TGT AGGRO BETTER NOW
- Last updated Aug 24, 2015 (TGT Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1520
- Dust Needed: Loading Collection
- Created: 8/20/2015 (Blackrock Launch)
- BasteGod
- Registered User
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- 3
- 5
- 10
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
127
**Notable omissions/cuts:**
Backstab: Early tempo is very important in this deck, but backstab is much too dead of a draw later in the game.
Goblin Auto Barber: Buccaneer fulfills its job of buffing weapons, while Annoy-o-tron fills its position as a 2 mana minion that we can potentially play on 2. This card was probably the deck's weakest link, due to the awkwardness on playing it on turn 3, and the fact that this deck rarely wants to play a minion on turn 2.
Argent Squire: While this card was a good card to slow down fellow aggro decks, creating some solid 2 for 1s, it was still by far the deck's slowest 1 drop, and rather useless, outside of being a cold blood target, in other matchups. A Buccaneer played on turn 1, with the 4 damage it generates (2 from the body, the 2 it adds to the weapon), will likely do more damage than an Argent Squire played on turn 1, even if it only survives to make one attack. Meanwhile Annoy-o-tron is a better aggro deterrent, while doubling as a solid Cold Blood target in other matchups.
Loatheb: I feel as if Loatheb is simply too slow for this deck. Far too often, in the turns you would play Loatheb you're looking to set up a lethal turn somewhere down the line, either by daggering up, playing some Oil combo, dropping a Coldlight to dig for that extra reach, etc. It's either that, or you simply don't draw Loatheb, which raises the issue that, by lowering the number of 2 ofs in this deck, Loatheb reduces the deck's consistency. I recognize that Loatheb is only in this list to shut down Freeze mage for the most part, but in a ladder populated with aggro I would much rather be able to reliably draw my Annoy-o-trons against aggro than sometimes draw Loatheb against Freeze.
**The List:**
x2 Cold Blood: A very cheap card that can be converted into a massive amount of damage if the minion with it is allowed to attack more than once, also serves as reach with a charger. Combines well with bubble minions, such as Horserider and Annoy-o-tron for a good chance at repeated damage.
x2 Deadly Poison: Very solid and cheap early removal, useful to protect your fragile minions, so they can put in repeated damage. Obviously combos well with Blade Flurry. Can serve as reach.
x2 Buccaneer: Reliably threatens 4 damage if it survives turn 1, making it an incredibly efficient 1 drop. As it makes itself easier to protect with the dagger it has a legit chance to generate additional value, especially if you can dagger up a second time with it in play. Serves as a combo activator/weapon buff later in the game.
x2 Blade Flurry: Cheap and highly efficient AoE, can create some massive swing turns. Doubles as reach.
x2 Eviscerate: Cheap burn spell, can be removal or reach.
x2 Sap: Removal that can be used to generate tempo in aggro matchups, or get rid of taunts against slower decks.
x2 SI-Agent: This card is just completely dumb. With lots of cheap combo pieces it gets even dumber.
x2 Tinker's Sharpsword Oil: An excellent finisher, especially with a charger, that doubles as board clear when combined with Blade Flurry, or as removal in a pinch.
x2 Leper Gnome: It is an aggro deck after all.
x2 Southsea Deckhand: 1-drop and combo activator, can provide reach with Cold Blood and Oil.
x2 Annoy-o-tron: Can massively slow down any rival aggro decks, represents a sticky target for Cold Blood in other matchups.
x2 Arcane Golem: A big charger that serves as a finisher.
x2 Argent Horserider: A resilient charger that serves as an excellent target for Cold Blood, due to its high chance for repeated Cold Blood damage.
x2 Coldlight Oracle: A godsend in the slower matchups, where them drawing cards is practically meaningless (you can even mill some cards quite regularly) allowing you to dig through your deck for some extra damage. In aggro matchups its good to dig for that last little bit of reach you need at the end of the game.
x2 Piloted Shredder: Dumb, fast, sticky card. Too good not to run.
This deck preys on slower decks, so if the meta does indeed slow down in TGT it will be right at home. The joust mechanic would be the main worrying thing, but it looks pretty bad so I'm not too concerned. On the other hand this deck does struggle a lot against Hunter specifically, (its fine against Eboladin, as Paladins are lacking in reach) so if the meta swings the other way and we start seeing even more aggro decks then it might be in trouble.
EDIT #1: Been playing a bit more ladder with the pre-TGT list, after some more play I'm definitely considering continuing to run the Loatheb, as it helps prevent blowout Hellfires/Consecrations/etc. and I'm seeing less Hunter the higher I climb. Also thought I'd add a mulligan guide and the guide to the aggro player's dilemma.
