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Vanishing Giants

  • Last updated Jan 9, 2015 (GvG Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3000
  • Dust Needed: Loading Collection
  • Created: 1/9/2015 (GvG Launch)
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  • Total Deck Rating

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View 8 other Decks by gully1824
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Been testing a Mill Rogue type build that has the potential to explode early with giants...

The beginning game sets up the same as any mid-range/control rogue with a suite of spells and SI7 and ERF to help stabilize the board.

Once you have the chance around turn 4-5, a coldlight oracle followed by a shadowstep helps keep hands big, which you want. Once players empty as much as they can on to the board, vanish is key, letting you drop giants for next to nothing while they are stuck playing caught up. 

Matchups:

I find very fast aggro is the difficult matchup here, hunters and mechmages being the toughest. I've played around with adding preparations to be able to play vanish earlier on, but i find it destabilizes the deck and makes it higher risk higher reward.

Control Matchups tend to be surprisingly easy, with most control decks wanting their hands as full as possible, they do a lot of the hard work for you. There's nothing better than having your opponent burn 3-4 good cards because their hands are too full and then watch you you drop a Clockwork Giant for 2 mana. which many of the control decks don't have easy answers for if early enough (turns 5-6). Generally I find I'm usually one step ahead at that point.

Let me know if you have any ideas or input. much appreciated