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.
I replaced a Leper Gnome with a Preparation. Being able to combo multiple oil or prep into a Blade Flurry has helped me more in late game than leper gnome has.
Sick deck btw. No one really sees it coming. They mulligan all wrong.
Really having a fun time with this deck but still have yet to take it to ladder. Having a hard time with priest, but I hope that gets better as i learn the game more.
Ive played this Deck (Just as is nothing changed to really get the feel for it and learn how to use it) About 60x now. Ive been playing it sense it was release, Ive spent ALOT of time on this deck, b.c I'm bored with Basic Oil but I still like the idea of it.
Im at about 50/50 W/L ratio. (Added Info, 19 were Golden Heroes)
Win/Lost Ratio that I have (remember).
Priest: 2/8
Shaman: 1/7
Warrior: 6/3
Pally: 7/3
Rogue: 2/1
Hunter: 4/5
Druid: 3/4
Warlock: 5/2
Total W/L: 30/33
My Biggest Problem as you see is Priest and Shaman, the totem deck is just amazing (I might try it myself lol), Ive played against many warriors and pallys in the past and I can deal with them, Druids are a matter of, "Can I stop his Turn 8/9 Combo or can I kill him before he combos?" Honestly Ive been really lucky again Warlock, most of them are Slow play Handlocks, or just not Meta decks (trying new decks Im guessing).
My Current Rank is 16, I got to 14 then had a really bad losing streak with Shamans and priests.
NOTE*: Im not a Hardcore Rank Player but Im starting to be, and Im still very new to Hearth Stone. I still make New player mistakes.
This deck is pretty good but i think you should add Lance Carrier
Lol seriously no silence at all? This deck is desperately aggro, might try it out though.
Nvm, just added 2x Poisoned Blade instead of Tinker's Sharpsword Oil and works just like a charm. Kappa
You can replace Sap with Silence.
I think Sap is better than a Silence.
Sap, Evis and Deadly, Tinkers and Blade Flurry are more than enough removal IMO. Compare Hunters who have Owl (which is comparable to Sap) and 2 damage based removals in Quickshot and Kill Command that they mostly want to use as burn. Of course, with their hero power, hunters rely on removal less than we do but we actually have significantly more removal in this deck that the average hunter list.
Since i can't afford so many packs and my zoo deck was getting rekt by the tgt decks, i had a really bad time in ladder, but then i saw this deck. I just made this account just for thank you, this it's the most cancerous ebola deck that i ever played in my life, THIS REKTS EVERYTHING (except priest, just auto concede). 23-5 (5 priest)
If Hunter was Cancer, Paladin was Ebola. What disease shall this be?
Scurvy Rogue
Well played sir, well played.
Replaced x1 Argent Horserider for the somewhat fitting card Saboteur. Seems like this is the best place to put this card! You can play a Annoy-o-Tron on turn 2 and protect on Turn 3 for massive combo's later with Cold Blood or wait for a later turn to drop argent! Stops Mage/Rogue early game! Calling this deck Saboteur Rogue :) Sabotaging there chances of stopping rush that is!
What's the secret to beating priest with this deck? I always seem to fail. These dragon decks stop me in my tracks.
Priests can't handle pressure well and if you can prevent their card draw then they can have a very hard time of recovering as they play best with a large hand.
I was grinding legend with my totem shaman. And i was crashed twice by a guy using this deck. I had less trouble with aggro palys/hunters.
A big part of the strength of Arcane Golem is that you can actually often play it without finishing the game, in an effort to get repeated procs out of it, Leeroy on the other hand serves purely as a finisher, seeing as he populates the opponents board with enough power to kill him. The low cost of the Arcane Golem also serves to help trigger combos, for example you can do Arcane Golem+2 Evis for 12 damage on 7 mana, whereas Leeroy can only get off 10 damage combos with stuff like Evis and Cold Blood because of his higher mana cost, seeing as you're looking to end the game by turn 7 or 8 at the latest. So overall yeah I'd say Leeroy costs too much mana and is lacking too much in the way of versatility to replace Arcane Golem.
Any reason for why no shadow step? I totally get that it's very often a dead card but it can rack up some crazy damage with Arcane Golem and it also has some flexibility to be used with things like Coldlight if you have to.
The key in all aggro decks is to have an overall high card quality. Because you have limited card draw you need the cards you draw off the top to be useful immediately when you get them. Every card in this deck is at least somewhat useful in a topdeck scenario, even combo cards like Eviscerate, Cold Blood and Tinker's, while inefficient if not comboed, are still sorta good enough if topdecked, because all provide some reach. The one exception is Sap, which isn't really a versatile card that is always useful, but because its one of the best removals in the game we run it anyways. On the other hand Shadowstep is, as you said, often a dead card. It's the same reason we don't run Backstab, if we draw it off the top late in the game we find ourselves groaning and lamenting our bad luck. Similarly, if we have no Arcane Golems in hand or on board we do the same thing when we draw Shadowstep. In slower decks that's not a problem, because you often have so many cards in your hand that you are never going to use all of them so you can save some of them for comboes, but in this deck you are essentially expected to play every card in your hand. So no, Shadowstep is not going to work.
I like this a lot, but I always feel awkward playing buccaneer turn 1 against a mage, especially if I'm going second. My dream in this situation is turn 1 leper gnome, it gets fireblasted, then turn 2 I'll coin and play buccaneer then dagger. Not such a great dream, especially if I don't have leper gnome (or southsea). Any suggestions on how to better handle this situation?