RANK 5 TO LEGEND Quest Rogue w/Guide
- Last updated Apr 25, 2017 (Un'Goro Launch)
- Edit
- |
Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Rogue
- Crafting Cost: 5000
- Dust Needed: Loading Collection
- Created: 4/12/2017 (Un'Goro Launch)

- mRobinette
- Registered User
-
- 4
- 10
- 24
-
Battle Tag:
mRobinette
-
Region:
US
-
Total Deck Rating
114
LEGEND PROOF
RANK 5 TO LEGEND PROOF
HOWDY ALL!
Myles here: I've been playing this game for over 3 years, have all Golden Heroes (in proof), and have won over 6,000 ranked games. This new Rogue quest is extremely powerful and you need to try it. Personally I think the quest should be play FIVE minions to balance it out with all the others but you should get it in while you can.
I combined a few versions of the deck I've seen into one streamlined version. This deck features the 4 Elementals package as well as the Coldlight/Vanish package. It's extremely strong against everything expect SMorc Warrior.
This deck cuts every card that is too slow, RNG, or doesn't benefit from bouncing. Mimic Pod, VanCleef, Fan of Knives, Moroes, Imp Master, Violet Teacher - ALL GONE. No need for them, this list is much faster and more successful.
MULLIGAN
AGAINST WARRIOR, ROGUE, HUNTER, PALADIN, SHAMAN, DRUID, WARLOCK:
AGAINST MAGE, PRIEST:
IDEAL PLAYS
WITH COIN AGAINST CONTROL
- Turn 1 - Quest
- Turn 2 - Coin + Igneous Elemental
- Turn 3 - Flame Elemental + Youthful/Ferryman OR second Igneous Elemental
- Turn 4 - Flame Elemental x 2 + Shadowstep OR Youthful/Ferryman
- Turn 5 - Prep + Quest + charge minions
WITHOUT COIN AGAINST CONTROL
- Turn 1 - Quest
- Turn 2 - Novice Engineer + Shadowstep
- Turn 3 - Novice Engineer + Youthful/Ferryman
WITH COIN AGAINST AGGRO
- Turn 1 - Quest OR + Coin + Fire Fly
- Turn 2 - Hero Power + Backstab OR + Coin + Southsea Deckhand
- Turn 3 - Igneous Elemental OR Glacial Shard + Eviscerate
WITHOUT COIN AGAINST AGGRO
- Turn 1 - Quest OR Fire Fly
- Turn 2 - Hero Power + Backstab
- Turn 3 - Southsea Deckhand + Eviscerate
POSSIBLE CARD CHANGES
- - 2 Bilefin Tidehunter + 2 Glacial Shard
- - 2 Bilefin Tidehunter + 1 Eviscerate + 1 Fan of Knives
If you have any success or ideas for changes please let me know in comments!
TIPS FOR SUCCESS
- ALWAYS keep a charge minion in your hand once you get your quest out. You win games by bouncing them back and racking up damage. NEVER overextend your board. THREE minions on the board is plenty unless you have a full hand and can spare to drop a couple more.
- Use your removal SPARINGLY, if there is a way to clear a minion without it determine if it's smarter to trade a minion and save your removal for the next turn. This is how you become victorious.
- If your opponent drops Doomsayer, 100% throw down your Igneous Elemental and start bouncing your Flies the following turn!
- Always use Gadgetzan Ferryman BEFORE Youthful Brewmaster in case you don't have a combo for him the following turn. No-brainer stuff but I might as well say it anyway.
- Coldlight Oracle - This guy has always been my #1. Sure he gives your opponent 2 cards but most of the time you get much more value from them than they do. NEVER PLAY against Pirate Warrior unless you're drawing for emergency lethal.
- Vanish - Play your quest turn 5-6. Turn 6-7 Vanish away their entire board and flood yours with 5-5 minions, BIG BADABOOM!
BUT WHY NOT "X" CARD?!
