Pogo-hopper Rogue
- Last updated Apr 6, 2019 (Level Up Nerf)
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Wild
- 14 Minions
- 15 Spells
- 1 Weapon
- Deck Type: Theorycraft
- Deck Archetype: Shuffle Rogue
- Crafting Cost: 4800
- Dust Needed: Loading Collection
- Created: 4/1/2019 (Level Up Nerf)
- WillPwn
- Registered User
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- 73
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
1813
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Proud Defender.
Pogo-hopper Rogue
Rise of Shadows, Theorycraft
NEW SHUFFLE SYNERGY
With Tak Nozwhisker and Togwaggle's Scheme
EXTREME DECK SHUFFLING & DRAW
Which could be done before Togwaggle's Scheme to ensure a concentrated pool of Pog-Hoppers
CONSIDERED/OMITTED
The deck winrate is ~4% better on HSReplay comparing it with and without Spirit of the Shark, so it might be more of a 'win more card' in situations where you're ahead. Definitely a fun card and somthing worth considering if the meta is more control orientated. Spirit of the Shark is competing with a Vanish or control/removal play on turn 6. Ideally with Spirit of the Shark you'd want to drop it turn 6 into a Pogo-Hopper and Barista Lynchen turn 7. Pogo-hopper decks tend to suffer from control, draw & surviving, so I'd be worried Spirit of the Sharkis too much of a tempo loss here.
Baleful Banker is also fantastic combo'd with Barista Lynchen but Pogo decks tend to suffer with draw not shuffling, and we've got a tonne more shuffle with the new cards. He tends not to appear in more recent Pogo lists.
Serrated Tooth doesn't see play in current Pogo decks but it might be a nice 1-drop for mulligan that will allow for nice pogo/removal plays in later turns
MORE RISE OF SHADOWS THEORYCRAFTS
by WillPwn
Rather than Novice Engineer I think you should run Witchwood Piper, I know it's been mentionned but until you get the Pogos in hand you can't do anything and this card will tutor exactly a Pogo which is super strong.
Yeah, totally agree, forgot to switch those back in; the Engineer was just remnants of the Barista draw engine tweaks
Seems to greedy in my opinion. Having both Lab Recruiter and Togwaggle's Schemeis overkill. It also needs some card draw, I think. I also don't see Barista Lynchen working either.
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Safeguard which should allow for some nice bouncing or Zilliax & Bronze Gatekeeper stabilisation combo's
Most likely too slow
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Safeguard which should allow for some nice bouncing or Zilliax & Bronze Gatekeeper stabilisation combo's
I legitimately forgot that Bronze Gatekeeper is actually pretty legit in this type of deck. I also feel like there's not nearly enough draw to make this work. Going topdeck mode with Bunnies just isn't a good idea. (Myra's and Sprint are pretty slow)
This is just a whole lot of greed with very little substance.
I feel like the best approach to Pogo Rogue is not trying to ramp bunnies fast, but rather stall while getting the bunnies and magnetizers in hand, then play them with bunnies that you shuffle, aka relying way more on Scheme than on Shadowstep (which is much worse without Elven Minstrel)
At the end of the day the deck just takes way too long to get going and basically tells your opponent: "just hit me in the face, I can't protect myself".
Probably for the best anyways, wouldn't want another Jade Druid that just completely stomps out any control deck
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Safeguard which should allow for some nice bouncing or Zilliax & Bronze Gatekeeper stabilisation combo's
I think the two Togwaggle's Scheme and two Lab Recruiter is a little bit overkill. Maybe you could invest this in more early game removal since this deck lacks in that department. Maybe add a Sudden Betrayal or two to make sure that aggro decks don't get too big of a board in the early game. The removal the deck has right now, seems to be good enough for mid-game and late game is just an overflow of bunnies!!
I agree it's short on early game threat, but Sudden Betrayal rotates sadly.
Wow, sorry. Didn't realise that. Then it's just praying in the early game I guess.
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Safeguard which should allow for some nice bouncing or Zilliax & Bronze Gatekeeper stabilisation combo's
How does this deck suppose to survive in the early game? I don't see any decent minions or removals for early game
UPDATE: After watching the initial theorycraft streams it's clear Pog-hopper suffers in the early/midgame and not with shuffling so I've added some nice early game control with Sunreaver Warmage (since we'll likely have Vanish & Sprint in hand) as well as some sticky taunts like Safeguard which should allow for some nice bouncing or Zilliax & Bronze Gatekeeper stabilisation combo's
I want to play this deck so much)
This deck is so good. It only lacks a bit of salt.
My thoughts on Pogo Rogue is a little different, I think the current deck (RR one) doesn't need more draw or shuffle, it needs more survivability. At most 6 Pogo-Hoppers are enough to beat Odd-Warrior, you just have to bait out his removal. (against Quest that would be more difficult, haven't played against it yet)
I am using a minion based draw engine with Spirit of the Shark , Witchwood Piper and Novice Engineer which works great for ME. (your experience can be different) After the rotation, I prob continue using this draw engine instead of Sprint for this reasons alone: Fal'dorei Strider rotates when next Exp. arrives which makes Sprint lot worse.
As for the new cards, the only one I see worth putting (from this ''Shuffle'' support) is Togwaggle's Scheme for it to combo with Myra's Unstable Element without me worrying to draw a Lab Recruiter before playing it.
Other ''Shuffle'' cards seem unnecessary and a bit of an overkill to be honest.
Thats might be because of my perception of the game. I really like ''Tempo'' decks and playstyle in general. Thats why I prefer this minion based draw engine. The new stuff are a little bit slow to play imo. (depends on the Meta, if we see a lot of Control decks they might be viable)
PS. Including Bronze Gatekeeper is a great idea, thank you for mentioning it. I will add it to my list.
Obviously there's an element of new card hype and wanting to test out playability by including them, but one thing I have to agree on is the possibility of draw engine, especially with not only Spirit of the Shark but Barista Lynchen too. I'd been dwelling on that combo last night and was keen to add Novice Engineers today, so have to agree on those, I think they're great value with combos. I've added x2 Novice Engineers.
What are you thoughts on taking out the shiv and putting in Jepetto Joybuzz as a late game minion pull as well as a power play?
I dropped Shiv for the new Daring Escape, so I'm going to struggle to cut anything else for what I'd consider a win more card. Good point though, it might just require playtesting to see if it's lacking in draw late game.