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Highlander Rogue - 67% WR

  • Last updated May 20, 2020 (Second DH Nerfs)
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Wild

  • 20 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Galakrond Rogue
  • Crafting Cost: 13820
  • Dust Needed: Loading Collection
  • Created: 4/30/2020 (Second DH Nerfs)
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  • S0lus
  • Registered User
    • 5
    • 27
    • 46
  • Battle Tag:

    Solus

  • Region:

    US

  • Total Deck Rating

    107

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Edit: Turns out there's a hidden 30 dmg OTK in this deck, you need the scorpion (stealthed), praise galakrond, brewmaster, shadowstep, ashtongue slayer, Zephrys (to get windfury) and the coin, so good luck ever pulling it off, I only ever did it the once in over 70 games, but it's probably my greatest HS accomplishment. 

Rogue got a lot of new archetypes pushed on them over the past few expansions.

In particular, this expansion gave us Secret Rogue and Stealth Rogue, but neither were better than the still strong Galakrond Rogue.

I've seen a lot of decks try to merge one of the two new archetypes into the existing galakrond package, but I set out to try to merge all 3. Turns out, Hearthstone won't let you run 39 cards in your deck, so I cut out all the duplicates and yeah, it's working out pretty well. 

So why merge all 3?
Well, each archetype has its strengths, but really I just wanted all the synergy cards.

Stealth: Stealth minions tend to trade really well and bait out removal against more control-y decks who assume you're playing aggro. Ashtongue Slayer can really swing games in some matchups and Akama is actually pretty solid, but really it's all about the Greyheart Sage. Card draw = Good.

I don't really need to explain the galakrond and secret packages, we all know they're good.

It all comes together surprisingly well. You do occasionally low roll and none of it comes together, but no more so than any highlander deck in my experience. Sometimes your good cards hide at the bottom and you die.

More importantly, this deck absolutely farms control priest, and does pretty solid against Rez Priest as well, it stands a solid chance against Demon Hunter (though it's very mulligan dependant), and every other matchup feels either winnable or favorable.

The only bad matchups I've experienced are Face Hunter since we can't really stabalize against their HP, and DH if your mulligan is bad.
Against Hunter: Go wide, a lot, save some pressure so you don't get blown out of Explosive Trap, and hope you draw Zephrys the Great for a cheesy lethal.
Against DH: Hard mulligan for a 1 drop. Zeph and Hanar can usually carry the game, if you get none of these you probably lose, getting at least one of them can massively swing the game.

Changes:

took out some of the weaker cards like Akama and the 2/2 rush invoke, Jungle Panther and Waggle Pick which was just too greedy.

Added in Faceless Corruptor, Magic Carpet, Worgen Infiltrator and Ruststeed Raider

These cards all provide a more immediate board impact (except for the worgen which is just much easier to play, and works with carpet), and the deck has been performing much better. Almost made it to legend playing exclusively this deck, but I got stuck at diamond 1, dancing between 2 and 3 stars for about 5 games and ran out of time.