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Flurry Face Rogue [Budget]

  • Last updated Mar 20, 2015 (Undertaker Nerf)
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  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1400
  • Dust Needed: Loading Collection
  • Created: 3/20/2015 (Undertaker Nerf)
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Hey y'all! Modded here with an Aggro Rogue list for y'all that won't break the bank! Clocking in at only 1400 dust for the core, anyone can afford to craft this!

Aggro Rogue all but disappeared once Naxxramas came out, as no cards released helped the deck and Sludge Belcher made life very difficult for this deck. Then GvG came along on gave us some cards that this deck can actually use.

In my opinion, Aggro Rogue is the most difficult Aggro deck in the game to play. You will not start picking up easy wins just by queuing into ladder with this deck. Take the time to practice using this deck first, it has a very distinct feel from other Aggro decks. This is due to two main reasons:

  • Rogue's Combo keyword means that you need to try an avoid completely dumping your hand, though at times it will be completely impractical to do so.
  • Sap and to a lesser extent Arcane Golem require a certain level of finesse to properly determine when to play them.

So without further ado, here's the cards you'll need for this deck:

Shadowstep: This card combos quite well with several of the other cards in the deck, namely Ironbeak Owl, Arcane Golem and Coldlight Oracle. Since this card is dead without any of these cards, I only run one.

Cold Blood: Four damage for one mana, that can possibly turn into 8 damage, what a bargain! Argent Squire and Annoy-o-Tron are really good targets as their divine shields make them more likely to be able to swing a second time whilst buffed.

Deadly Poison: Almost always four damage for one mana, this card can present even more value when combo'd with Assassin's Blade and/or Blade Flurry.

Blade Flurry: One of the strongest cards in this deck, this card lets you keep your opponent's board clear and push damage to your opponent's face. It's like a Windfury for your weapon, only better since it's an AoE! This card helps let you make up for feeding your opponent cards/Bananas.

Eviscerate: Mana-efficient burn, this card is amazing! Let's you clear troublesome minion in a pinch if necessary, but most of the time you'll use this to pile on damage, even through taunts.

Sap: This card is a bit tricky to use against other aggressive decks, but still effective. This card is obviously effective against taunters, but it's also great when your hand is dead and you need to prevent your opponent from trading away your board or flat out killing you.

Perdition's Blade: A decent Blade Flurry target, this card kills Annoy-o-Tron perfectly. This card is quite versatile and usually can do what you need it to.

Tinker's Sharpsword Oil: This card is a bit slow and expensive for the effect, but it gives large amounts of quick damage and its synergy with Blade Flurry is simply staggering.

Assassin's Blade: With four durability this weapon extracts the most value out of Deadly Poison and Tinker's Sharpsword Oil. This card allows you to push a lot of damage due to the sparsity of weapon removal, which is especially important against classes with life gain.

Argent Squire: A sticky minion that synergizes insanely well with Cold Blood, not much else to say.

Leper Gnome is almost guaranteed to deal damage thanks to its deathrattle, tho it's often more than two damage if you play it early enough.

Southsea Deckhand: Thanks to Rogue's hero power, this guy is usually a one-mana Bluegill Warrior, great value!

Annoy-o-Tron Protects your opponent from trading with your more damage minions, allowing them to swing another turn. Also is a pretty good Cold Blood target.

Ironbeak Owl: Great on things like Sludge Belcher, this operates almost like a third Sap and lets you limit your opponent's ability to harass your board.

Arcane Golem: A bit tricky to use due to its battlecry, but mana efficient for damage dealing. Great Shadowstep target as a finsher and as a charge minion maintains your Cold Blood's relevance.

Coldlight Oracle: Aggro decks need cards, this guy gives you some board presence AND two cards. Sure you give your opponent cards too, but it doesn't matter if they never get played.

Wolfrider: More damage from hand that can attack before being removed. Occasionally you can attack twice with this, making it a three mana Fireball!

Jeeves: Usually considered a bad card, this guy is great for use since he draws more than one card. When he draws you three cards, he did it for only two mana, if he only draws you two, it's still great value! Not as good as Coldlight Oracle, but since you can only run two of those Jeeves helps make the deck a bit more consistent.

Legendary Options:

If you're not on a strict budget, there are a few legendaries that can find a home in this deck:

Edwin VanCleef: Much of the time this guy will just be a 4/4 for three mana, which is fine as it has no drawback unlike Ogre Brute and Dancing Swords. Every so often this guy will pop out as a three mana 6/6, making for a great tempo play.

King Mukla: Since you don't really care about your opponent's board, this guy becomes a great play as he can often hit twice if played early enough, making this guy a three mana Pyroblast at times. Talk about value!

Leeroy Jenkins: Not the most mana efficient card, but it does give you good value for the card slot, as well as provide your deck with a bit more reach. Shadowstepping  Leeroy gives you twelve for eight mana, like 2x Fireball except vulnerable to taunt.


Do you have minions to play on turns one through three? If not, throw back what you won't play in those early turns. It's that simple.


Be the fastest deck in the match. If you slow down at all you will most likely lose. Only trade when you have to due to taunts or troublesome minions like Knife Juggler and Wild Pyromancer are in play. You lack the tools to play the control game, you win by burying your opponent with face damage.

Be strategic with your Saps, while you'd like to save them to clear taunts sometimes you need to remove something as small as a four drop just so they can't easily clear your board. Every point of damage counts.

You need to be careful when dumping your hand, as your reliance on the Combo effect can punish you for running out of cards. Nothing hurts more than being short of lethal because you can't combo your Eviscerate.

Good luck and have fun out there guys!