Wild Deathrattle Rogue
- Last updated Jan 10, 2017 (Gadgetzan)
- Edit
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: N'Zoth Rogue
- Crafting Cost: 10440
- Dust Needed: Loading Collection
- Created: 8/30/2016 (Karazhan)
- Scarhound
- Registered User
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- 4
- 12
- 19
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Battle Tag:
Scarhound
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Region:
EU
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Total Deck Rating
72
I’m Scarhound and I’ve been playing Hearthstone since the beta – I’m a big fan of interesting wild deck ideas. Who plays standard anyway?!? 0.o
Thanks for the upvotes so far - if you like the deck, please give it an upvote, it's the only way to get Wild decks up where they belong!
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This deck has gone through a load of edits, adapting to the meta (-.-), but I won't bore you with all the changes. For a new (Jade Golem inclusive) take on this deck here: http://www.hearthpwn.com/decks/689023-wild-nzoth-jade-deathrattle-rogue
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20 Second Summary
• The Wild Rattle Rogue is a bastard mix of Aggro and Combo. It takes control early and never lets go.
• There is no healing in this deck, as you Mulligan hard to set up, then take control quickly.
• Heavy meat walls like Sludge Belcher provide a slowdown to the ultra quick shaman and hunters you’ll be facing in Wild mode. After that, your board will overwhelm them.
• N’Zoth is the ultimate closer in this deck and there is a great curve to the play style.
Mulligan
Only keep mana three cards or below, preferably minions. Get bodies on the board.
Aggro and Zoo: Keep Fan of Knives
Druid, Shaman and Priest: Keep Sap
The standard mulligan should be for the perfect Myrrglton, Nerubian Egg, Unearthed Raptor. The Egg into Raptor combo is enough to hold most games down and if you start off with this, you’re on solid footing for the rest of the game.
Again, the rule of thumb is get bodies on the board.
Specific Class Matchups in Wild, **January 2017 currently being updated**
The mulligans below just have a couple of specific cards you should keep in your hand if you have the opportunity. It’s important not to get too swamped with reacting to the opponent – they should spend their game reacting to you. Be aggressive.
Druid (Jade or C’Thun Ramp): Go go go go go FAST verus Jade. Mulligan for Sap for the early big drops.
Hunter (Face, Beast or Midrange): Mulligan for Fan of Knives to counter early board presence.
Mage (Mech, Freeze or Flamewaker): Mulligan for Fan of Knives, Eater of Secrets, Eviscerate to hit the Spider Tank/Flamewaker. Depends what you think you’ll be up against.
Paladin (Murloc, Secrets, Handadin or Bubble Rush): Mulligan for Eater of Secrets, Sap, Fan of Knives.
Priest (Dragon, Control or C’Thun): Mulligan for Sap to pop back the enhanced Northshire Cleric.
Rogue (Mirror or Miracle): Mulligan for Eviscerate to pop the Azure Drake.
Shaman (Face, Totem or Midrange/Control): Mulligan for Sludge Belcher (i know i know) and earliest possible board control.
Warlock (Handlock or Zoo): Mulligan for Sap, Fan of Knives.
Warrior (Face, Pirate or C’Thun): Mulligan for Sap, Eviscerate.
The Beginning (Turns One, Two and Three)
Keep their side clear as possible and get a couple of rattle minions on the board. Don’t waste the Unearthed Raptor – try and save it for the Nerubian Egg in this early phase. If you’ve drawn nothing else, then drop the Raptor on turn three as a solid 3/4 body.
Use Abusive Sergeant to activate the Egg on turn three if you’ve no Raptor – pick your target or just slam face with it. Force them to deal with it or waste a silence. I used to run Cold Blood in this deck, but found that Abusive Sergeant did the job well enough and got a body on the board.
The Middle (Turns Four. Five and Six)
Playing Wild has the benefit of allowing the awesome Piloted Shredder back into the fold. He (or she) is the go-to turn four drop – brilliant board presence. Another option for four is to drop Baron Rivendare early in the game if you’re guaranteed a same turn deathrattle (Raptor with Egg rattle is just perfect and two 4/4 minions is a brutal power swing). Don’t drop him without a death rattle guarantee at this point.
Around this middle, if your opponent is slow, hit full face. If he is playing aggro, control the board. Play Sludge Belcher if you’re up against aggro, even if they have an empty board. Don’t let them get a hold.
Turn Six is the arrival of the big players, like Sylvanas Windrunner and Cairne Bloodhoof. Get these guys out now – you want them to pop back when you drop N’Zoth later on. Don’t be precious with Cairne, he’s excellent whenever. But Sylvanas needs a bit more of a sensitive approach, to get the most out of her award winning deathrattle.
The End (Turns Seven, Eight and Nine)
If you have a Raptor left, drop it now to build board presence, hopefully copying a lonely egg or maybe even Sylvanas. Play out your hand and either continue to hit face, or keep their board clear. Don’t let any opposing combo minions survive a turn. This includes spellpowers – a single spellpower increase could destroy your board.
Drop Dr Boom if you want to fill out your deathrattle ranks with boom bots. If you’re facing aggro, then keep him for now and give the Sludge Belchers more of a chance to come back.
