Meta-destroying Tempo Rogue
- Last updated Jun 3, 2017 (Un'Goro Launch)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Pirate Rogue
- Crafting Cost: 9760
- Dust Needed: Loading Collection
- Created: 6/1/2017 (Un'Goro Launch)
- mangomonkay
- Registered User
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- 3
- 7
- 13
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Battle Tag:
mangomonkay
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Region:
US
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Total Deck Rating
77
Update: Thanks so much to everyone for your interest in this deck! It is such an honor to be able to make it to the front page of Hearthpwn! Thanks!!
Hi, this deck has carried me to legend this season. It is crafted specifically to handle all types of match-ups on the wild ladder. It has enough aggression to keep up with aggro decks, while also having a stronger mid-game, and it has the burst to beat control decks. This is also my first deck that I'm posting to Hearthpwn even though I've been a member for a while now, so if you have any suggestions on how to make it even better, please drop me a comment!
First, a little about myself. My name is Mangomonkay#1147 and I have been playing since beta. I have consistently reached Legend rank many times using different original decks. I am also an arena player with about a 7 win average. I am completely F2P;I have never spent a single cent on this game, have never crafted a card using dust, and have only played with decks using the cards I currently own (yes you heard me, all the cards, including legendaries, that I use were pulled from packs, NEVER CRAFTED A SINGLE CARD.) All the cards I use were all pulled from packs, meaning often times I have to use alternatives to powerful cards found in other popular decks, even common cards. I just basically want to say that even F2P players can have success in this game : D
Reaching legend in May 2017:
I can post a guide if this gets many views.
Update: Thanks so much everyone for all the interest in this deck! I'll try to continually update this with more in-depth commentary for this deck:
MULLIGAN
This is just a rough guideline. Mulligan depends heavily upon who you are facing. I will explain more in the next section.
Without the coin:
- Backstab
- Swashburglar
- Southsea Deckhand (don't keep against priest if you don't have Ship's Cannon, but even then don't play turn 1 against priest)
- Ship's Cannon
- Undercity Valiant (against possibly aggressive opponents like rogues, druids, and warriors, valued more if you already have a 1-drop or Backstab)
- Southsea Captain (ONLY if you have Ship's Cannon, since you can turn 2 cannon, turn 3 Southsea Captain for massive tempo of 2 cannon shots and 2/2 charge minion. This is even better if you also have a 1-drop already.)
- SI:7 Agent (ONLY if you have Backstab)
With coin (having coin is so much better than not having it with this deck):
OPENING STRATEGIES/COMBOS
This is probably the hardest part of the deck. Whether you can win a match-up or not depends heavily on what you do in the first few turns. Remember, this deck is all about TEMPO. Try to establish board dominance as quickly as possible because it's not easy to come back from behind with this deck. But against aggressive decks, sometimes you have to plan out your turns ahead of time and not throw everything down immediately.
1. Rogue's dagger hero power is the best early game hero power in the game. Oftentimes, it's not wrong to simply dagger up turn 2 and not do anything with it until later. In some situations, such as facing other aggressive decks like pirate warrior, quest rogue, token druid, etc., dagger turn 2 and saving your Southsea Deckhand for turn 3 can help you steal board pressure away, especially if you can play another 2 drop like Ship's Cannon and Undercity Valiant on turn 3.
2. Most opponents you face now carry some form of turn 2 removal. (Warrior with Fiery War Axe, Mage with Frostbolt and occasionally Flamecannon, Druid with Wrath, Priest with Shadow Word: Pain, Hunter with Quick Shot, Rogue with Eviscerate or Backstab + Dagger, Shaman with Lightning Bolt and aggro Shaman with Rockbiter Weapon and Crackle.) Understand this and learn to play around these for you're important minions like Ship's Cannon and Southsea Captain. For Ship's Cannon, don't drop it on an empty board turn 2 unless your opponent threw away all their cards in the mulligan. Remember, especially against aggressive opponents, saving your Ship's Cannon for a turn 3 play with a 1 drop pirate while dagger-ing turn 2 might be the correct play. If you have no strong turn 3 play, and are likely to only play a Ship's Cannon on turn 3, then play it turn 2 for the tempo as if the opponent can't remove it, you have a good chance to make a powerplay turn 3.
3. Play for the board in the early-game. This means running your 2/2 buffed Patches the Pirate or 3/2 buffed Southsea Deckhand into the opponent's 1/1 (1/3 minion like Sir Finley Mrrgglton, Northshire Cleric, and Tunnel Trogg too for Southsea Deckhand, especially if the opponent is playing an aggressive deck, even if they have a hero power that can deal 1 damage. Remember: when you have stuff on the board and they don't, they not only have to put stuff on the board, but also have to clear your stuff using mana to get board back. If they hero power to remove something, they are already behind on tempo, unless they're Rogue.
4. Sometimes, it's best to put out a Naga Corsair on turn 4 or 5 without using it's battle-cry strictly for the having a minion on board.
5. Never keep 2 Backstab's in your opening hand. Remember: you can't have board dominance with just removal and no minions.
