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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)
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  • Total Deck Rating

    114

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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.