Use Sap and Eviscerate to remove big threats.
N’Zoth and Beyond (Turn Ten)
At this point, you should have played through a good few deathrattle minions – an N’Zoth drop will fill the board. So, it if highly recommended to clear your own board as much as possible on turn 10, before you drop him.
Don’t clear Baron Rivendare though, that would be an opportunity wasted.
It’s good to remember that N’Zoth resurrects minions in a random order. This is key to what you’ve been playing through the turns previously – keep in mind that your Sneaky Hucksters (if you've subbed them in for the Toad) and Boom Bots will be in the mix, so you have to plan for what’s to come. You’ll likely come out with either Sylvanas or Cairne and a Sludge Belcher. Nerubian Eggs are brilliant to come back out – most players will have an AoE of some kind waiting for this kind of drop and the Eggs make sure you emerge from the explosions and hit the ground running/skittering.
If you haven’t drawn N’Zoth, don’t panic. You’re probably on the road to victory anyway Just play hard and use your rattles to control the board, smash face and if you need it, it will turn up.
Is this updated?
Hi lexblow,
It is, in a roundabout kind of way. It's absorbed the Jade function and morphed into this: http://www.hearthpwn.com/decks/689023-wild-nzoth-jade-deathrattle-rogue
I'd love to know what you think of the new one! It's working well for me at the moment :D 70% win rate
However, I will be coming back to this deck once I've the Jade rush flushed out of my system. I imagine Aya Blackpaw will undoubtedly make an appearance.
- Scar
How does moatlurker work?
Say opponent has Ragnaros, you moatlurker it, when moatlurker dies, Ragnaros comes back, in full health!!
Yeah I'd say that's the rule of thumb most of the time. Top targets would be:
Best play is to use the chosen minion as much as you can (Slyvanas down to 1 health, for example), then play Moat Lurker out and enjoy the threat of a returning sticky minion. Also make sure the minion has deathrattle to get the most out of it! :)
- Scarhound
Has the deck changed at all since the patch last week that nerfed Abusive Sergeant slightly?
Hi Direcktiv,
Yeah it has - poor old Abusive Sergeant finally got his comeuppance. Just like in the movies.
I'm posting up an edit tomorrow (Friday 14th October), with a few other switches to help balance in the post-Kara meta. Keep an eye out!
- Scarhound
Check it out - mini edit is up :)
Thanks for updating the deck list. Just one other question I had... What hero power are you looking for when you play Sir Finley Mrrgglton
No problem :)
Well I think the gold standard is usually the mage fireball. But I say that because in my books that's the most versatile of the bunch so it tends to fit most set ups.
The choice is flexible depending on the situation. Roughly:
If you're lucky enough to hit up Finley on turn one, then I tend to roll with Mage as first port of call, then Hunter, Rogue or Druid options. What do you go for?
I actually took Sir Finley Mrrgglton out for Eater of Secrets because I kept facing secret pally and hunter decks. Plus it's nice to have against frost mages that expect to win around Ice Block
Yeah definitely a good call. I do the same myself once ladder reaches somewhere around the level 11 or 10 mark... seems to be a thick seam of secret pally decks just waiting.
i got four Nerubians and two Cairnes on my board in one turn! that was fun.
thank you for your deck, very interesting one, well done.
Thanks :)
Board presence feels a bit unfair sometimes right? Glad you're enjoying it!
two questions:
1.how important is xaril??..basically i have never favored crafting xaril ebcause i feel she's only good in really long games (where she happens to be amazing).
2. Any sir finley recomendation? go for mage, druid?, warrior?
1. Xaril is flavour more than anything here - I've a soft spot for class specific legendaries. She can easily be swapped out for something along the lines of another Undercity Huckster, the underrated Polluted Hoarder to fill the same mana slot, or maybe even Kel'Thuzad if you want to get crazy. To be honest Xaril is in one of the deck "drop" slots, so don't feel too bad about dropping her. She'll hate you, but sometimes you have to break some eggs to make an omelette.
2. Good question on Finley - it's matchup specific if you ask me.
Enjoy and let me know how it goes :)
I just dropped Xaril for a Eater of secrets, facing too many palys and huntards. Sounds good so long.
Good call - I'm sat at rank 7 Wild at the moment and have subbed in an Eater in pretty much all of the laddering decks. Seems to be a vast, alien sea of Secrets Paladins between here and Legend ;)
This deck seems way too heavy and lacks removal...tried it out and you basicly just get run over so removed some cards and put in si7 skulker andn healbots
Yeah that could work well - the removal was always a bit of a sacrifice for such a sticky board, or that's how I saw it.
Which cards did you tech out? :)
to be honest my final deck and yours don't have that much in common anymore :P baron rivendare and moat lurker were an auto kick - too slow, dr boom is awesome but also little slow. What you also should consider removing: finley (don't like rogue heropower late but wasting a cardslot when having a decent hero power is meh) undertaker and xaril didn't seem to have much impact so these were also swapped out. Put in also a single shadowstep for healing bot vs aggro and nzoth vs control, seems to work out pretty fine so far