Wall Rogue
- Last updated Aug 6, 2020 (Scholomance Academy)
- Edit
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Wild
- 14 Minions
- 14 Spells
- 1 Weapon
- Deck Type: Theorycraft
- Deck Archetype: Galakrond Rogue
- Crafting Cost: 14980
- Dust Needed: Loading Collection
- Created: 7/25/2020 (Pre-Expansion Nerfs)
- Pizzacats
- Registered User
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- 9
- 32
- 101
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Battle Tag:
Pizzacats#1434
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Region:
US
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Total Deck Rating
373
POST RELEASE EDIT: Okay this deck is actually insane. I switched a colossus for a khartut and praise galakrond for a shield of galakrond. And I am currently 23-3.
If you thought that big rogue was reserved for wild, think again! New cards in Scholomance Academy allow for some amazing combos and shenanigans that give big deathrattle rogue the draw consistency it needs to become Standard viable. Build a wall of free giant deathrattle taunts to overwhelm control decks, block aggressive decks from hitting face, and get nearly immeasurable value.
New cards to discuss:
Secret Passage: This card gives rogue so much draw consistency its somewhat ridiculous. If you ever just desperately need to find an answer or your shadow of death, this card gives you an easy way to find them.
Sphere of Sapience: For sending your expensive cards back into the deck in the early game, or your early game cards back into the deck in the late game. Can also be used as a combo activator.
Coerce and Wand Thief: Some nice new resources to help make it through the early game alive. There are so many good mage removal cards and can give rogue access to AoE which it doesn't normally have.
Lorekeeper Polkelt: Great for draw consistency. You wouldn't want to use it on turn 4, but use it when you have Togwaggle's treasure or Anka in hand. If you play this and then treasure right after, you can potentially draw Scrapyard Colossus, Galakrond and/or Kronx/Vectus for 0 mana. You can also play it the turn before Anka and shadow of death because you will draw one colossus, you can reduce it to 1, shuffle it into your deck, and the curve of your deck will be back to normal since your deck will reshuffle. Alternatively, if you don't have shadow of death in hand, you can stall a turn with your existing hand, then reduce 2 colossus to 1 and play one of them. If the enemy ignores it or doesn't play any minions to trigger the deathrattle, the next draw will be galakrond or kronx which can buff all your minions, or you can play Potion. To get 2 more 1/1 colossus in hand.
Potion of Illusion Follow-up to getting your minions in play and replaying them for additional deathrattles or battlecries. Basically, if you hit any minion in this deck, it's a decent card. If you hit 2 minions, it's great, 3+ minions, potentially game winning. Pairs perfectly with Stowaway after shuffling shadows into your deck.
Major Edit:
Since it is confirmed that drawn cards and generated cards do not go back into your deck after playing secret passage, it makes cards like miscreant, wand thief, and dirty tricks much better, so I reworked the deck to have a bit less removal and more early game card generation, with potential for more removal in wand thief.
Cards to consider:
Aggro meta:
Brain Freeze, Pharaoh Cat, 2nd Shield of Galakrond, 2nd Praise Galakrond!, Fan of Knives, Eviscerate, Wretched Tutor, Pen Flinger, SI:7 Agent, Doomsayer, Khartut Defender, Acidic Swamp Ooze, Mo'arg Artificer, Educated Elekk. Earthen Ring Farseer, Overconfident Orc, Robes of Protection, Devoted Maniac, Violet Teacher, Faceless Corruptor, Waste Warden, Siamat
Big minion meta:
Flik Skyshiv, Sap, Vectus, Ambush, Educated Elekk, Necrium Apothecary, Archmage Vargoth, Bad Luck Albatross, Frozen Shadoweaver, Maiev Shadowsong, Bad Luck Albatross, 2nd Shield of Galakrond
(There are many choices, I know, but they are all meta-dependent)
Potential Cuts:
Aggro meta:
Sphere of Sapience (slow value), Dirty Tricks (if there are not enough spells in meta), Potion of Illusion (dead card in early game), Coerce (overkill for 3 mana when you could just run eviscerate or brain freeze)
Big Minion meta:
Wand Thief (a lot of useless mage spells against big minions), EVIL Miscreant (Probably better to just draw cards or sap), Backstab (doesn't do anything to big minions), Praise Galakrond! (won't have enough small minions to use it on), Edwin VanCleef (more susceptible to removal or trading and doesn't win you the game like it can against aggro)
I believe cutting anything else would go against the win condition too greatly.
Let me know what you guys think and if you have any suggestions.
Not sure how good this deck will work with how fast most decks look like they can be but at that point you should be running Necrium Apothecary as it is an extra way to cheat out huge taunts that will help you stabilize and it also helps you to draw your Colossus so you can activate Anka, the Buried and Vectus. Also Sphere of Sapience is probably the most overrated card in this set, a lot of people think it is insane but it just is average at best. Sure, not topdecking a bad card can help a lot but that doesn't mean you will draw a good one instead, you could even draw an even worse card, that's too much variance for the Sphere to be an actual competitive card tbh.
Polkelt is already a way to draw your colossus. Apothecary is also just too slow of a play on turn 5 and you have better things to do with the coin if you could play it on 4. Sure, apothecary is pretty good if you can go turn 4 apothecary into turn 5 anka, but it’s too slow aside from that. Most of the time you don’t want to draw colossus early anyway so you can get it with treasure or galakrond. Sphere of sapience might be a potential cut, but it could also be the difference between a 1 mana 1/1 colossus and a 0 mana 7/7 colossus as well as the difference between surviving the early game and only drawing high cost cards. Although it's not exactly a "1 mana draw 4" like people are making it out to be, I think it could easily be considered a 1 mana draw 2, since you aren't getting to keep the "bad cards" in hand, which is still good. This deck will play sort of like a combo deck where it's important to find the cards you want to play as soon as possible.
I play a somewhat similar deck in wild and went from bronze to diamond pretty easily. You stabilize hard once the colossuses get going, so you really just need enough removal to survive. I do run khartuts and nzoth in that deck, so yes this deck lacks a bit of healing. Might run khartuts if direct damage is an issue
I cut Vectus. It just seems to slow to keep in hand until a colossus dies. Probably the most dead card in the deck in the early game, so I replaced it with edwin so you can get some cheese wins with preparations and backstabs against aggro.
Cool idea. I think it's pretty easy to swap a single Coerce for Flik at the very least. He's just too good not to include. Waxadred also seems to want a place in this deck but not sure what you'd cut. Gl
Flik is definitely a good card. The problem is that my curve is already so high, I don’t want to get run over by faster decks. If, in a bit slower meta, I feel I can survive the early to mid-game with only one coerce, then flik is a fine switch. However, flik is much better against big, greedy decks than small swarmy decks. I can’t really tell what’s going to come out on top yet. For example, if beast druid is tier 1, for sure flik can fit. If aggro demon hunter is tier 1, definitely not. Waxadred is nice theoretically with stowaway and vectus, but it’s too slow for 5 mana, and I’d rather just get free giant taunts than free 7/5s
Thanks for the feedback, btw. I do have flik under my cards to consider, so I’m just keeping those there until I have a chance to test the deck