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Budget Oil Rogue

  • Last updated Mar 16, 2015 (Undertaker Nerf)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1920
  • Dust Needed: Loading Collection
  • Created: 3/4/2015 (Undertaker Nerf)
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  • Battle Tag:

    Aldur#1549

  • Region:

    US

  • Total Deck Rating

    15

View 11 other Decks by plantlord98
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Welcome to my first deck guide, Oil Rogue is one of my favorite decks and I wanted to share my build for this season. I'm a fairly poor player so this deck list contains no Legends except for Loatheb, I have included higher budget subs if you have the cards.

Card Choice

No Deckhand?
While part of what's known as the Oil Rogue Combo, I found that I got it early way too often and it was just dead.

Piloted Shredder?

One of Rogue's toughest match ups is control warrior, warrior's best method of removal against you is weapons, axe/death's bite only kills the first half of your Shredder and hitting both parts is not going to be beneficial for their life total. Shredder replaced deckhand

Geomancer?

As I mentioned, I'm a fairly poor player. I run Geomancer in place of Bloodmage Thalnos, feel free to run him if you have him.

Match-Ups

Druid: (60/40) Controlling the board on turns 3-7 are absolutely cruical. Playing around combo while going face forces the druid to lore heal which does little to nothing for them. Sap allows you to get crazy tempo.

Hunter: (35/65 Face) (60/40 Midrange) One "weakness" to hunter is their lack of heal. With tinker's and flurry you can clear their board WHILE racing them. Don't focus too much on controlling them because your chances of winning are increased when you try to outrace them though I will admit face hunter is HARD to outrace sometimes. Saps are king vs midrange.

Mech mage: (50/50) You have to fight for board. In this matchup whoever wins the board will win the game. Rogue does have a slight comeback mechanic though with flurry. Freeze Mage: (55/45) Burst them down before they draw a ridiculous amount of cards. Try to play around his turn 9 and not let him safely Alexstraza.

Paladin: (65/35) Good matchup for you. Paladin has a severe lack of burst so you can get away with greedy plays. Fan prevents muster/quartermaster combo. Just like almost all rogue matchups early/midgame board control is your main priority. Minion on board = tinkers combo = win game. Sapping his slower cards and Tirion make him sad.

Priest: (80/20) Priest can only win with a VERY specific sequence of plays making this your best matchup. Like Paladin, Priests lack burst to punish you for just slamming their face with minions. Use Loatheb to set up for lethal or play on curve to negate their turn 5 (except for a sludge drop which Loatheb can trade well versus).

Rogue: (50/50) Completely a skill matchup. Keep their board clear while establishing your own. Loatheb to set up lethal or just on turn 5 is great for you. Since you both don't have much healing, games are often decided by who gets their combo off first.

Aggro Mech Shaman: (65/35) A slightly worse mech mage in my opinion, and really shows in the rogue matchup. Establishing board control will win you the game very quickly and since they don't run lightning storms they can't catch up when they fall behind.

Handlock: (60/40) Saps are king and can sometimes be 2 mana Assasinates. Shredder is great in this matchup. Just keep hitting face until he's in molten range and play Loatheb/save sap for lethal.

Control Demonlock: (60/40) Their early game is fairly vunerable to Si:7/Backstab combo as well as fan > implosion. Keep sap for Malganis and taunts to set up lethal or just for the massive tempo swing. Play around AoE as best you can while representing a fair amount of damage (Shredders and Loatheb are great at this).

Zoo: (65/35) Once again, early board vs Zoo is nearly autowin since they don't have a comeback mechanic. Saps are great for tempo swings. Fan > Implosion. Flurrying their board at the right time is also very important to the matchup.

Warrior: (40/60) This list is doing surprisingly vs warrior due to shredders and Loatheb being so sticky. You must find minions ASAP however. Anything that isn't a minion it is generally safe to mulligan. The reason for tossing prep + sprint is that you give a warrior a free turn to armor or doodle around whereas in most cases that 4 mana is much better spent dropping shredder or teacher.

Thanks for reading, sorry if this was a bit text wall-y but I really love this deck and wanted to give a detailed explanation. Feel free to ask any questions!