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C'Thun Fatigue

  • Last updated Apr 25, 2016 (Classic Nerfs)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 6280
  • Dust Needed: Loading Collection
  • Created: 4/22/2016 (Explorers)
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  • Region:

    US

  • Total Deck Rating

    426

View 204 other Decks by Almagnus1
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This is probably the weirdest combination of stuff, as I was watching the rogue match earlier in the final Wrath of the Old Gods reveal, and noticed that the rogue deck had a lot of tools that would work well in a deck similar to fatigue rogue.  Thus was born a rather odd (and hopefully good) fusion of things:

Rogue Fatigue C'Thun

The Draw Engine

The pre-Standard rogue fatigue worked off of the draw engine of Coldlight Oracle + Gang Up to quickly rifle through your deck, and burn off as much cards from your opponent as possible, especially when combined with Shadowstep, Youthful Brewmaster and Vanish to help eek out value from you minions while also stalling out your opponent.  Brann Bronzebeard helped with this process.  As this draw engine allows you to easily put your opponent into fatigue and kill them, C'Thun is being thrown into the mix to provide an alternate win condition and help speed up the games.

Staying Alive

With the usual Wild variation of the fatigue rogue, the cards Antique Healbot and Deathlord would be used to slow down your opponent and heal yourself (and also Loatheb depending on the deck list).  While healing is reduced to Cult Apothecary and Refreshment Vendor, the taunts Crazed Worshipper and Cyclopian Horror are being ran to help provide the anti-aggro tools needed to get the deck into the late game.  Keep in mind that you can strategically bounce your taunts to heal them, which can help grow C'Thun thanks to Crazed Worshippers

Direct Damage

While the usual rogue staple of SI:7 Agent would be ran, Disciple of C'Thun actually improves synergy with Brann Bronzebeard while also buffing C'Thun, and gives you another possible target for Gang Up.  The other advantage Disciple of C'Thun has over SI:7 Agent is the lack of the combo keyword, making it a slightly more consistent card, albeit with the significantly weaker body.

The staples of Backstab, Fan of Knives, and Eviscerate are present, along with the toolbox that is Xaril, Poisoned Mind to help provide enablers for Eviscerate.  The toxins are also generally useful, specifically Firebloom Toxin and Briarthorn Toxin to help with board control, Bloodthistle Toxin is another Shadowstep, Fadeleaf Toxin can protect Brann Bronzebeard for a turn (or Coldlight Oracle if you need to dig for Gang Up), and Kingsblood Toxin gives you asymmetric draw to improve the aggro matchup.

Hard Removal

The hard removal of Assassinate and Blade of C'Thun complement the direct damage, especially if you can use Blade of C'Thun to take out a high attack target, much the same way Big Game Hunter would be used.  Much value can be gained if you can pull off the combo of  Shadowstep + Blade of C'Thun.

As this deck is based off of fatigue rogue, you also have the hard removal of Sap when the opponent has a full hand, which kills the minion.  This also works with Vanish, as Vanish will attempt to put minions in the opponent's hand going from left to right, and start killing stuff once the opponent's hand is full.  Learning when to use Sap and Vanish as removal and when to use them as bounce are critical to out-valuing your opponent.

Potential Inclusions

Emperor Thaurissan He's just that good, and would help reduce the casting cost of most of the cards - potentially allowing you to outpace your opponent with some pretty crazy turns.

Earthen Ring Farseer The lower mana cost, with the slightly weaker heal, make Earthen Ring Farseer an attractive replacement to Refreshment Vendor.  I want to playtest this one, though.

Dark Iron Skulker A third clear may be necessary, and this guy is surprisingly good at clearing out a bunch of small minions.

Big Game Hunter If we ever have a meta where druids are able to stabilize ramping, and we end up with a bunch of high attack minions early in the game, Big Game Hunter synergizes well with the bounce in the deck to deal with those threats.

Nat, the Darkfisher Useful to help with the milling, but I'm not certain if it'd be beneficial on the C'Thun side of things.  Definitely something to playtest once WotOG goes live.

Edwin VanCleef I'm not sure how I'd work him in the deck, but he's an eyebrow raiser, and may actually fit with how the deck works.  Something to look into after WotOG goes live.

Shadow Strike A potential swap in place of Eviscerate, as Shadow Strike's lack of combo and higher minion damage makes it better in the early game, and five damage should be more than enough to kill off most common minions, with Disciple of C'Thun acting as a follow up for a total reach of 7 minion damage.

Shadowcaster synergizes well with most of the deck, and is going to be included should one of the cards not work out as well as expecting.

Going Wild

Antique Healbot should Replace Refreshment Vendor and Cult Apothecary.  It's consistently better than either option because it always heals for 8.

Deathlord should replace Cyclopian Horror because it has a 8 health, and Deathlord also pulls a minion from your opponent's deck - potentially shafting the opponent from a critical battlecry.

Sabotage instead of Assassinate.  I prefer the former, other's prefer the latter, both are solid so YMMV on this one.

Nat, the Darkfisher replaces Xaril, Poisoned Mind.  The additional survivability from Antique Healbot and Deathlord should provide enough durability to survive the extra card draw.

Loatheb allows for lockdown (especially when paired with Brann Bronzebeard), but I'm not sure what to pull out to include him.

Aggro Decks

Be wary of aggro decks, as you have some tools to combat them, but giving aggro decks cards can be suicide if the aggro decks are playing their cards as fast as they are drawing them.  This can be problematic with the Divine Favor fueled paladins, ZooLock, and face hunter decks (the zombies that keep getting their key cards nerfed and keep coming back).

The nerf to Blade Flurry is going to take time getting used to, as Blade Flurry previously functioned as a clear to complement Fan of Knives.

Final Thoughts

Definitely a different take on what one can do with Rogue, and hopefully one that does well in standard.

Thoughts/Likes/Comments/Feedback?