[Legend] Skulker Rogue - Full Guide
- Last updated May 20, 2015 (Blackrock Launch)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3480
- Dust Needed: Loading Collection
- Created: 4/27/2015 (Blackrock Launch)
- Bernibolden
- Registered User
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- 11
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Battle Tag:
Bernibolden#1906
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Region:
US
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Total Deck Rating
180
Hi there,
I just hit legend with this rogue deck in NA server. (Season 13)
It's a pretty standard rogue list, but the addition of Dark Iron Skulker raised the win rate against Warlock matchup to over 80%, and the deck's overall win rate went from 47%, since I started playing rogue last month, to 63% in the last five ranks, which was enough edge to push to legend.
This season's climb was weird, since it took me longer to reach rank 5 than legend. It was 424 games till the Sea Giant, during which I meekly achieved a 52% w/rate while playing with 12 different decks, 3-4 per day (now that I look back, switching decks so much wasn't quite the greatest move).
So when Dark Iron Skulker arrived I just sticked to Rogue and made from rank 5 to Legend in 105 games, at 62% overall w/rate. Here is what I faced:
25% Warlocks --> 68% w/r (after the Skulker was released it went up to 81% EDIT: but I guess it was a luck strike coz 81% is not realistic)
19% Hunters --> 45% w/r
14% Paladins --> 73% w/r
13% Druids --> 64% w/r
11% Warriors --> 33% w/r
9% Mages --> 60% w/r
4% Rogues --> 75% w/r
3% Priests --> 100% w/r
2% Shaman --> 100% w/r
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Mulligan and strategy guide:
Generally, you should start by playing control-like, removing every threat in the beginning. Then drop some minions, do some combos to deal with more threats and refill with Sprint. In the end you usually finish off with with combinations of weapon buffs, Blade Flurry and/or an attacking dude.
It is important to have something on the board so you can get a few attacks and target with the Oil. That's why Violet Teacher fits in this deck. For the same reason it's usually better to kill a minion by playing SI:7 Agent, and thus leaving a body on the board, than killing with weapon/spell. Another card that fulfils this role nicely is the newly added blackrock dwarf Dark Iron Skulker. His power can range from a mere Si:7 effect to a full board-swipe, while leaving behind a dude who can add up to tons of damage.
Avoid trading minions because you don't have many. Clear with weapons and spells and preserve your folk to attack the opponent.
In the end, the Violet Teacher can screw with your Tinker's Sharpsword Oil by creating a token that can't attack. Try to get her killed before this time comes, after she's left some students. By the way, a great defensive move when playing against Rogue is killing the tokens while leaving the Teacher alive.
Sometimes you have to be the aggressor. Paying a SI:7 Agent flat on turn 3 against a Druid for example can escalate in your favour if not answered. Against a Warrior, stab him from the very beginning because every damage counts (but will rarely be enough).
About some cards:
- Preparation combos nicely both with Sprint and Tinker's Sharpsword Oil, but don't be afraid to burn it to activate an Eviscerate or other removal, or even to Deadly Poison your dagger if you really, really need it. It is a card usually kept in the opening hand against faster decks, to gain Tempo.
- Eviscerate is mainly a removal that eventually is used to reach lethal, don't hesitate to kill that Knife Juggler!
- Deadly Poison your weapon to clear minions, reach lethal or feed your Blade Flurry.
- Blade Flurry is amazing! What can I say, it clears huge boards AND deals face damage. Although it feels awesome to cast the biggest blade possible and destroy everything, sometimes bursting your 1/2 Wicked Blade can also help clearing a board and gain you Tempo. Just remember you only have 2 and try to use one in a combo, because after you've attacked a few times with your minions, your main victory condition in the majority of games involves Tinker's Sharpsword Oil your 2 durability dagger and a dude, attack with both then play Blade Flurry.
- Fan of Knives for clearing tokens and using in combination with spell power Bloodmage Thalnos and Azure Drake.
- Bloodmage Thalnos is best at buffing AoE spells, but Eviscerate an Innervated 5/5 monster at early turns can be disruptive as well. It also combos nicely with Backstab.
- Sap Can be either used at killing time, by lifting that last taunt standing before your deadly assault, or it can be used to gain Tempo by Sapping costly targets like Sylvanas Windrunner, Druid of the Claw, Savannah Highmane. When the Voidcaller pulls Mal'Ganis, that's a good target! If it pulls Doomguard early while there is still a hand, he can go back as well. The best target of them all is surely Tirion Fordring, and Just forget about sapping stuff like Loatheb or Harrison Jones.
- Southsea Deckhand is great for activating Tinker's Sharpsword Oil, especially when you have no board. Sometimes he laughs as your last move, but occasionally you'll have the opportunity to oil him up early and score a hit, go for it! Against early-game decks such as Zoo, FaceHunter, or MidPaladin it's mostly used to kill some impertinent minion.
- Antique Healbot is here as a Meta tech solely because of FaceHunter, as I've been facing almost one of them in every 5 games. When not many Tards, I'll swap it for another Earthen Ring Farseer or a Shredder Dude.
- Emperor Thaurissan is a card that I've been testing in the deck and so far I'm convinced he performs well. He enables bigger and deadlier combos in the same way it does for Druid, but as you are constantly wiping the board, he frequently survives for more than a turn and wrecks havoc. He is best played after Sprint.
MULLIGANS
Warriors - your toughest challenge
Sprint
Violet
Drake
Sap
Eviscerate
SI:7
Play aggressively, kill the Armorsmith, hope he doesn't draw much armor. In case of a Grim Patron Warrior it'll be much easier, always eliminate the Warsong Commander and have some answer for the Frothing Berserker.
