Forever-Questing Rogue!
- Last updated Feb 5, 2020 (GA Week 3)
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Wild
- 20 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Galakrond Rogue
- Crafting Cost: 15920
- Dust Needed: Loading Collection
- Created: 1/21/2020 (GA Week 1)
- S0lus
- Registered User
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- 5
- 27
- 46
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Battle Tag:
Solus
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Region:
US
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Total Deck Rating
107
What does Forever-Questing mean? Well you may have noticed that besides lackey RNG, this deck has absolutely no way of generating cards from other classes. Why? Simple, so that we never complete our quest.
It sounds stupid I know, and it is! However, between Questing Explorer and the new Licensed Adventurer we get some really strong plays from turn 2 and on. Sky Gen'ral Kragg also looks like a really solid tempo play. A 2/3 novice engineer is nuts in rogue, and coins are useful enough that Counterfeit Coin was able to almost single-handedly make miracle rogue viable. The coins also help to smooth out your curve in case of rough draws, since running a quest means losing out on early game consistency.
Coins also make the new Shadow Sculptor significantly better.
The deck draws like crazy and my hand is nearly always full, so I included 2 Lab Recruiters as a late game finisher option to shuffle a bunch of Kronx Dragonhoofs into your deck.
Against Aggro/Face - Don't worry about anything besides board control, the deck has some pretty great tempo potential, however face hunter is a really bad match-up due to lack of heals.
Against Slower Decks - We lack a lot of removal, so the game-plan changes depending on the deck we're facing.
-Dragon Druid - Build tall and wide, they have very little removal so if you can maintain board control you pretty much win before they can make any big plays.
-Treant Druid - No idea, haven't played against this deck yet, but I imagine again, board control is key.
-Galakrond Shaman - Go really wide, keep playing minions, their 2/1 rushers can't keep up with us, obviously save Flik Skyshiv for their 8/8's
-Galakrond Warrior - Flik their dragon rushers and maintain a wide board, unless they run brawl, which most don't, they don't have a lot of ways to deal with wide boards.
Special note for Galakrond Warlock - This isn't really an aggro deck or a control deck, it's in kind of a funky place in-between, but going wide is still a good option, Flik their 4/5 invoke taunt or their 3 mana invoke, those are the most annoying for us to deal with.
Last Note - Sky Gen'ral Kragg is not available yet, until then I'm running a backstab.
Small changes: -1Shadow Sculptor +1Faceless Corruptor, -1SI:7 Agent +1SN1P-SN4P, and -1Spirit of the Shark +1Zilliax.
I found I was missing proactive turn 3 plays, and sn1p sn4p covers that pretty well, and Faceless Corruptor was needed for more removal. Also I wasn't running Zilliax. Who doesn't run zilliax? Anyway, the shark seemed a little win-more anyway, and these small changes have massively helped my aggro matchup. Currently running a 2nd faceless until Kragg gets released.
A few more changes:
-2Lifedrinkers, -2Lab Recruiters
+2Khartut Defenders, +1Backstab, +1Togwaggle's Scheme
The Lifedrinkers made a lot more sense when I was running shark, I was afraid that the Khartut Defender would come down to late to be useful against aggro, but it turns out it's just better in every way for staying alive.
Similarly, the Lab Recruiters were turning out to be dead cards in most match-ups until your deck was actually empty. Because the deck relies so heavily on how well the cards work together, shuffling multiple copies of anything besides a win-condition ended only putting off drawing the cards you actually needed (the only exception being multiple khartut defenders against face hunter, but in that case, khartut IS a win condition).
Also, as it turns out, a 3/2 body isn't as good against aggro as I though, so I dropped them both, swapped to 1 scheme, so only 1 dead card now, and added a backstab to make our one copy of Shadow Sculptor more consistent.
also if there's anything I didn't cover in the description that you guys wanna see let me know in the comments.
Final Changes!
-1Shadow Sculptor +1Faceless Corruptor
Finally just cut the shadow man, I kept thinking maybe I would learn to play with it properly but this just isn't the deck for him. Much like Gadgetzan, I think he's incredibly strong, but only in a deck suited to him, so now we run 2x faceless, and it feels much better.
Also, after finally getting to test the deck with Kragg, it really feels like it's coming together, and feels way more consistent. The one card addition may not seem like much but it really helps to smooth out our curve around turn 4, and I feel like it was only just lacking to begin with, so it really makes a difference.
Probably won't be making any changes to this deck until rotation, so for now I'm working on a miracle oriented version that can actually make use of Shadow Sculptor.
Are there any replacements for SN1P, and how does the deck perform against a priest?
Everyone got that card for free my dude, did you start playing after that or what? :D
How does this deck perform against priest decks, and are there any replacements for SN1P?
Literally any 3 drop that can be proactively played on 3 and doesn't require combo or a board state to work. That's the only reason snip is there and just happens to be the best-in-slot for that purpose but really any solid 3 drop would work. Hell, nightmare amalgam would be fine and would still combo well with ziliax.
