[GUIDE] Feeling Comfortable - How To Make the O...
- Last updated Jun 8, 2015 (Blackrock Launch)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3520
- Dust Needed: Loading Collection
- Created: 2/24/2015 (Undertaker Nerf)
- HermiesL
- Registered User
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- 14
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- 46
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Battle Tag:
HermiesL#1489
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Region:
US
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Total Deck Rating
2570
The deck list here is built accordingly to my style, but I am here to teach you how to tweak the oil rogue to your style so that you can comfortably climb the ladder, in the current meta.
The reason why I say that is because the meta is always changing and the oil rogue is a control combo deck where you rely on the Tinker’s sharpsword oil to finish our opponent and we usually combo this with the minions on the board and Blade Flurryto deal over 20 points of damage.
But if we were to waste our win conditions, then we need to know our deck inside out and know just how much damage is left in our deck to finish off our opponent. At the very least, if you know you don’t have enough damage, you can at least concede early and move on to the next game rather than playing it out.
GAMEPLAY VIDEO - IT HAS BUTTONS TO SKIP BETWEEN MATCH-UPS AND DECK TECH :)
SUBSTITUTIONS – I will use my decklist as the standard
Southsea Deckhand for Shade of Naxxramas, Edwin VanCleef Piloted Shredder or Big Game Hunter
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- Some players feel that Southsea Deckhand is fairly easy to remove, but I love the card since you can easily combo it with tinker’s sharpsword oil to deal instant damage for lethal.
- In some circumstances, you will need to play Southsea deckhand as a body to gain board control, which is quite ineffective
- If you value the board control over the instant damage, you can choose any of the substitutions since they are stickier creatures that are solid against either match-ups and stay long enough on the board to be comboed with Tinker Sharpsword Oil
Bloodmage Thalnos for Kobold Geomancer or Loot Hoarder
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- These are just cheaper substitutions for Bloodmage Thalnos and it all depends if you value card draw or spell damage more
- I recommend the spell damage!
Earthen Ring Farseer for Edwin VanCleef, Shade of Naxxramas, Piloted Shredder, Goblin Auto-Barber or Kobold Geomancer
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- Earthen Ring Farseer is excellent against the aggro match-up, however some would rather run a stickier creature in this slot to fair better against the control match-ups as well
- You can replace one Earthen Ring Farseer with any of the subs, but I recommend another 3 drop to maintain the curve
Tinker’s sharpsword oil for Dr. Boom
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- 2 Tinker’s sharpsword oil is sometimes clunky, so some prefer to replace one copy with Dr. Boom
- Dr. Boom is excellent for immediate board pressure
Violet Teacher for Piloted Shredder
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- Violet teacher is a complete menace against the aggro match-ups, but can easily be removed from the control match-ups
- To fair better against control match-ups, some players substitutes one copy for a piloted shredder
Loatheb for Sludge Belcher, Ogre Ninja, Piloted Shredder, Dark Iron Skulker or Assassin's Blade.
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- Loatheb guarentees board control so that you would have at least one creature on the board to combo it with tinker’s sharpsword oil to potentially push for lethal
- The other substitutes are quite adequate as well if you do not have loatheb since they are very sticky and can last longer than one turn to be comboed with tinker’s sharpsword oil
Harrison Jones for Emperor Thaurissan, Sludge Belcher, or Kezan Mystic (tech slot)
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- Emperor Thaurissan is the new addition to this deck, however as power as he can be, he is not required to be in this deck because the deck is already solid without it. At times, since there are a lot of Grim Patron Warriors, I tend to use Harrison Jones.
Antique Healbot for Sludge Belcher or Piloted Shredder
- A lot of people preferred antique healbot in order to have a higher success rate against hunters, however people like Hyped believes that heal is not necessarily that good against aggressive match-ups, but card like sludge belcher and piloted shredder that have a higher board pressure does.
MULLIGAN
Mage - Blade Flurry, Backstab, Earthen Ring Farseer, Preparation, Eviscerate, SI:7 Agent, Deadly Poison
Druid - Violet Teacher, Azure Drake, Earthen Ring Farseer, Sap, Deadly Poison, Eviscerate, SI:7 Agent
Paladin - Fan of Knives, Violet Teacher, Backstab, SI:7 Agent, Earthen Ring Farseer, Deadly Poison, Blade Flurry, Harrison Jones
Shaman - Blade Flurry, Backstab, SI:7 Agent, Violet Teacher, Deadly Poison, Azure Drake, Fan of Knives
Warlock - Blade Flurry, Backstab, Earthen Ring Farseer, Preparation, Eviscerate, SI:7 Agent, Deadly Poison (Always mulligan for Zoo)
Priest - Azure Drake, Violet Teacher, Sprint, Deadly Poison, Eviscerate, Earthen Ring Farseer, SI:7 Agent, Sap
Warrior - Violet Teacher, Sprint, Azure Drake, Earthen Ring Farseer, Si:7 Agent, Harrison
Hunter - Backstab, Earthen Ring Farseer, SI:7 Agent, Preparation, Eviscerate, Fan of Knives
Rogue - Violet Teacher, Azure Drake, Earthen Ring Farseer, Deadly Poison, Eviscerate, Sprint, Preparation (tbh whoever sprints first wins)
The Combos are written by RyzenTV, and although there are A LOT more combos, these are the most commonly used! I suggest learning the combo yourselves, since it allows you to adapt to various of situations and not attached to just these combos.
