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Shadowcaster Control Rogue

  • Last updated Jul 8, 2017 (Un'Goro Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 5880
  • Dust Needed: Loading Collection
  • Created: 4/16/2016 (Explorers)
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  • SDhn2a
  • Card Design Champion
    • 13
    • 28
    • 67
  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    52

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If you're here for the combos, scroll down to the Substitution section.

The goal of this deck is to burn through your opponent's aggro in order to set up a winning combo, utilizing the might of Shadowcaster, combined with Brann Bronzebeard.  Now, what is the combo?

Your goal is to have Brann safely on the field (via stealth or simply cost reductions), and then play two Shadowcasters; one to target Brann, and the other to target the other Shadowcaster.  What does this do?  Well, in order to get these cards, we needed 1 Brann and 2 Shadowcasters, and we ended up with...  2 copies of Brann and 2 Shadowcasters.  Basically, you now have an unlimited supply of Shadowcasters and copies of Brann, and your opponent can do nothing about it; not even unconditional full-board removal can stop it.

Of course, presented with such an enticing combo, we have to consider two things.  First, how do we get there?  Second, what can we do to maximize its power?

Getting the combo:

We have a couple key things that need to be done before we can get out the combo.  Firstly, we have to stop people from developing the board; the longer we can hold out, the more likely we are to get the combo.  Naturally, Rogue isn't the best at playing control, but I've put in double Fan of Knives, double Doomsayer in the hopes that that will be enough against dedicated aggro.  Additionally, I've put in Refreshment Vendor and Antique Healbot in order to keep your health up.

The next key thing in getting the combo is card draw.  Again, feel free to add more, but I've started simply by adding a couple cycle cards (Thalnos, Fan of Knives). It could probably use additional draw, but I'm finding that it's difficult to make space for an Auctioneer.

The final thing that needs to be done is a combo piece-protection system.  There are a few ways to do this; firstly, Shadowstep enables you to play Brann, SC -> Brann, then Shadowstep the SC.  This gives you part of the combo immediately, and protects your SC.  Now if you draw into the other Shadowcaster, you can Brann, SC, SC without any more mana reductions; the combo comes out to 9.  The second protection system is Conceal- generally, you'd rather use a mana-reduction play, but if you haven't drawn into any but have the combo ready, you can play Brann, Conceal.  Next turn, you'll be able to play SC, SC for 10 mana.  The third protection is Emperor Thaurissan: if you have the whole combo in your hand, Thaurissan will reduce it to exactly 10 mana.  The fourth protection is Youthful Brewmaster: if you don't have all the combo pieces quite yet, this lets you play an SC without risking its removal.

tl;dr:  Use removal and card draw to get the combo pieces, then use Thaurissan or Shadowstep to reduce the cost of the combo.  If you don't have them, use Conceal, Shadowstep or Youthful Brewmaster.

Maximizing the combo:

Now, once we get the combo, what can we do with it?  An endless supply of 1/1s is nice and all, but that isn't immediately threatening.  Well, this is perhaps the most entertaining part of the deck; let's suppose that we've got a card with a powerful battlecry...

Step 1:  Play your 1-cost Brann.  If you would run out of Branns, play SC -> Brann (it's resource management in Hearthstone!).

Step 2:  Play your card.

Step 3:  Play 1-cost SC -> your card, then SC -> SC, and another SC -> SC (optional).

You now have the same number of SCs as you did before, and enough Branns for the combo to work.  More importantly, you have two 1-cost copies of your card...  If you want a "refill", simply play Brann, SC -> card, SC -> SC.  Basically, you can get an endless supply of ANY minion, only miniaturized.  The question now is what to play.

In this deck, I've included a few examples of cards that would work well; if you're playing against aggro, Refreshment Vendor becomes a cheap, reliable source of healing.  If you're playing against anything, really, SI:7 Agent is consistent damage that can double as early-game removal.  If you need big minions, Frostwolf Warlord can consistently be a 5/5 or more.  Defender of Argus makes all of your minions a bit more beefy, Jeweled Scarab can get you anti-fatigue card draw, and Dark Iron Skulker is just mean.  The possible list goes on, but these are some of the more affordable options.

And now, the fun part, in which we imagine all sorts of brutal combos for your opponent to try to deal with, provided an infinite supply of 1/1 copies of any card.

Substitutions:

Pretty much anything with a strong effect works will in this deck, and can replace the cards in the above paragraph (though I'd suggest holding onto SI:7 Agent in general).  However, if your budget is a bit higher, or if you're planning on playing wild, I have a few suggestions:

Mega-Damage:  Knife Juggler, paired with Youthful Brewmaster makes for a lot of damage- more so if you set up a Thaurissan beforehand.  I've left this out of the deck simply because the combo will be difficult to set up, and Knife Juggler doesn't have enough minions to proc in this deck in the early game.  Nonetheless, fun combo, courtesy of Sismo 84, and I've love to hear how it works out.

Edwin VanCleef, of course, amazing. If you're on a budget, Biteweed is also very strong, though obviously weaker. Questing Adventurer is similar, with the added bonus that it can continue to grow in later turns.

Gormok the Impaler is a spectacular finisher... Laying down 2 of these every turn (minions #5 and #6) is near-impossible to stop.

Captain Greenskin is simply obnoxious; it's Poisoned Blade on steroids.

Faceless Manipulator... If you manage to play this on an empty board and then copy it, you've just about won the game- if your opponent play 1 Rag, you get to play 5. Be sure to thank them!

Cairne Bloodhoof- this really doesn't need explaining. Same for Alexstrasza.

Malygos is also fun, assuming you've kept some spells with you.

Piloted Shredder is strong, but it's generally better used as a midgame drop.  Piloted Sky Golem, on the other hand, is a more potent combo piece with a secondary role as a midgame drop.

Sneed's Old Shredder is a whole different level of fun (though it's much harder to get set up).

In Naxxramas, we have Nerubian Egg for similar reasons, and Sludge Belcher if you like taunt walls.

Sylvanas Windrunner will probably result in a concede, as will Ragnaros the Firelord.

Reno Jackson works wonders if you've gotten all your duplicates; restoring yourself to full health every single turn usually wins you matches. Antique Healbot works nearly as well, and is especially useful because it can be used before the endgame.

Also, take a moment to consider Hobgoblin...

 Aya Blackpaw, Jade Spirit and Jade Swarmer all work wonders for obvious reasons.

Vilespine Slayer is perhaps one of the most powerful options, as you can have effectively have two assassinates per round.

Ozruk, should you find the space for it, is obviously pretty good, though Blazecaller is probably better: with the caveat that you have to wait one turn, they end up being better Gormoks.

Honorable mentions: Volcanosaur is a miniature Galvadon, Big-Time Racketeer gives you two 6/6's a round, Elise the Trailblazer will fill your deck with packs, Validated Doomsayer makes for a rather threatening 1/1, and Blubber Baron is amusing to say the least.

Tl; dr:  This deck uses Shadowcaster and Brann to get infinite 1/1s of both.  Hilarity ensues.

 

Enjoy!