I have mentioned we are an under dog deck and we don't have a ton of tools to really make the deck shine right now. It is fun to play though and I feel I'm going in the right direction with it for now.
I am interested in all of your ideas though and if we all help we can come up with the ultimate rasta mon meta version of jade rogue.. erm I mean Pogo.
(Ok I don't know what I've written properly so gonna post it and have a look. it will be full of typos and stuff so I need to go back an fix it so bare with me... I will also add or subtract anything as needed)
I'd be willing to try them again, but I seem to remember those things just getting in the way in my original death bunnies deck. the whole purpose was to streamline it and bring it's main gameplan online asap.
we want to set up shark first anyway and I really don'y see what difference can be made by turn 4 by adding strider and edwin.
if you have any replays or anything I will check them out though. I have been impressed with your deck building skills in the past (albeit for warlock) so I'm willing to hear you out properly.
I fart into your general direction.
your mother was a hamster, and your father smelled of elder berries.
it's from the special edition of holy grail. it's been my favourite film since I was about 5 or 6. amazing stuff. one of the best movies ever made IMO.
You don't frighten us, English pigdogs! Go and boil your bottoms, you sons of silly persons!
I'd really like to add sonya and zihi to this deck. I may try it without the spell damage minions or with just 1 of them and cut one of something else.
it will do fine without them though, it just leaves that whole spell power manipulation off the table and it does really work. I'd pushed to know what else I'd really cut though, and those 2 cards can get wins in this deck.
Sonya with a shark up is insane, zihi is just great at shutting down an opponents turn so they can't stop you and you mow them down.
I'd love to fit these two in the deck and keep the spell power stuff going on, will have to think hard about it.
yeah dude. zihi doesn't do much tbh. I kind of regret crafting her. I'd have rather had hooktusk now.
thalnos isn't as good as tuskar in this deck as you can multiply the spell damage with shark. just my opinion though.
Holy molly! I have been trying Pogo decks in the last few days and I'm missing Zola - Why I never thought of using Sonya Shadowdancer is beyond me. It's one of my favorite cards as well...
Thanks
you can go infinite with zola, that's what is great about her. ideally I'd have them both in the deck really, but adding both is greedy.
if you have the DK up and play zola to copy a bunny, you can copy the zola again and do it again next turn.
with sonya you have to trade things in to get them back. it's great for the other cards as well, and with shark up you get 2 of everything as well. ha ha.
sonya is awesome. (I think I might run them both again.. ha ha.. why not. get some last games before they rotate)
I actually think Zihi is pretty interesting as an addition. I don't have the card so I wouldn't end up testing it out anyway but I know that I often find myself with extra mana with pogo decks. Sonya, on the other hand, is absolutely crucial IMO because there are so many cards that are awesome to copy and opponents can find it hard to clear everything you put up especially when the bunnies start rolling.
I don't really like Novice Engineer though. I would much rather run Witchwood Piper as the tutor draw is very helpful. General draw is nice but you need to out-tempo your opponent with big bunnies ASAP if you want to win.
I noticed you don't have Elekk or Cheat Death. Both are really nice in pogo but I guess it may be hard to fit them in with other options that are available.
I will try out these suggestions. I have at some point ran most of these in my older version though.
cheat death I think I was running on my malygos deck.
I'm definitely going to put sonya in again, just need to work out what I want to loose to add her.
sick fun! waiting for guide!
I'll get on it tonight mate if I'm feeling better. got a bad head right now though. latest I will have all the guides done for the current decks tomorrow.
thanks for your interest.
I've just done the guide for the myracle deck in the form of a story. I don't know if I can do the same for this one. might just end up being a normal guide. I will have it done later most likely, but maybe tomorrow.
it's really not. I've won games off tuskar from the spellpower buffs. you can make your spells do quite bit of damage and makes your fan of knives clear much better as well.
If you have any reasoning as to why you don't like it hear though I'd love to hear it.
I can see how it might not make sense at first, but honestly the spell power battlecry is something you want when you're using spirit sharks.
as a back up plan, having DK up and copying varying amounts of sharks and tuskars then hitting them in the face with evis does upwards of 8 damage and you get the use that twice as well because of the DK so it's like 16 damage.
it's certainly not useless. ha ha.
(I don't think you seen my first reply as I didn't tag you. I have replied again anyway after thinking on the matter to let you know what I think about adding that card to this particular deck. thanks again for your comment. I like it when people suggest cards as then I can really think about it and see whether I think it's worth it or not.)
do you really rate witchwood over inventor? I reckon inventor might be better as it's cheaper and you can get 2 card or more cards with shark up. where as witchwood has a limited pool. Yeah if you already have your deck stacked with bunnies and you've drawn the other cheap cards it's a 100% bunny though so that's nice.
thing is though that there's other cards than bunnies and eleven draws just minions so he normally does a good job at that and he brings 4+ of them with a shark up.
Like i say I used to run 1 of them for like a chance at drawing a bunny when all was dire, but now with the new deck it plays very differently and has more of an actual cohesive plan in that you want your shark up the turn before you do anything, so like you're gonna bunny then use your first recruiter most likely (I use one now and save the second for later) then play an inventor maybe as well. you;re putting 6 bunnies in the deck, drawing 2 cards and doubling the buff so the second one is a 5/5.
you couldn't do that with the piper lass, basically she costs too much and as far too narrow a field when she draws. also it's just one for 3 mana and you can get 2 from elven or more when buffed with shark.
I just think piper is redundant for my version of the deck, because of how I play it and how it's built.
Basically what I'm saying is I think I have enough draw as it is, unless things go to ruin. Thing is this deck is still janky just because it is and it still needs more support from the next expac before it will truly shine. That said it still performs well when you get what you need and I reckon this set up best gives me what I need most often, while being a smooth as possible at battering the opponent when I actually do get rolling.
I'm not saying piper will be bad for your deck, just saying I'm hard pushed to see how it would be better in mine.
i use 2x Witchwood Piper in my deck ! 3/3 body and a pogo draw is really good imo
i dont have that many 2 drops ! only pogo and lab recruiter
thanks dude. I used to run one in my boomsday version. I will have a fiddle about and see if I can make it work.
I need to put zihi back in as well as being able to stave them out before blasting off unstable element is good. I just had a priest down to like 6 health and made a bunny that was in the 40's. I had 1 more in my hand but I saved it.
Got psychic screamed
but then managed to build a board back up. I wasted my only sap I had after the element on a tar creeper just thinking I'm gonna push lethal and win (I didn't know what I was facing) this dude starts making loads of copies of that guy with the taunt and the lifesteal that kills a guy when he dies. If i'd saved the sap for him I'd have been through.
second mistake was when I was running out of time, I should have shadow stepped my tuskar, not a bunny. then I'd have gotten more damage off my fan of knives and probably got lethal then.
I guess you can't counter a deck if you don't know it. I played as best I could considering.