This looks like an awesome deck idea! I've got all the cards except 3 legendaries... how on earth do you get Sky Gen'ral Kragg? It doesn't seem like it's craftable, and doesn't even show up if you search it up in-game.
Edit: just realized it's not released yet, mb.
Apart from that, I'm also missing Edwin VanCleef and Heistbaron Togwaggle. I'm sitting at exactly 0 dust right now, and while I have some golden legendaries I could dust, I'd really prefer not to. Do you think the deck would still perform fine if I dropped those cards and added in something like a second Shadow Sculptor, an Umbral Skulker, or Questing Adventurer?
I wouldn't add another Shadow Sculptor, I've even been considering cutting the one, it's not bad but it's difficult to play and by the time we can actually get a decent draw off of it we don't usually need a second one. I definitely think it has potential in a deck that runs preps, but I still don't know how I feel about it in this list.
While Questing Adventurer and Umbral Skulker are a fun package I think they're better in a deck that isn't losing out an a card turn 1. The downside to this deck is that you're extremely at the mercy of the cards you draw, so it's important that for the most part they don't need other cards to be useful, or in the case of cards like Edwin VanCleef, that it doesn't matter what the other cards are as long as they're playable.
I mean if you want to try that package feel free, but even in a deck I made built around them it sometimes felt clunky.
As for replacements, there's really no replacement for Edwin, but he's also not needed for the deck, honestly a second SI7: Agent or even running a few giants would probably work, our hand is often full.
For Heistbaron, it's hard to say, as the roll he fills is pretty significant, as the Wondrous Wand effect can't really be replaced, he's effectively a second Galakrond that can be shadowstepped if needed, and the Crown isn't a bad choice either. But if I had to swap something in for him, I'd say a second Shadow Sculptor is probably the way to go, but it won't be nearly as good.
Really interesting concept could actually see play i think nice idea
What do u think about adding Tess Greymane ?
Shouldn't it be a very good card against control decks ?
And it can be combined with Edwin VanCleef or Shadow Sculptor if u get one of them for 0 Mana out of Galakrond, the Nightmare or Heistbaron Togwaggle. Or doesn't trigger Tess them ?..
I'm honestly not sure what you're getting at. Tess replays cards you've played from other classes, we never generate cards from other classes, so tess would be a vanilla 8 mana 6/6 in this deck. The entire point is to NOT complete the quest so our questing explorers and licensed adventurers always proc.
But to answer your other question, no Tess doesn't trigger those cards, all cards played by tess are considered to be played BY tess, not by you.
I actually think this is a pretty good template for a meme deck as well - ie Mogu Cultist + Stow Away! Thanks for making this, will experiment with asap.
I once OTK'd a Rez Priest by shadowstepping my togwaggle to get 2 Wondrous Wands, then shuffled 6 kronx's (which had previously been shadowstepped and cost only 4 mana) into my deck with Togwaggle's Scheme, drew them all immediately for free with help from a coin, something similar might be possible with Mogu cultists, definitely more meme-y lol
Ya I played against this deck 3 times in a row in constructed as a Big Wall Druid. It super suck to see an endless stream of Kronx... consider subbing out lab recruiter for that one spell that shuffles copies into your deck for as long as the card stick in your hand... 2 of those would be disgusting.
I'm actually running that spell instead of recruiters in my list right now, I was facing too much aggro and having 2 dead cards was killing me. Turns out a 3/2 isn't as good against aggro as I'd hoped.
Also I'm constantly fiddling with the list, it's far from optimized.
Y'know what I fear--that this actually might become a refined competitive deck. A deck that puts a quest in their deck and refuses to finish it because it gets other worthwhile effects throughout the match. This is like on the level of using Shadow Word: Death on your Prophet Velen or destroying your own demons/cubes to later summon them in droves.
It all depends on how aggro-heavy the meta is, if all you're facing is zoolock, midrange hunter and stuff like that you won't be able to afford to miss your turn 1 play or the 1 less card starting out, but right now the meta is hyper greedy so it works. With enough quest support though, who knows.
I'm still trying to think of alternatives to Lifedrinker, it's easily the weakest card in the deck, but you need heals otherwise you have essentially a 0% WR against face hunter, and the reach damage is nice, but it was a lot better when I still ran shark. Khartut Defender is interesting but might come down too late to fill the roll of Face Hunter tech.
Haha, I think ima try this with espionage in the deck -1 lab recruit
Great deck btw!!! i'm having some good success !!
Yeah I was actually surprised by how well it performed, most decks are so greedy you can actually afford to skip your turn 1 AND take the card disadvantage in exchange for some baller mid-game plays. I'm actually trying it out with 1 Togg's scheme and NO lab recruiters, and honestly it feels better. Sometimes you low-roll and end up only shuffling in like 3 or 4 kronx's, but it's been more consistent overall since you have less dead cards to draw.