**Mulligan Guide**
Keep: Any 1 cost minions (regardless of matchup or coin, even on coin against mage), Annoy-o-tron against Hunter and Paladin if you already have a 1 drop, or are on coin
So this deck has a very simple mulligan strategy. Your turn 2 is basically set in stone (daggering up), this deck has a lot of turn three options, as cards like Deadly Poison, Evis and Cold Blood come into play, and as a result you are really only looking for a turn one play. So far I've always kept Annoy-o-tron against Hunter and Paladin, as long as I already had a 1 drop/the coin. A lot of the time I find myself daggering up T2 anyways, but its still probably a good keep. It is very important to note that you should NEVER keep an Annoy-o-tron without a 1-drop or the coin, having a turn 1 play is EXTREMELY important for this deck and drastically increases your odds of winning.
**The Aggro Player's Dilemma: Face or Trade?**
This deck is one of the more interesting decks when it comes to the aggro player's dilemma, one of the most pertinent questions in hearthstone: "Me trade or me go face?". For Hunters and Paladins, the two most pre-eminent aggro classes, the decision is very simple, neither have hero powers that can create an immediate impact on the board and therefore neither has the ability to frequently generate high value trades. Rogue is a different matter, with the most efficient hero power in the game in terms of impacting the board state. In fact a large reason why this deck thrives is the rogue's ability to protect its small minions with the dagger, and this ability to generate beneficial trades means that this deck is incentivized to trade more than other aggro decks. Make no mistake, you will still be directing most of your damage at the face, but there will still be some key questions to ask at the start of every turn where your opponent has a minion on the board.
Can I efficiently remove my opponent's board?
If yes, then move on to the remaining questions. If no then go face.
Is my opponent playing a class/deck that uses cards that rely on board presence? Do they have enough mana to use those cards?
Examples: Paladin: Blessing of Might, Seal of Champions, Blessing of Kings in Eboladin/Blessing of Kings and Coghammer in Midrange
Warlock: Power Overwhelming, Abusive Sergeant, Dire Wolf Alpha, Defender of Argus, Dark Iron Dwarf in Zoo
Priest: Velen's Chosen, Power Word: Shield
Rogue: Oil
Hunter: Specifically midrange with beasts, Kill Command, Houndmaster
Shaman: Flametogue Totem, Rockbiter Weapon, Thunder Bluff Valiant
Druid: Savage Roar
What would be the result if the opponent played one of these cards? Could I efficiently deal with the outcome next turn?
It is always important to know your opponent's strongest possible play. For example a Paladin on coin can follow up a shielded minibot with BoK, which is often a blowout play. If you don't have cards like Eviscerate or Sap then you probably need to kill the minibot the turn its played. Knowing how you'll respond to that big blowout allows you to choose the right course of action, as long as have the ability to recover some way then hitting the face is usually the right choice. For example, say you have a Leper gnome, Evis in hand and a one charge dagger against their turn 2 minibot. You want to remove the divine shield with the dagger and go face with the gnome. This maximizes the upside in the case there is no Blessing of Kings and even though BoK is still bad for you, it allows you to recover if it is in his hand, killing the 6/6 with the Gnome and Evis.
Could you potentially have lethal within a few turns? Could they?
If you have a lot of burst in hand and will be able to use it at will/very soon then you should almost always hit the face. If you suspect your opponent has enough burst in hand to kill you if you leave a minion up then you might want to trade, but you should never take "losing plays" because you're scared.
Is the card on the board one that generates value over time (a "soft taunt")?
If you can remove the soft taunt efficiently, and you don't see lethal somewhere close down the line, then you probably should remove it.
EDIT #2: First impression following TGT release
Started my TGT laddering today. I've gone something like 15-1 with the new deck. I actually only started laddering on the 21st this month and as a result I'm rank 10, so some of my first impressions might be skewed by having bad opponents.
**First Impressions:**
Buccaneer is a completely busted overpowered card. Like holy shit, this card is completely broken, it literally wins games by itself. SI-7 level of OP.
Annoy-o-tron is actually quite good in this deck, due in large part to the fact that, similar to the dagger, it protects your small minions. Especially good to help get the second proc out of Buccaneer.
Argent Horseman hasn't really been a standout but it's definitely a very solid, versatile card and has won me some games when it gets a Cold Blood.
Lastly, and this is in no way related to the deck, but it must be said, Tuskarr Totemic is completely broken. The only loss I got was to that thing pulling a Totem Golem, there is practically no way to recover from that as an aggro deck.
This deck destroys handlock. Easiest match up from my experience.