- Edwin VanCleef - Your minions are already big enough. You don't win by having 1 big minion, you win by having lots of 5-5 minions and bouncing the charge ones. Edwin is pointless.
- Fan of Knives - You already have plenty of draw, plenty! A 1 damage AoE is like slinging a cup of pennies at your opponent. Just get your 5-5's out and win the game already.
- Mimic Pod - Coldlight Oracle is better, WAY better. You don't want to be wasting your Preps on RNG.
- Moroes, Violet Teacher - Too sloooooow. You have plently of minions to play already if you don't overextend them, no need to fill your board up even more. Charge minions are better.
- Vanish x 2 - Vanish is a lifesaver in some matchups but in others it's completely useless. It's a powerful unique effect so if you feel the need to run 2 I would suggest swapping Bluefin Tidehunter
- Sap - I ran 1 sap in an earlier version of the deck to compete with Edwin, Inner Fire Priests, and Taunt Warrior but now I've swapped it for Vanish which I find to be much more powerful and has the same effect.
- Bloodmage Thalnos - Deathrattle cards are terrible for this deck type. You only have 3 damage spells and already plenty of draw. Bloodmage is awful in this deck.
- Moroes - Far too slow and Bilefin Tidehunter is far better.
- Shieldbearer - No bounce value. Sure he will delay aggro for 1 turn but I can't justify playing him over Bilefin Tidehunter or Glacial Shard.
MATCHUPS:
ROGUE
- Quest Mirror: 50/50: Mulligan hard for any and all return mechanisms to finish your quest before they do.
- Miracle: Favored. Keep a pirate return cards. Get your quest out before they get to turn 6 or 7 so you can easily take care of their Gadgetstan.
WARRIOR
- Taunt: Favored: I have a very high win rate against taunt Warrior. Keep Swash and bounce-backs. Keep Evis to clear their mid-taunts. Coldlight is really strong in this matchup, I've milled tons of their game-changing cards. Save shadowstep for Coldlight if you're able. Prep-vanish around turn 7 when they've filled their board and then drop a few 5-5's out. Be mindful of DEATHWING! If you fear he has him keep a backstab and 2 charge minions, you'll easily win the game after you clear him.
- Pirate: Ouch: Keep a pirate to help clear their early game. Keep Evis to clear their turn 3-4 minions. Shadowstep your Bilefin in an act of desperation. Not a lot you can do here but I have won a few games against them.
WARLOCK
- ZooLock: 50/50: Keep a Southsea to help clear their early game. Keep backstab and evis. Don't let them get a big board on you. Once your 5-5's are use them to clear everything in sight. Win.
MAGE
- Quest Mage: Be quick! Hang on to your Coldlights and mill as many cards as possible! Milling is your best ally here. Their quest is slow but they can still win with Fireballs to your face. Once you get your quest always keep a charge in hand to play after they freeze your board. Don't overextend into their freezes. Bounce back your charge minions. If they double Ice Block and get their combo off theirs not too much you can do, pop their Ice Blocks as fast as you can by bouncing your charges.
HUNTURD
- Midrange Hunter: 50/50: Keep Backstab and Southsea to clear their early board. Don't let them have a target for their turn 4 Houndmaster. Save Eviscerate for Hyena.
DRUID
- Token: Be Quick: Kill anything and everything they put on the board. Keep your removal and Southsea. Get your quest out and it's over!
PRIEST
- Inner Fire: Mostly Favored: Try your best to clear their early minions, especially Radiant Elemental. Keep Vanish in your mulligan and use it before they get a big OTK. Freeze any minion they have with high health.
