WILD N'Zoth/Jade Deathrattle Rogue
- Last updated Dec 3, 2016 (Gadgetzan)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: N'Zoth Rogue
- Crafting Cost: 10280
- Dust Needed: Loading Collection
- Created: 12/2/2016 (Gadgetzan)
- 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
Wild N'Zoth/Jade Deathrattle Rogue - Fun, sticky and lethal.
I’m Scarhound and I’ve been playing Hearthstone since the beta - I’m a big fan of interesting Wild Hearthstone deck ideas and this deck is a Gadgetzan hybrid that has evolved from the N'Zoth Deathrattle Rogue.
*EDIT* I've changed the card list a few times, so there could be a few images in this blog where I've got Piloted Shredder in my hand, for example.
20 Second Summary
- This rogue deck is excellent for maintaining pressure - loads of sticky minions, the Jade Golem army will start to grind up in levels and it all comes back again with N'Zoth.
- The Jade Golem mechanic has slowed the deck down a little bit.
- The N'Zoth timing is the game winner.
- Initially I dropped out Nerubian Egg, but then had to have it back in, with extras. Opponents get freaked by them and they are important low mana deathrattle mechanics.
Mulligan
Only keep mana three cards or below, preferably minions. Get bodies on the board.
Aggro and Zoo: Keep Fan of Knives
Druid and Priest: Keep Sap
The perfect mulligan would be Myrrglton, Nerubian Egg OR Jade Swarmer, Unearthed Raptor. The Egg into Raptor combo was fantastic, but I think Jade Swarmer on 2 mana is fantastic as she'll (usually) be alive for the Unearthed Raptor to snap her power up. And so the army builds...
The Beginning (Turns One, Two and Three)
The grounding principle of this deck is that your board should endeavour to always be busy. Between the deathrattles and the Jade Golem's popping up all over the place, you can maintain board control from the outset.
*The meta is Craaaaazy at the moment and there are a lot of Aggro rage decks out there, which can be a little trickier than the last iteration of this deck*
Unlocking the full potential of the early turns is getting into the combo of Unearthed Raptor. It can range from mildly average (Draw a Card), to awesome (Nerubian, or Sylvanas' power). This is the main reason for carrying Nerubian Eggs.
The Middle (Turns Four. Five and Six)
This block of the game should be about solidifying your board presence. The Jade Golem will provide you a really decent return on in investment at this point, if you've hit the perfect start. But that so rarely happens, so it's about shifting with what you do have.
Jade Spirit is a decent new drop from Gadgetzan and despite rolling against the deathrattle tide, does well to fill the 4 slot (which you can sub in for Piloted Shredder, depending to taste).
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.
You're playing a waiting game here until you can tick into the N'Zoth drop.
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. The Jade Golem set up here can be very powerful - you'll potentially bring back 2 or 3 deathrattlers (Jade Swarmers & Aya Blackpaw) who will draw out the Golems. At this point, they could *easily* be reaching towards 10/10 resummons. GG EZ.
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.
Specific Class Matchups in Wild, December 2016
Argh this is too early to see what settles into the meta post-Gadgetzan. These will be posted soon.
Additional Comments
This deck is full of fun deathrattle synergy. It might not be your cup of tea, but it does pack a punch and if you play out the kind of combos available, particularly stacking the Nerubian Egg/Jade Swarmer >>> Unearthed Raptor, you'll have great fun :)
Whats the point of finley in this deck
Draw from tap?
Hi ya,
Yes tap draw is a good call, but I like the flex it provides to step into aggro or defence depending on what you think you're up against.
It's a balance pick that would be outside the core choices, so feel free to drop and swap ;)
Good luck,
Scar
How useful are the Cold Bloods? Seems like Journey Below or Undercity Huckster might offer more synergy.
Also, any thoughts about including Beneath the Grounds to mess with Reno decks?
I know what you mean - I've been using the Cold Bloods as:
Both Undercity Huckster and Beneath the Grounds have been in the deck at various points - I've always loved Beneath the Grounds in particular, but find that the 3 mana early on could be a crucial tempo loss (unless you run Prep, but then it's a whole different deck). I'd love to use it more! The idea of having a spider/nerubian-centric rogue deck has always knocked around, but I've never had the spare coin to craft Anub, so that's pretty much dashed :)
If anyone is looking for a sub for Cold Blood, then I'd defintiely recommend Vermiform's idea, and bring in the Undercity Huckster. Solid card.
- Scar
slow deck, just loses all the time.
I'll be honest, it is a little slow. Compared to the earlier incarnation (pre Jade Golem - the Wild Deathrattle Rogue), it has lost a little bit of pace. Definitely has, and will be, addressed.
I'm having a tinker around at the moment, but with the Jade Golem mechanic, the deck needs time to get rolling. And if you're rolling against a Jade Druid, what's the point? We'll see.
Gadgetzan has thrown a curve ball into Wild because the entire shelf of control decks have been power-creeped by the Jade Golem, making it a rough ol' town out there at the moment.
I HAVE NEVER Played out N'Zoth in this deck - the game will almost always be done before that turn. Can we have a no n'zoth version ? :-)
Edit: okay maybe once vs Priest
Argh sorry to hear that you haven't hit N'Zoth enough! (apart from that Priest, who are just Old God targets anyway).
A no N'Zoth version would be a bit more aggro I'd say - the closing statement is to put N'Zoth down and win next turn. Interesting thought - might see what I can come up with.
How'd you get on with the deck since then?
- Scar
Hey, thanks for the comment! Love the idea of ruuning Shadowcasters in this deck, that hadn't really crept into the game plan. Really nice ideas - we need more like this in Wild!
Yes to it makes the starts a bit more difficult... could be undone by tempo starts where they can control your rattles.
And yeah, that's a big bath full of paladins. love it.
- Scar