Tinker Rogue
- Last updated Dec 15, 2014 (GvG Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1380
- Dust Needed: Loading Collection
- Created: 12/10/2014 (GvG Launch)
- sacravia
- Registered User
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- 2
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- 8
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Battle Tag:
N/A
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Region:
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Total Deck Rating
114
It plays similar to backspace rogue but has more consistent burst, synergy, and drawing power than the previous deck provided. Use your removal and weapons to keep the board clear, and setup for the Mech + Sensei turn three into Jeeves on turn 4 or 5.
Sensei + Mech, and furthermore Micro Machine, Jeeves and aggressive use of cold blood force the opposing side to have multiple priority kill targets. Generally, this leaves Jeeves getting untouched and usually another snowball available and forces the player to be very defensive.
Really, Iron Sensei is just a ridiculous card. It effectively allows you to convert your 2 drop to 4 drop while giving the opposing side a priority target. It’s like undertaker, but you get value across your minions. It sets up hard calls for the opposing side if they don't have a wipe. Combine this with snowball cards (or those you create with cold blood) and they can't remove them all.
For example, seeing a turn 1 clockwork, turn 2 micro machine or weapon (supported by backstab or poison) into turn 3 Sensei. At this point you have a 4/3, 4/2 and 2/2. If they don't have a wipe, or can't kill the Sensei, the game is over. Even something as simple as Sensei + Annoyatron equates to a 3/4 divine shield that can cause huge problems coming into turn 4.
In my play through so far it seems a bit weak against control priest and ramp druid that gets out early innervates. However, I have also added in Loetheb which increases your win rate against mages as you can defer the turn 7 wipe. Haven't had much problem with Zoo as barber/poison/tinkers/Si7/backstab/ blade flurry/Eviscerate is a lot of removal to draw into.
Edit:
The viability of this deck has substantially decreased in ranks 8 to legend. This is due to several reasons; Mech Mage has stronger tempo plays with frostbolt, fireball, the goblin and unstable portal and it is infesting the ladder. High removal control warrior is all over the place, see sjow's warrior deck, which decimates early tempo decks. Handlock has risen due to Control Warrior and they are running 2-3 four sweeps plus dark bomb then throw in Ancient heals, and it can be rough to win.
These three decks are negative match ups for this deck. For this deck to be successful, the deck is going to have to transition from Aggro to Tempo or the meta is going to have to get slower with greedy Control match-ups.
This deck is very reliable in the current meta from ranks 25-10 i found because most are running slow control decks that can't handle the tempo, even hunter rush and zoo can't handle it.
however I majorly changed the deck, so much so that its too different make edits here but well done to the maker
Ive read a lot of bad experiences with this deck according to most of the comments, but ive been having a pretty good win streak at rank 6 to 4. only thing i changed is i put a sprint for late game draw in control matchups where it can get rough if they survive your early game, and i took out the leper gnome that i really didnt feel it was appropiate.
Still i think its a fun deck and worth a try.
I'm running into situations where I have a million spells and no minions to use them with. Very frustrating, especially since the only card draw mechanic works if you're dumping cards asap.
curently rank 9 nice deck
before i unlocked loethab i ran assassins blade :)
This deck is really very weak
Dropped the Leper(s) for another Blade Flurry. Might want to -1 Cold Blood for a Prep (testing). Prep combos are prevalent in this deck. I am keeping the sap. Sap = face damage.
How I have beaten Handlocks is slamming to the face with minions early then finish with Blade Flurry. They want to be at 10 health (perfect if you've setup your BF play!!!). So, just keep your weapon on and stack it up for 10+ and then Blade Flurry for the win.
Mage matchups, If you have Loatheb it makes Mage matches bearable. Don't load the board up after turn 6. Hopefully he will be dead, but with all of the spells mages use now it is a hard matchup. On another note, don't do piddly plays with just doing 3 damage with Blade Flurry. Need to do big damage on your turns. Just takes some setup is all. Utilize the spare parts!
Need card draw?
Drop a Cold Blood for Sprint. Sprint + Prep = 5 mana. But Jeeves should be enough, unless your RNG is bad.
Prep combos I see:
Prep + Oil = 2 mana
Prep + Sap = 0 mana
Deadly Poison + Prep + Blade Flurry = 1 mana
Prep + Evis = 0 mana
Prep + Evis + Deadly = 1 mana
Prep + Sprint = 5 mana (optional)
I know this isn't my deck but I am really liking it! And there is potential here.
