Gang Up Control Rogue
- Last updated May 14, 2015 (Blackrock Launch)
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Wild
- 14 Minions
- 16 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5540
- Dust Needed: Loading Collection
- Created: 4/24/2015 (Blackrock Launch)
- AllKindsOfBad1
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Total Deck Rating
17
Here is a Rogue control deck I've been fiddling with today after the new BRM wing. The idea is to control the board early and mid game by making favorable trades while using Shadowstep and Gang Up to fill your hand and deck with the cards you need to counter whatever you opponent is playing. Effectively, this deck lets you build your deck during each game to make sure you have a favorable match up. I haven't really found any deck that full on counters it yet.
Made quite a few changes after play testing for the last day or so. I'm quite happy with the current version.
In most match ups I tend to double gang up Antique Healbot. Having 8x healbots and 1x Farseer seems to pretty much guarantee a win. 67 healing on 9x 3/3 bodies is damn near unstoppable.
I've found that you will ALWAYS want to use Gang Up on Antique Healbot at least once in every game.
It also includes 1 copy of several cards to be the target of Gang Up and Shadowstep when need be.
Big Game Hunter: Against Handlock/Giant Mage etc. Usually just 1 Shadowstep on it is more than enough in situations where you would need more than 1. I hardly ever Shadowstep it. You pretty much never want to use Gang Up on BGH.
Kezan Mystic: This can get pretty crazy. Gang Up on Mystic vs. Freeze Mage is insane, and pretty much assures victory. It also helps a ton as a 1 of or with Shadowstep against Mech Mage/Tempo Mage/Face Hunter etc.
Dark Iron Skulker: This card is SO strong against Hunter/Zoolock/Paladin and any other aggro deck. I'll often use Shadowstep and Gang up on him. I only run 1 however because he doesn't do much against non-aggro match ups, and also because only damaging undamaged minions can be a bigger draw back than it seems. He can create huge tempo shifts against lock/hunter when used after Unleash the Hounds, Imp-plosion, killing a haunted creeper etc.
Cards to consider: Sap, Sludge Belcher, Sen'jin Shieldmasta, Arcane Nullifier X-21 (a 4 mana taunt would fill the mana curve much better than Sludge Belcher at 5), Dr Boom and anything else really!
If there is any interest I'd be happy to include mull guides, gang up guides, game play videos etc. I would really love feedback on what you guys feel would make the deck better!
Thanks!
This deck is really funny, because it's so versatile. I removed both Violet Teachers and the Earthen Ring Farseer and put Acidic Swamp Ooze (don't have Harrison), Coldlight Oracle (against control decks) and Loatheb.
Highlights so far was playing against a Mill Rogue (he ganged up his oracles, I ganged up my Healbots, guess who won :-D) and against a Handlock (after playing the oracle on turn 3, causing him one card to burn, he didn't dare to tap anymore and I won)
I also won against face hunters :-)
I would love to use The Black Knight and/or Harrison Jones, but I don't want to craft them just for this deck (at least not yet)
Ysera could be good. You could have 2+ Ysera in play and Ysera Awakens won't hurt any of them. Ysera also gives a 0-cost bounce Dream card(I forget the name) which would provide good synergy. Some Blackwing Corruptor with Dragon synergy might be cool, but is probably pushing the space too much.
I'm also surprised you play neither The Black Knight nor Stampeding Kodo; Kodo is probably not worth it but The Black Knight is exceptionally powerful against certain decks and multiple copies of hard removal should seal some games by itself.
There's also Harrison Jones to consider. Acidic Swamp Ooze wouldn't make as much of an impact, so I don't think you should bother with that, but Jone's is a ridiculous power play in some cases.
Basically I'd be looking to make this into a complete toolbox deck, which can counter anything with the right card for the job. At the very least Loatheb should be included; it's always good and with multiple Loatheb you can really limit a lot of different plays in various matchups, especialy if you play Loatheb two+ turns in a row.