Hunters - your second worst nightmare
Backstab
Prep
SI:7
Evis
FoK
Haha Deckhand
If it happens to be a Midrange Hunter you're in advantage, but against Facers kill everything quickly or die soon. Pray for the Antique Healbot or, if feeling greedy, keep it in your mulligan.
Warlocks - they help you by killing themselves!
Backstab
Prep
Poison
Flurry
Evis
SI:7
Haha Deckhand
You are built to smash them!
Druids - fast, but slow start
Poison
Sap
Evis
Violet
Drake
SI:7
Kill him steadily. Play a minion early, then some big health minion he struggles to remove. Blade Flurry shines in this match as big threats mass removal. Sap can also gain enormous Tempo when bouncing Innervated minions or any creature that cost a lot to play (early on, even a Piloted Shredder may be a valid target).
Mages - any of them but freeze
Mulligan as if for Mech/Tempo Mage:
Backstab
Prep
Poison
Flurry
Evis
SI:7
Vs FreezeMage we're in disadvantage so gotta be quick. Against TempoMage, deal with her early threats and she'll run out of steam (always kill the Flamewaker). In case of a MechMage you're favoured as well, but will be reliant on a good Blade Flurry clear.
Paladins - better have dragons
Backstab
Poison
Flurry
FoK
SI:7
Violet
Evis
Against a standard Paladin, just frustrate his gameplan by doing what this deck does best: clearing his precious little minions, it should be kid's play. Even if is the trendy Drag-o-din you are still favoured, it will just fell more like a Druid game, except his combo will be lacking.
Shamans - endangered species
Backstab
Poison
Flurry
SI:7
FoK
Violet
Drake
Skulker
Easy one. They suffer gravely from your AoE effects.
Priests - poor priests
Poison
Sap
Evis
SI:7
Violet
Drake
Sprint
They're in a bad position here since there's not much they can do about our combo. They can heal up but it won't be enough. If they play Velen's Chosen on someone or heal an Injured Blademaster up, it might be a good idea to Sap. It's important to save a Blade Flurry for the end.
Rogues - where are they hiding?
Prep
Poison
Evis
Violet
Drake
Sprint
In the mirror match, whoever Sprints ahead has the upper hand. Leaving an enemy minion on board can be very dangerous because of Tinker's Sharpsword Oil. Beware of overextending your board into Blade Flurry.
That's all, enjoy! glhf
The Holy Gem!
What you think abot trade prince?
I've got no idea. Only played a couple of times against it and not once with it.
No, coz Earthen is important as a 3-drop, besides it synergises well with VanCleef. I'd rather remove the more expensive Healbot.
I removed the second Violet Teacher for Edwin VanCleef. I felt it had better synergy with the Meta I've been facing (Midrange Hunter and Patron Warrior).
gl hf
I am currently 17-1 with this deck. It is ridiculously strong on ladder right now, I have gone from rank 18 to 5 easily, beating every deck in the meta at least once.
Nice!
I find this deck has some shortage when the game go into turn 8+,your opponent has doc.boom , Dragon, or some monster.In the end,i find is hard to solve.
Well, this is a midrange deck and it can usually win around turn 7-9. It gets harder as it goes to late-game, specially against control.
After my test, i found Conceal is more useful than HAHA.
My rank is around rank 13
The second reporting:
I found it can be better when you replace Earthen Ring Farseer With Leeroy Jenkins
after around 30 games i got a negative winrate(i miss thalnos only so i replaced him with kobold Geomancer) the problem i am facing is that i am usssually lacking early control + removals ,so for example if i used my evinsecrate on a 4-5 health minion i got only sap to deal with a row 6-8 units, or poison\oil nad some minion to the face, but this dek has soo few minions to play, and half of them are not that hard hitting(5 ad is the biggest). Dunno what am i doing wrong really.
A negative winrate after 30 games is understandable. This deck's goal is not winning with many or strong minions, but rather to control the board until we can finish off with some Oil combo (often involving a small minion). It's good to always have sth on the board but we don't need much. SI:7 and Skulker are such good cards coz u get a removal effect + board presence. Sticky minions as V.Teacher or Shredder are good in that regard as well, u can even try Dr. Balanced for more board presence. If u can't get enough removals, just mulligan for them harder, or try to set up a big Flurry.
as from comments below i see you said this deck should win games around 7-8 turns, how can it be achieved?
Basically get a cheap minion down early to start chipping the opponent's life, than play to maintain board control until u can finish with some burst, which normally includes Tinker's Sharpsword Oil and/or Blade Flurry.
It's hard to predict all kinds of unique situations the games can evolve into, but for instance, if u have a dagger equipped and a minion on board, Preparation, double Oil and Blade Flurry will deal over 20 dmg for 7 mana.
The real trick when playing this is to be patient enough to hold back our removals for what really matters. Every matchup has very specific cards and situations that will kill us if unanswered. We have to anticipate what they are and be ready to counter them.
What do we do vs Warrior? Every day I make changes to the deck, get excited to try it out vs a lot of decks, and then I just play 2-3 Warriors in a row and stop playing Rouge for the night. The matchup is so skewed, I wonder how i ever beat one. I've probably only beat one warrior out of 15 or so.
Control Warrior is by far the hardest matchup, but the real problem here is to stop playing after loosing 2-3 times in a row.
Just play play play...
I kinda added skulker before even seeing this guide which is great btw.
It adds a good deal of win rate simply because of the meta.
After hundreds of games with Oil Rogue I am absolutely convinced Violet Teacher is wrong. It just messes with your combo too often to be correct. Trying Shredder now, will update how that works out.