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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)
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  • Total Deck Rating

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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!