Feel free to constructively criticize my modifications. I'll post my modified version soon.
-Cheers!!!!!
I was never a big fan of the miracle rogue, so when I saw this I got a little excited to try it out! Decided to include it in my deck spotlight series, I hope you like it!
This is probably one of my favorite decks. I made a few recordings of some plays if anyone is interested. I had 3 wins of 5 matches.
Yeah I've hit a wall at rank 12 US. I think the only decks this deck beat are other mech synergy tempo decks that people were trying out a few days ago. The only time I've won with this deck now is hitting an oil combo for surprise lethal.
I've been trying to tweak it a bit here and there but its just not viable anymore. Seems like rogue is getting sapped in gvg. Will I ever get my golden rogue portrait? Maybe in a year
what about Fel reaver in this deck?
-1 Leper Gnome +1 Southsea Deckhand
-1 Loatheb +1 Assassin's Blade
Jeeves is the card draw, and it's quite good for that (especially if he gets buffed by iron sensei). You could also replace the leper gnomes with harvest golems. I also added Trade Prince Gallywix to help with longer/control matchups, and he's pretty good (though in most games you hopefully won't need to use him because you've already won by turn 6-7). It's not a perfect deck, but it is strong, and with a great opening, it snowballs extremely fast.
For aggro going first, you definitely want to get your backstabs or even clockwork gnomes early. Annoy-o-tron is also great for this, and if you can buff him with the sensei, that is a huge tempo loss for the opponent.
I dropped the Leper Gnome and added Enhance-o-Mechano with the possibility of wind fury and Cold Blood it can be just another great finisher in this deck. Love this deck man, so far I'm 6-1 using this, and loving every second of it.
My changes:
- 1 Leper Gnome
- 2 Micro Machine
- 1 Sap
+ 1 Blade Flurry
+ 1 Edwin Vancleef
+ 2 Cogmaster
Love the deck, ranking up like a baws with it ;D
(will confirm: weak against Priest of any kind and Handlock, but with the right draw it still has a chance to win these machups)
Best deck ever! I'm 18-4 so far with it, and I think if I played even a little better I'd be 20-2. (From rank 17 or 16 to 10 now)
I even feel a bit embarrassed sometimes when I win with this deck, it's that good!
What to mulligan most of the time: (Ofcourse matchup matters but little idea) [List is in somewhat order also]
- Backstab (1x max)
- Iron sensei (1x max)
- Clockwork gnome (2x is okay)
- Mechwarper (2x is okay)
- Poison (1x max)
- annoy'o'Tron (If you got iron sensei or mechwarper or you play vs paladin for example)
- Eviscerate can also be useful often.
This works for me, hope it works for you aswell!
(I hear this deck gets a lot less winratio after 10 rank but I haven't tested it by myself there yet)
An extremely fast and powerful deck!
The sexy Backstab and SI:7 Agent combo with the strong and breakneck speed of mech synergy? Count me in!
The hardest part about piloting this deck is knowing when your opponent doesn't have removals and when to go for face or trade.
Went against a hunter who didn't kill my Clockwork Gnome turn 1 and I popped a Cold Blood on it the next turn... it quickly spiralled out of control for him.
+1 from me and hopefully this deck can get even more refined as the meta adjusts.
the very same here
That's what I said in TL:DR xD
I don't think this is a good deck to ladder with :( it is very fun, but truth to be said, with all the aggro decks (mech based +hunter/zoo) this catches so much hate, that you will be running out of gas early on, do not even think of taking this to legend, because people will know to remove jeeves asap, leaving you without options, this is a fun deck, but just not consistent enough for ladder.
There are mech builds with more sticky minions, (deathrattle) that do better for ladder.
also I replaced sap with blade flurry, cause its just much more awesome with the weapon power, and sap is situational/meta call, you may want to make room for it, but not for a blade flurry. blade flurry is like your shadowflame in handlock and kill command in hunter, it get's passed taunts, so you can attempt lethal combined with eviscerate.
Also I switched the leper gnome with cogmaster, I think you need the 1 drops to combo with eviscerate, si:7 agent and tinker's sharpsword oil faster so I wouldn't cut another 1 drop.