TURN 10: Deadly Poison + Deadly Poison + Southsea Deckhand + Preparation + Tinker's Sharpsword Oil x2 + Blade Flurry = 30 Damage
TURN 7: Deadly Poison + Tinker's Sharpsword Oil + Blade Flurry = 6 Damage AoE Clear
TURN 9: Farseer/SI:7 Agent + Tinker's Sharpsword Oil + Blade Flurry = 6/3 Minion + 4 Damage AoE Clear
TURN 4: Preparation + Si:7 Agent + Tinker's Sharpsword Oil = 6/3 Minion + 4/2 Weapon
TURN 4: Violet Teacher + Preparation + Sap/Eviscerate = 3/5 + 1/1 + 1/1 + Board Clear
TURN 5: Azure Drake + Preparation + Fan of Knives = Draw 2 Cards + 2 Damage AoE Clear
TURN 9: Southsea Deckhand + Tinker's Sharpsword Oil x2 = 15 Damage + 8/1 Minion + 7/1 Weapon
I LEARNT THESE SUBSTITUTIONS FROM WATCHING HYPED, KOLENTO AND RYZETV’S STREAM SO ALL CREDIT GOES TO THEM
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In general, there is no real specific legendary you need other than loatheb and thalnos. The three current strong rogue decks are oil, tempo (kel thuzad) and possibly mill, but all of them have prep so that is really essential. Loatheb should be the next legendary since rogues needs the board control.
Other specific Neutral Legendaries that have had Rogue Archetypes in the past are Leeroy Jenkins and Malygos.
With the reintroduction of Dragons into the game I would probably prioritize crafting Malygos if I wanted to only play Rogue decks at the moment, but still have a useful Legendary for other classes later.
Leeroy Jenkins is still useful in Face Rogue and Aggro Decks in general so he's not a bad craft, just not as interesting.
rly nice Deck and the Guide is extensively. Made Rogue for me fun to play for the first time :-)
I'm playing with the more traditional version, with 2 Tinkers, 1 BGH, 2 ERF and 1 Deckhand (- 1 Loatheb, -1Belcher, -1 Sap, -1 Edwin from your list, the rest is the same). It's been working pretty well lately. The only very bad match up is vs warrior, but it owns Control Paladin and Face Hunter. Against Mech Mage, it's usually decided in the first 4 turns. If you manage to gain board control, you win.
My stats so far with this version:
Paladin: 5-0
Hunter: 6-0
Mage: 3-3
Rogue: 1-0
Priest: 1-1
Warlock: 1-1
Warrior: 1-3
Those are great subs and warrior is the harder match-up unfortunately and almost makes me salty every time LOL.
nice deck :)
earthen ring, shade of nax or piloted shredder
Can I replace Boom with Ragnaros?
you def can :)
Don't you think Rag is bad because it can't be Oiled?
You have the power of choosing when to oil. Also, once rag is on the board and your opponent cannot handle it, it doesn't matter what you oil on the board, since rag itself does so much damage.
It is preference and I tried both variations. Oil rogue depends more on the combo and Kel rogue is just based on purely tempo. In terms of advantages and disadvantages they are fairly similar, but I can see the oil rogue having a better time against handlock.
Overall, I believe the Kel rogue is much easier to play, than the oil rogue.
I saw handlocks coming back for the past week, but it had died down a bit, but regardless I was just stating the pros and cons. I believe oil rogue, while not having the right cards can lose to the aggro match-ups upright, but it doesn't mean its unbeatable. The great thing about the kel rogue is that it runs a lot of sticky minions so that you don't specifically need aoe removals to fend off swarms as your minion can do efficient trades for you, while also staying on the board. Two different play-styles and adds great variety to the rogue class.
If you mulligan properly it shouldn't be too hard to beat mech mage. As long as I get an early Blade Flurry with a Poison or two, I find that I win about 90% of the time. Maybe I'm just lucky, but with proper mulligans I think Oil has the upper hand against Mech Mage.
What would be the best replacement for Van Cleef?
Also, which should I craft first, van cleef or thalnos?
Thalnos for sure
Why did you cut the Deckhand? He's netted me some close games as an activator for Tinker's and bonus Charge damage on top of the combo. Your reasoning behind the removal?
There were a lot more control match-ups and I wanted to put out more pressure. Either deckhand or vancleef is fine, they are both considered as a win condition. Although this update was awhille ago, I am currently running a different list.
what to do vs a mech mage?
Hard mulligan for blade flurry. Kill the cogmaster no matter what because it will snowball, even if it means using an eviscerate.