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Wild Shuffle secret rogue

  • Last updated Jan 20, 2021 (Darkmoon Aggro Changes)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 7920
  • Dust Needed: Loading Collection
  • Created: 1/20/2021 (Darkmoon Aggro Changes)
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  • sadonj
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So here is my idea about maybe a new twist in Shuffle rogue.

I have been running the pirate-Shuffle version with some success finishing last month in the top 200 with it.

With the new support of new secret, especially the cast a secret for free and draw a card.

I wanted to use to cheat out the secrets in the early game to set up board advantage.

Shenanigans are there to cancel a draw, even against agro canceling a draw is HUGHE, and everyone draws cards in Wild.

Dirty tricks are our main piece to draw our shuffle and combo pieces more reliably, also as it is in our opponent's turn we can attack right away with our tokens.

The other ones are just to try and error with them until we set up in 6 good secrets, no need for more.

The shuffle package is there to pressure the board, I have to rebuild it so many times a board out of noting with stoaway or other draw cards.

The end game vs control is well returning several loathebs while drawing your shuffled pieces ( Big priest and combo decks) or bursting your enemy with a 12-24 damage leeroy/tenwu turn.

Compared to the older version you can not mill your opponent with cold lights anymore, but dirty tricks are better vs agro/midrange games where coldlight was a dead draw.

I am not 100% sure about hanar as random secrets in Wild are not that good as in Standard., but might be worth the try.

The early pirate board helped a lot against agro match ups to hold a bit the board in the early game, let's see how this one works.