I've taken this deck up to Rank 14 in like two play sessions. It's definitely pretty good, and a good option for f2p or budget players. I've been having some trouble dealing with Paladins though. The only mass removal in the deck is Blade Flurry, so it can be hard to deal with Paladins flooding the board with Muster for Battle and their Hero Power. Letting them have all that board presence also gets super punished by Competitive Spirit, which every Paladin seems to run now, since every Paladin is a Secrets Paladin now... Anyway, it all kind of makes me want to tech in Fan of Knives, but it's such a dead card in all the other matchups, except maybe Face Hunter and token Druid. How have you guys been dealing with players that can flood the board with 1/1s?
I've been running a very similar deck:
2 Argent Squire
2 Buccaneer
2 Cold Blood
2 Deadly Poison
2 Leper Gnome
2 Southsea Deckhand
2 Blade Flurry
2 Cutpurse
2 Eviscerate
2 Sap
2 Arcane Golem
2 Argent Horserider
1 Coldlight Oracle
1 SI:7 Agent
2 Wolfrider
2 Tinker's Sharpsword Oil
It's been pretty successful up until rank 10. I want to know what peoples' thoughts are on Cutpurse vs. Annoy-o-Tron. If you get it to stick, it snowballs insanely fast, I've had some quick concedes after turn 3 and them not being able to remove him. It also has great combo synergy for those Cold Bloods and Oil.
I'm also not sure this deck needs 2x Coldlight, I feel like if you're at the point in the game that you need that much draw, you should have already won or hit concede.
I just won twice against 2 different face hunters with this deck. Although I did swap out a Argent Horserider for Leeroy Jenkins. But then again I didn't manage to draw either Argent Horserider or Leeroy Jenkins so I don't know for sure if's a good move. But I figured I will need the burst for the final push especially at mid-game where the opponent should be really low.
TBH it's really satisfying to beat a face hunter at it's own game. I can't help but bm a little when I get lethal.
On paper looks good. But when You start playing it - i felt like i was 3 steps behind the enemy. Bad feeling. No dynamics, no damage. Deck doesnt helped me. Wen from 16th to 20th rank with 0 stars. On eu-region, 02-04 Sept. - waste of time with this deck.
First game trying this...all I drew were spells, not a single minion after my turn 1 Leper Gnome. I literally went until turn 9 when I finally drew an Argent Horserider...I lost that game...
Would adding Edwin Vancleef be a good idea? If so who to swap out?
I'm running this deck with Leeroy and Dr Boom instead of the Argent Horseriders and it's amazing. Keep up the good work!
I did this but I've played about 10 game and never found a time to use Dr. Boom. I do like the Leeroy tho.
boom has won me some games, but I took out a sap and put him in and left everything else
Was low on dust and missing 2x arcane golem and 2x coldlight as well as 1x argent horserider. I put in 2 preps to work better with oil and put in 2 loot hoarders as card draw, and an owl to replace the horserider. Deck seems amazing, turn 5 wins are very common. Nothing like the 10 damage finisher of horserider + double cold blood.
Solid deck! I'm on a huge win streak right now at 13 and climbing. People never expect the aggro rogue. Solid matchups all around. I actually outfaced face hunter. With so many Paladins and shamans right now I think this could be a top tier deck for the next few weeks. Only problems were with the new dragon taunt priests and control warrior.
Replacement for oracle?
Im running something very similar to this deck at 7 right now. Im using jeeves as my draw over oracle. This comes with some pretty awesome pros, but some terrible cons too.
Pros is that you will often draw A LOT from it. With a very very low curve we can easily empty our hand almost every turn letting jeeves give us huge value. Vs slower decks they will usually not get to draw from it at all, or at least not nearly as much since most decks cant empty their hand as fast as us.
Cons is that not only is it a dead card in some match ups, but actively hurt you by letting them draw a lot more than you in some cases. This is basically only vs other aggro decks where we got a bad start however, so match-ups we wernt likely to win either way.
If you dont have oracle, I definitely recommend running it as a replacement to see how you like it.
It takes care of those pesky Hunters and Pala's :P 80% of the meta rank 10-5
And everyone who complains about 'em is a scrub.
But they are part of the game, so instead of complain learn to deal with them.
Lol you were the one complaining.
Really Nice deck, 7 wins on a roll so far.
Have you tried adding 1 Cutpurse (to add more minions if necessary) and 1 Shady Dealer (for 3 mana you get a good 5/4 early on, you already have 4 pirates)
Cheers
Cutpurse and Shady Dealer do not work in this deck, they are just too slow and they don't really add to the combo Shady Dealer is a definite no Cutpurse maybe but I don't see it doing better than any cards inside of the deck already so if you don't have one of the cards in the deck you might be able to put one in there? Overall I feel the deck is very strong the way it is.