Hi, I just wanted to share my thoughts on this type of deck and how I have adapted the list to fit my own constraints.
I have replaced:
Bloodmage Thalnos with a Kobold Geomancer,
Dark Iron Skulker with a Sea Giant,
Ragnaros the Firelord with a Leeroy Jenkins
Earthen Ring Farseer with a Dr. Boom.
For Bloodmage, the sub is pretty standard and really helps get that last bit of damage you need to Eviscerate 5 health minions.
I found people using Skulker as an "uptempo" play to undo the hard work of my opponent. I found the Sea Giant synergizes really well with the double Violet Teacher towards the same purpose. You drop the Giant before you start trading using the tokens. It gives you a little more breathing room to set up that Antique Healbot + Gang Up 8 mana combo that I would say is the most important play in this deck. Also opponents tend to forget the tokens left by the Violet Teacher to get rid of your 8/8 threat.
Rag works as a finisher on somewhat empty boards to push for lethal, and I found Leeroy Jenkins served a similar purpose and synergized with Shadowstep really well.
The last sub was done to exploit the situation where you have TOO much health to Antique Healbot, or your life total is "safe" with a Dr. Boom and Gang Up in hand ~ turn 9. Drawing multiple booms just puts unbelievable pressure on my opponent and dominates the control matchups. Since Skulker was a board presence that was a prime gang up target, I think the removal of the early healing is worth for the chance at drawing four copies of the undisputed best 7 mana minion in the game.
This is by far the most consistent deck I have played in Ladder, even in the aggressive meta I am faring better (and having more fun!) than relying on draws in Mech Rogue or Oil Rogue (at least at my experience level). However, you mulligan extremely similarly to Oil. Since this features only one Preparation and zero Tinker's Sharpsword Oil, you do NOT combo and burst down the opponent. You slowly suffocate them of their removal and card advantage, and then you use Gang Up to exploit the weaknesses of your opponent.
If I happen to start a game with two Gang Up (obviously never try to mulligan for this) I try to aggressively use one copy on a solid tempo minion. For example, using Gang Up on a Flamewaker against a tempo mage is insane value imo if you can kill the waker the same turn. If facing a class with notorious traps like Hunter or Mage, I try to use it on Kezan Mystic. Using it on your opponent's Sludge Belcher can save you more health than those robots ever could in some situations! If you get an actually decent mulligan, be VERY conservative with your Gang Up. In my case I always saved one copy for a Healbot as OP stated. Don't be afraid to drop a bot though and allow yourself the breathing room to gather the rest of the combo, or realize you may not need it in the first place :)
I play my Gang Up either VERY aggressively or VERY passively because the best trick you can play on your opponent is making them think you are an Oil Rogue. When they use their trump cards (like Alexstrasza) expecting zero assassinates or a sap, you can copy it to your hand and then immediately eliminate it using Sabotage. I get goosebumps just thinking about it. The fact that you play around Sabotage (keep the board clear so the Sabotage won't miss the most valuable target) only solidifies your disguise as an Oil Rogue.
I AM running into problems against hyper-aggressive face decks, but I felt the sacrifices needed to counter them hurt my control and midrange matchups which are much more winnable to begin with. This deck is all about card advantage. There are 4 cantrips (Fan of Knives & Azure Drake), one Sprint, and two Gang Up. This means in the time it takes your opponent to draw 30 cards, you will be able draw 36. Six Antique Healbot should survive even Patron Warriors given you can clear the board between heals. In the very slow control matchups like Handlock spending your second Gang Up on Dr. Boom or other high value legendary will be a game winning play. Especially if you maintain the life advantage turn 15+, if you make copies of Boom/Rag you will have a one in five chance to draw him again! Against the comparatively barren lategame of most midrange decks, your force will be unstoppable. A Savannah Highmane? Psh, with 1 spell power we can clear that ENTIRE body with an Eviscerate + Fan of Knives to clear the way for Dr. Balanced :')
EDIT: obviously statistics will take time to gather but I believe I can pilot this deck higher in Ranked than I have ever before (~rank 12). I would love some feedback regarding my tech choices, and some ideas on how to improve my winrate against all types of Zoo (specifically any deck with Doomguard lol)
I would really like to see some videos for this deck.
