Quest rogue doing your head in? Pilot this deck right and you can't lose
I introduce to you...
Murloc's, Demons & Dinosaurs
This deck absolutely destroys everyone who doesn't draw the right answers immediately. I've experienced at least an 80% win rate overall, non stop win streaks.
Huge play making potential, but most of the time it's pretty relaxed, with the most important decision being no more than "should I play my Murloc Tidecaller turn 1 to kill them by turn 4 or should I try and get them to waste their removal on my Malchezaar's Imp first?"
When you get into the mid game with this deck, it becomes harder to play, but if you've already got experience with murlocs & combo decks, you'll feel right at home with a lot of the situations you'll be in - since there are some insane plays you can make with Finja, the Flying Star, Gentle Megasaur, Seadevil Stinger. And of course the potential to SMorc face for 30 with the old murloc synergies.
Regarding the quest rogue match up: Generally don't play Doomguard to push for lethal, just keep spewing out full boards of murlocs because they have no board clears, and you can fill the board in 1 turn so Vanish isn't so effective.
You will get a really good start almost every game, this deck rely's on your general knowledge of the game as well as your opponent having a bad - not perfect start in response to yours, which is usually turn 4/5 lethal potential.
HOW TO PLAY THIS DECK (sorry this bit wasn't here before... but it's here now! FeelsGoodMan)
Start the game with a zoo deck mentality. If you don't already have a 1/2/3 or a coin+2/2/3 hand, the idea is to throw away your starting hand to get a perfect curve (watch for whirlwind/fan/arcane effects when playing these cards). You will then more than likely top deck your way to victory if you know what you are doing (not as easy as it sounds).
This has a lot of risk vs reward, the idea is to get maximum value, keep in mind all the time what your opponent might play next. You want as many vanilla murlocs on the board as possible before you play a Gentle Megasaur or any other kind of buff card.
Sometimes though, it's much better to get less value now, so you can get more value later on...
Make trades only when it allows you to have more murlocs on the board in the long run, for an even bigger SMOrc turn ~ That's what you want, murlocs on the board, to hit their face with. Preferably with +5 attack and winfury on 6 murlocs, or something... ~
To win a lot you will need to make magic happen with complex decisions. You will often win with 1-2 turns out of nowhere with the correct plays. This might have something to do with such a wide range of what's going to happen next when they're playing against it.
The 3 Swappable Tech Choices:
Blowgill Sniper = better vs pirate warrior, hunter, quest rogue & aggro. Do not under estimate the power of a ping... in these match ups.
Bluegill Warrior = Better for OTK vs control match ups, but still really good vs aggro.
Bilefin Tidehunter = Vanilla murloc with a 1/1 taunt. Just a great all rounder, but not specifically good in any of the matchups. Swap one of these out if you really heavily come across certain match ups.
I didn't include...
No Knife Juggler = it's just not very good in comparison to more murloc synergy, the only thing I ever really want to draw is murlocs...
No Flame Imp = losing health is really annoying when you already lose it with Seadevil Stinger I found the 3 health lost from a flame imp to be losing me games, since this deck has OTK potential. This card was probably winning me games too, but it's just unplayable later on.
Seadevil Stinger is broken.
Primalfin Lookout is amazing, don't under estimate the power of choosing another one of the same. Great vs board clears.
Finja, the Flying Star You need this...
Gentle Megasaur You need this too...
What cards can we mess around with?
Grimscale Oracle You can take this out if you want, i find it works well for me though