This deck may be fun and effective for the one piloting it, but for their opponent it is incredibly boring and uninteractive. The only real defense is playing dirty rat, and then you are still subject to RNG and further bounces. It has a reward easily as powerful as the others with far less of a requirement to complete (shaman might be the exception here). As far as "skilled rogue players" goes, this deck requires FAR less skill than any miracle list. A complex auctioneer turn has more decisions to be made than this deck will for the entire game. Rogues are consistently finishing their quest by turn 5 (often times before), unlocking an absolutely insane effect. A 1 mana 5/5 charge minion is easily worth 6 mana, probably more, which basically nullifies the cost of playing the quest itself. How is that fair? How is that fun? It's almost as bad as hitting only pirate warrior or midrange shaman on ladder for every game.
I 100% agree with you : this deck is frustrating to play against. But it isn't unbeatable. It is hard to play around a horde of 5/5 minions that charge, and such a devastating push is often lethal, yes - but it isn't impossible to counter. I had a couple matchs were priests would get the upper hand, because they could clear a full board with Dragonfire Potion, or mages that could have their moments of glory, freezing waves after waves of minions, and warrior that could set a solid wall to stall the game, until they get their Primordial Drake out and get it to combo with Sleep with the Fishes, etc - destroying my chances to you.
This being said, what I enjoy the most about this deck list, is how you have flexibility to play around many different deck type and classes, and when doing a good use of your freeze (Glacial Shard), how you can contest board presence that would otherwise be impossible against Taunt-Warrior. And as time goes, more and more counters are being discovered, the meta's adjusting and we get better understanding of what is working and what isn't.
In my humble opinion, what this decklist does is making quest rogue viable without it being a dumb-SMorc-face play-style. To me, it is cards like Vanish & Glacial Shard that make this deck list more about skills and thoughtful strategy than plain and simple draw-RNG-win/lose scenario. It may just be matter of personal preferences, but I'd rather face 10 quest-rogue in a row than being matched up with more PW.
I'm trying this version, under the name "From Outta Nowhere." Great guide!
For a short second, I thought the Druid-deck was titled ''Milf'' instead of ''Mill'' ... mildly disappointed ..! ^^
"Turn 3 - Bilefin Tidecaller" but the problem is that there is not that card in the current list.
Fixed! I swap Bilefin and Glacial Shard periodically to see which works better for me.
replacement for patches?
1600 dust
It's not necessary...
1x of a minion other than patches probably is not worth it. Having 2x of each minion allows all them them to be options to complete the quest. Ive had games where I went off with glacial shard just because I drew 2 early. Id replace patches with Vanish. The second vanish does have its use. Im running the current list posted - Eviscerate + vanish to around 60-65% win at ranks 5+
nice version of quest rogue, just be careful when use coldlight need to count hand and enemies resources
this is my 3 gameplay
1st: Dormant rogue
2nd: Tempo mage
3rd: quest rogue (another version)
https://www.youtube.com/watch?v=kMv8m1PrYbk&feature=youtu.be
so you never keep ferryman or brewmaster if you see it in mulligan except of mage and priest match up ? seems weird to me (and I also play quest rogue)
This deck struggles with any heavy aggro (Paladin, Warrior, Druid, Hunter) so I keep everything I can to keep their early board cleared out and worry about the quest a little later.
With all the Rogue hatred flooding the ladder in the form of Pirate Warrior and Hunter, I think taking Coldlights out for Mimic Pods is now helping me a lot. Thanks for the detailed guide and congrats on your legend run!
I run this but I have elise trailblazer instead of patches and I just beat a warrior and I even had 10 cards in hand when I completed quest (it destroys it) lol wierd but elise gave me Lyra OP. Thx for deck the murloc sub is nice I use it to summon 4 times and tilt my opponent by destroying his cards xD
This deck cannot run Elise.
Elise is pretty damn useless in this deck!
Hey Robin! I love the deck so far, but I have a minor question about your guide. In the Mulligan section, are those cards to keep, or cards to Mulligan away? You didn't seem to specify.
Thanks!
I believe these are the cards you should keep, it makes more sense :)
Correct, keep the cards for each matchup. You want to keep Backstab and Southsea Deckhand against aggro and you want to keep draw card and bounce cards against control.