This deck is awesome! Went near fatigue with a mech mage and double ganged up my ragnaros. :P Turn 10 Rag into gang up. next turn 10 same thing :P
I'm sorry that you're unable to figure out how it works. I guess I should add more information about how to play it. I'd suggest sticking with face hunter or another deck that doesn't require much thinking.
Mine may have been a bit harsh in response, sorry for that.
Wow you guys are really polite. I thought I was on the internet....
unless you happen to draw the minion you need... and odds are there is only 1 copy of it... you are going to get facerolled
You're saying that 100% of games come down to drawing Dark Iron Skulker, Kezan Mystic or Earthen Ring Farseer?
Liking this deck so far. Went 12-2 last night. Good run.
I liked using Gang Up and Shadowstep on Dr. Boom. The amount of bombs I made in 1 game was incredible. No need for bladeflurry when you have board wipes like Skulker.
One game, I mistakenly used Gang Up on an Azure Drake and was met with 0 cards to draw and 3 drakes in hand. Fortunately I was 29 health and slammed down the drakes anyhow - taking the draw damage - for board advantage and final push to win.
I actually decided to remove dr. boom, crazy right? Everyone uses Dr. Boom, and he's almost always going to pop up to become a gang up target. I'm trying out rag to be a gang up target now, dr. boom may go back in though depending on how it goes. I also replaced the Piloted Shredders with Violet Teachers. With the high number of low cost spells teachers seem to give quite a lot more value.
A couple people have expressed their dislike of Blade Flurry in the deck, but I've taken it back to 2 of them. It's pretty much the only way the deck can stop patron warrior. It also helps a ton in the zoo match up. I am definitely open to suggestions as to what would work better to replace them though.
I'm glad you like it and are doing well with it! Thank you for the comment. :)
Cool deck, but I don't see why it's called "tempo". At least in its current version, it plays a long-term grindy control game. I don't think you can ever put Gang Up in a tempo deck. The two strategies are too conflicting.
The whole deck-building aspect of the deck is really fun, and it makes me hope Blizzard eventually adds a card like Gang Up that does the same thing for spells. Though they'd have to make it so the card couldn't recur itself.
You're right, I don't think Tempo is the right name for it anymore either. This is actually what I've ended up with after 71 minor revisions, the general idea of using gang up and shadowstep is the same, but the overall deck is quite different haha.
That being said though, it can keep tempo early and mid game very well. SI:7, Shiv, Fan of Knives, Piloted Shredder, Azure Drake and Dark Iron Skulker will pretty much always trade in your favor because of card draw and abilities. You can also set up some great trades in your favor with all the damaging spells and battle cries.
I'd be interested in seeing a mulligan guide. To be honest, I've never been a huge fan of Rogue. Tempo is a variant I enjoy though, so I'm hoping this deck will get me hooked.
Then I shall work on one! I'll try to post it either tonight before I go to bed or in the morning. Backstab, Shiv, Fan of Knives and Eviscerate I keep pretty much always because they deal so well with early minions and/or net you cards. SI:7 and Farseer I keep against Hunter and Warlock (pretty much always assume zoolock). Bloodmage is solid to keep against druid to help you with burning down their early minions. I feel shredder is good to keep against warrior priest and mage.
Just some basics. I'll get more in depth with it.
Emperor makes little sense in a tempo deck as it almost never a turn 6 play for you. Wouldn't sylvanas be a way better substitute?
I think I agree actually. After play testing for the last 12 hours or so I've made a decent number of changes. I'll update the list and explanations when I wake up. XD
Tyvm for the feedback!