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Even Tempo Rogue (No Hooktusk!)

  • Last updated Mar 17, 2019 (Level Up Nerf)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Rogue
  • Crafting Cost: 7180
  • Dust Needed: Loading Collection
  • Created: 3/3/2019 (Level Up Nerf)
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  • Total Deck Rating

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Step aside, Odd Rogue, there's a new tempo Rogue in town!  With the recent nerf to Cold Blood, we can now play it in an even deck which gives this deck the extra push it needed to become viable! Now the first thing that you'll notice and are probably wondering is, "Where is Captain Hooktusk and all the pirates?" And to put it simply, they are just too slow so I cut most of them out. The only pirates remaining are Sharkfin Fan and Bloodsail Raider.  Instead, I replaced them with the Corpsetaker package because it is much faster and now has the potential to combine with Cold Blood! As of this writing I have a 67% win rate with 48 games to take me from rank 6 to rank 2.  I hope you all have as much success and fun with this deck, enjoy!  Full write-up below.

https://imgur.com/RuWiljW

 

Strategy:

As with every odd or even deck one of the biggest challenges is knowing when to squeeze in your hero power.  Fortunately with this deck it's a bit easier, because we can hero power on every odd turn and our dagger lasts for 2 turns so it's perfect!  Remember: this is a tempo deck so we need to control the board while trying to push as much face damage at all times!

When going first, obviously dagger up and then feel free to attack on turn 1 unless you have a Toxicologist in hand.  By attacking on the first turn, and third turn you will then be ready to attack and break your weapon on the fourth turn if you play a Grave Shambler

When going second, dagger up on turn 1 and then don't attack (usually) unless they have a minion you can kill.  This is because on turn 3 when we would normally re-dagger, we will probably be coining out a 4-drop, or 2 2-drops, into another 4-drop on turn 4.  This means we won't be able to re-dagger for a couple of turns so it's best to save the dagger in case you need it to kill a minion or use it if you have a Sharkfin Fan.  There are of course exceptions to this rule, for example if you have a really good curve of a 2-drop on turn 2, another 2-drop on turn 3 (allowing you to re-dagger), a good 4-drop on turn 4, and 2 6-drops in your hand that you'd rather coin out.

 

Mulligan:

Never keep a 6 or 8 mana cost minion (unless you're playing against Druid, then keep Mojomaster Zihi).

Mulligans are generally the same in most match-ups.  When going first, having 2 2-drops and 1 4-drop is ideal.  When going second having 1 2-drop and 2 4-drops is ideal.  In either case, as long as you have at least 1 2-drop in your opening hand you should be fine.  

Against aggro/midrange your best cards are anything 0, 2 or 4 cost except Elvin Minstrel, Walk the Plank and Cold Blood.  Sometimes keep Eviscerate against Midrange Hunter to deal with a Scavenging Hyena

Against control your best cards are anything 2 or 4 cost except Cold Blood, Eviscerate and Vicious Scalehide.  If going first you can also throw away Elven Minstrel.

 

Card Replacements: 

Mojomaster ZihiNerubian Unraveler

The Lich KingBonemare

 

 

I hope you like this deck! As always feel free to ask any questions or leave a comment!

Watch me stream live - https://www.twitch.tv/funkimonki

Subscribe to my Youtube-   https://www.youtube.com/channel/UC5JSDPfmvo1bfpG6438Qg8w

And here's a wonderful video highlighting the deck by Tommy_Wave:

And here is another great video brought to you by MisplayTV: