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12-Win Shark Rogue

  • Last updated Mar 7, 2019 (Level Up Nerf)
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Wild

  • 28 Minions
  • 2 Spells
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  • Total Deck Rating

    900

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*Currently 12-1*
THAT'LL DO, PIG!

The one loss came to a Priest that on it's first 3 turns played Alex, Maly, Mind Blast, Holy Smite.

A lot of the decks I've seen so far in this brawl try to be very tricksy hobbitses. This deck is very straight forward by comparison.

Flood the board, buff the board. Abuse the hell out of Spirit of the Shark.

It may look like there may be too much removal with Kidnapper and Vilespine, but the deck basically doesn't run any spells. So you don't want to get run over by other tempo based decks with buffed minions. This became important at the end of my run as more people caught on to tempo decks being good.

Some notes:
- Get your minions out of range of Primordial Drake and Dragonmaw Scorcher. If it's priest, include Duskbreaker in your considerations.
- Frostwolf Warlord is a substitution you could use here.
- Faceless Manipulator is also something that works here. Copying Questings is fun. But I wanted more removal.
- Questing rarely grows huge. But it freaks people the fuck out, and they remove it inefficiently.
- Spirit of the Shark is why this deck wins. But don't keep it unless you have stuff to work with it. You're trying to win in the first few turns.
- Minions are better than spells because minions cost 1. Play a minion instead, if it has an effect similar to a spell.
- I prefer Vilespine/Kidnapper to symmetrical AOE dragons because my board is too important to blow up.

(Unfortunately, I put Ashmore in there instead of Graal by mistake. Graal makes much more sense with what this deck has going on.)

Here's a great showcase from kiwiinbacon