Dragon Tempo
- Last updated May 7, 2015 (Blackrock Launch)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2940
- Dust Needed: Loading Collection
- Created: 5/6/2015 (Blackrock Launch)
- Trollbert
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Been having a pretty nice success rate with this deck so far. If there's any interest I can write a bit more of a detailed guide.
It's been doing a really nice job of getting ahead of the opponent and forcing them to make bad trades. Lots of the new Blackwing cards have really worked well into the tempo style. Hungry Dragon works best rogue as far as I've seen. You almost always have a spare weapon out beforehand and most of the time that will take care of it.
*Thanks for the advise so far. The healbots have been replaced for Earthen Ring Farseers. I worked a sludge belcher in and will continue to tweak the deck and see what feels right.*
-1 Nefarian, -1 Healbot, -1 Gang Up, -1 Corruptor, -1 Teacher; +1 Farseer, +1 Backstab, +1 Prep, +1 Belcher, +1 Fan
Nefarian, Healbot and Gang Up all hurt tempo. Your curve is too high for a tempo deck with a second Corruptor. Rogue tempo decks should always try to run 2 Backstabs and 2 Preps, these are two of the best tempo gain cards in the game. Since your deck is Dragon based you should have fewer non-dragon related minions like Violet Teacher. You don't have enough AoE spells without a Fan of Knives, and what's the point of having even 1 Violet Teacher if you don't have enough spells in the deck?
Nefarian is a bad version of Thoughtsteal, so battlecry is worth about 1 mana. That's an 8-mana giant you have in your deck. Too slow.
Double Healbot is only useful in control decks. Your deck is supposed to be tempo based, how can you play a 3/3 as a 5-drop? With only 1 Sprint, your hand will sometimes be exhausted. Any other 5-drop should be more useful than Healbot in most of these situations, even Shredder is better and it's a 4-drop. Let's say it's turn 6, you drew all spells and used them for board control, you're at 25 and your opponent is at 25 as well. The board is basically empty. Your only cards are Healbot and Chromaggus, so you play Healbot. 2 things are happening here: 1. You just played a 3/3 for 5 mana and missed hero power 2. Battlecry provided less than full value. Let's say your opponent is a Paladin, supposedly a favorable opponent for Rogue. He drops Shredder, you're behind on board. You topdeck Faerie Dragon, and that's your only play so you play it. You trade Healbot into the Shredder and a 3/2 comes out. Paladin can trade 3/2 into Faerie Dragon and he has board initiative. Such scenarios are quite common for double Healbot decks that are not focused on extreme control.
Gang Up – again, it's too slow. You waste 2 mana to do nothing. You're playing a tempo deck, the game should be over before you draw the second minion you ganged up. Tempo decks should rarely go to fatigue, by then you've usually lost. Let's say it's turn 5 and you have a Teacher on the board. You can Gang Up your Teacher and get a 1/1. But then you only have 3 mana left, and you don't have a 3 drop in hand. It's much better to play something like Azure Drake or Blackwing Corruptor. So Gang Up just stays in your hand. Another example, it's the late game, Gang Up is the only card in your hand, both your boards are decent. You want to gain board control because that's how tempo Rogue should win the game. Gang Up does nothing, you gang up your Hungry Dragon, hero power a 2/1, make some trades, and nothing else happens to the board. The board stays the same without development and your opponent has initiative. Even Backstab for 0 mana influences the board state more.
Farseer is a 3-drop, which gives your deck a lower curve so it has a much faster tempo. It's also a card which is far more efficient and you can use it to heal your minions as well as your face, so something like Hungry Dragon can go 3-for-1. It's ok to have 1 Healbot to improve matchups against decks with even lower curves like Mech Mage, Mech Shaman or Face Hunter, but 2 is too slow. Farseer is also a 3/3 for 3, so if you have nothing else to do on turn 3, playing Farseer is generally better than hitting face and redaggering.
Sludge Belcher lowers the curve of your deck as well. Your curve should look similar to that of midrange Hunter, both decks are tempo and board control based. It provides defense for your face and your minions, so even as a tempo deck you should have at least one, the tempo gain you get from them having to put 5 damage, sometimes awkwardly, into the taunt is very important.
TL;DR: Deck is too slow, need more swing mechanisms as well.
Nefarian is a bit of a place holder, but he's useful for activating dragon cards. What do you think about a swap out for Ysera (close to enough dust for a new legendary)? I also have a Dr. Boom available and he might be a more appropriate closer.
I tried playing with double prep at first but since I don't have a great draw engine I often found myself with an empty hand or drawing it late when it's useless. I'm pretty happy with one, but I'm just not feeling the second.
Corrupter has been very consistent, almost always a cheaper fire elemental. However I'll try subbing one for a Belcher and see how it feels.
Thanks for the in depth feedback! I'll mess around with a few changes at a time and refine it a bit.
Although I've had success with healbots they definitely feel clunky with my mana curve. I had heard from a few people that Farseers are the way to go so I'll introduce those.
A second Backstab will help your early game I think. How are you finding the lack of Taunts?
It hurts against Face Hunter, but the rest of the time my budget large bodies stop the other guy from getting anything established. My early game seems solid as I've been playing it more, it's really just Face Hunter and an occasional paladin build that gives me fits.