The Rogue Comeback!
Proof of Legend: http://imgur.com/rqVUFqU
Rogue, the most shaky class of Hearthstone. With many decks going in and out, this is the one that is actually viable in this meta. With its nice early game removal, it goes into the midgame using preperations while playing minions and removing enemy minions with spells, making it an ideal Tempo deck.
The Basics: In the early game, you generally have to fend off any threats on the board using your cheap spells and SI:7 Agents. You enter the midgame with Piloted Shredder and Violet Teachers, followed up by Loatheb and Azure Drakes. However, there is a huge noob mistake that everyone makes when they first start playing this deck. This is NOT a control deck. You do not trade your minions into their minions all game, you do not have to focus on killing off every minion that they play. It is generally better to play a minion like, for example, Violet Teacher, on turn four instead of using deadly poison and killing off their Piloted Shredder. Also, do not be afraid to play SI:7 Agent on curve without its combo or playing oil if it's only hitting your weapon for the purpose of killing a threatening minion. You generally end the game with having a minion on the board and using Tinker's Sharpsword Oil, hitting them hard in the face, and using Blade Flurry. You have to focus on doing enough damage to them earlier in the game so you can have enough damage to kill them off later, maybe even using Azure Drake and double Eviscerate. IT IS ALWAYS BETTER TO PLAY A FOUR MANA MINION ON TURN FOUR INSTEAD OF Preparation + Sprint.
Good Matchups: Patron Warrior, Entomb Priest, Midrange/Ramp Druid, Mech Mage, Mech Shaman, Handlock.
Fair Matchups: Midrange Paladin, Anyfin Paladin, MalyRogue, Tempo Mage, Secret Paladin, Midrange Shaman.
Bad Matchups: Trogg Aggro Shaman, Renolock, Face Hunter, Raptor Rogue.
Priest: Backstab, Deadly Poison, Preparation, Edwin VanCleef (If you have Backstab or Preparation to go with another spell, or if going second with The Coin), Piloted Shredder, Violet Teacher, Sprint (If no 4 drops and have Preparation), Loatheb.
Paladin: Backstab, Deadly Poison, Blade Flurry (With Deadly Poison), Fan of Knives, Edwin VanCleef (If have Preparation with a spell to go along with it), Bloodmage Thalnos (Amazing if you get Preparation with Fan of Knives) Preparation, Violet Teacher.
Warrior: Deadly Poison, Bloodmage Thalnos, Edwin VanCleef (With nice activators including The Coin), Piloted Shredder, Violet Teacher, Azure Drake, Sprint (If you have Preparation and no turn 4 play).
In this meta, where the Dr. 6s and the frequent aggro decks run around, you will need to set up a good situation where you have a lot of minions on the board. Violet Teacher is a card that will help you achieve that. It has amazing synnergy with the Preparation spell to summon those annoying 1/1 Violet Apprentices. Of course, you can try to replace one Violet Teacher with a Piloted Shredder or a Tomb Pillager if the meta shifts to a lower gear.
2. Why no Big Game Hunter?
Big Game Hunter is a card that I have tested, and it actually boosted up my Handlock and Renolock winrate! However, with every other deck, even if you do consider Dr. Boom, it just stays in your hand and rots for turns and turns. If you draw it early, you basically have a dead card for half the game. I decided to replace Big Game Hunter with Southsea Deckhand because of its power to either kill of a pesky Knife Juggler, or to use as an end-game finisher with Tinker's Sharpsword Oil. If you feel like the meta is getting slower and the decks are shifting to a more Warrior/Warlock meta, you can replace Southsea Deckhand with Big Game Hunter.
3. Is there any room for Gadgetzan Auctioneer?
There is room, but unfortunately, the meta is way too fast at the moment and it doesn't fare well enough to Dr. 6. You could, however, if you feel ballsy, replace Southsea Deckhand and Piloted Shredder with Gadgetzan Auctioneerx2 and Sprintx2 with Tomb Pillagerx2. However, do not play Gadgetzan Auctioneer if you do not have two Tomb Pillagers in the deck.
I have tested Argent Horserider instead of Southsea Deckhand, and I have to say, my results improved by quite a bit! It has its pros and cons. It is an amazing card to control the board in the early game and it does not need a weapon to charge unlike the Southsea Deckhand. But when you try to activate a combo or go for a finisher, those two extra mana crystals actually matter quite a bit. That count be the difference between casting a blade flurry for 4 damage as part of a finisher between not being able to cast it at all. If you feel like you are slumping behind in the early game, definetely consider adding Argent Horserider, and try to mulligain it against aggresive or midrange decks.
I thought this change was necessary due to all the annoying aggro decks and the pesky Dr. 7s and when the Dr.6's Avenge pops on a minion.