6. Good Early-game Combos:
Turn 2
- Backstab + Dagger Hero Power: 3-damage removal
- Backstab + Undercity Valiant: 3-damage removal, 3/2 body
- Backstab + The Coin + SI:7 Agent: 4-damage removal, 3/3 body
- Backstab + The Coin + Edwin VanCleef: 2-damage removal, 6/6 body
- Backstab + Eviscerate: 6-damage removal (for those freak cases when the opponent Rogue puts out a turn 2 6/6 monster Edwin VanCleef)
Turn 3
- Dagger Hero Power + Southsea Deckhand: great if you still have a Ship's Cannon on board from turn 2 (8-damage potential)
- The Coin + Naga Corsair if you dagger-ed turn 2 (good for removing a 3 health priority minion your opponent put turn 2: 2 atk weapon + Patches the Pirate)
- Southsea Deckhand + Undercity Valiant if you dagger-ed turn 2: potential 4-damage
- Ship's Cannon + Southsea Deckhand: great to play after a turn 2 Ship's Cannon or turn 2 dagger
- Southsea Captain + The Coin + Southsea Deckhand if you dagger-ed turn 2: potential 6-damage
- Backstab + SI:7 Agent: 4-damage removal, 3/3 body
BASIC EXPLANATION OF CARD CHOICES
I am adding in this section to explain some of the reasoning behind my card choices. It can also help you see what cards to modify in your own decks to meet your needs.
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2x Backstab: One of the defining cards of tempo rogue, 2-damage removal and combo set-up, MUST HAVE.
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1x Shadowstep: This card allows the deck to close-out so many match-ups. The best way to use it is with Leeroy Jenkins to deal at least 12 burst damage, but it has great synergy with other cards too like Southsea Deckhand, Undercity Valiant, SI:7 Agent. If you can bounce back a Southsea Deckhand with Ship's Cannon on the board, you can think of it as 4 more damage for 0 mana. In some matchups like against control Mage or Shaman (with all its aoe clears), bouncing back Loatheb to use again can help you win the matchup by giving your minions 1 more turn to attack. I only put in 1 because I feel 2 will make the deck more clunky and drawing 2 in your hand will basically make you lose. Most of the time, it's solely used for finishing.
*Sorry I'm out of time right now, I will finish this section later...*
GAME-ENDING BURSTS
I know some combos are near-impossible to pull off, but I put them in just for fun : P
2-mana
- Patches the Pirate + Cold Blood: 5-damage
- Patches the Pirate + Shadowstep + Patches the Pirate + Cold Blood: 6-damage
- Southsea Deckhand + Cold Blood (with weapon): 7-damage
- Southsea Deckhand + Shadowstep +Southsea Deckhand + Cold Blood (with weapon): 9-damage
3-mana
- Patches the Pirate + Eviscerate: 5-damage
- Southsea Deckhand + Eviscerate (with weapon): 7-damage
- Patches the Pirate + Southsea Deckhand + Cold Blood (with weapon): 8-damage
- Patches the Pirate + Cold Blood+ Cold Blood: 9-damage
- Southsea Deckhand + Southsea Deckhand + Cold Blood (with weapon): 9-damage
- Patches the Pirate + Shadowstep + Patches the Pirate + Cold Blood+ Cold Blood: 10-damage
- Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 11-damage
- Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand + Cold Blood (with weapon): 11-damage
- Southsea Deckhand + Shadowstep + Southsea Deckhand+ Cold Blood+ Cold Blood (with weapon): 13-damage
4-mana
- Patches the Pirate + SI:7 Agent: 3-damage
- SI:7 Agent + Shadowstep on SI:7 + SI:7 Agent (if you can play Backstab before combo): 4-damage
- Southsea Deckhand + SI:7 Agent (with weapon): 5-damage
- Southsea Deckhand + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 13-damage
- Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand+ Cold Blood+ Cold Blood (with weapon): 15-damage
5-mana
- Patches the Pirate + SI:7 Agent + Shadowstep on SI:7 + SI:7 Agent: 5-damage
- Southsea Deckhand + SI:7 Agent + Shadowstep on SI:7 + SI:7 Agent (with weapon): 7-damage
- Southsea Deckhand + Southsea Deckhand + SI:7 Agent (with weapon): 7-damage
- Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand + SI:7 Agent (with weapon): 9-damage
- Patches the Pirate + Southsea Deckhand + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 13-damage: 14-damage
- Patches the Pirate + Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand+ Cold Blood+ Cold Blood (with weapon): 16-damage
6-mana
- Leeroy Jenkins + Patches the Pirate: 7-damage
- Leeroy Jenkins + Southsea Deckhand (with weapon): 9-damage
- Leeroy Jenkins + Cold Blood: 10-damage
7-mana
- Leeroy Jenkins + Patches the Pirate + Cold Blood: 11-damage
- Leeroy Jenkins + Patches the Pirate + Shadowstep + Patches the Pirate + Cold Blood: 12-damage
- Leeroy Jenkins + Southsea Deckhand + Cold Blood (with weapon): 13-damage
- Leeroy Jenkins + Cold Blood + Cold Blood: 14-damage
- Leeroy Jenkins + Southsea Deckhand + Shadowstep + Southsea Deckhand + Cold Blood (with weapon): 15-damage
8-mana
- Leeroy Jenkins + Patches the Pirate + Eviscerate: 11-damage
- Leeroy Jenkins + Shadowstep + Leeroy Jenkins: 12-damage
- Leeroy Jenkins + Southsea Deckhand + Eviscerate (with weapon): 13-damage
- Leeroy Jenkins + Patches the Pirate + Southsea Deckhand + Cold Blood (with weapon): 14-damage
- Leeroy Jenkins + Patches the Pirate + Cold Blood+ Cold Blood: 15-damage
- Leeroy Jenkins + Southsea Deckhand + Southsea Deckhand + Cold Blood (with weapon): 15-damage
- Leeroy Jenkins + Patches the Pirate + Shadowstep + Patches the Pirate + Cold Blood+ Cold Blood: 16-damage
- Leeroy Jenkins + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 17-damage
- Leeroy Jenkins + Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand + Cold Blood (with weapon): 17-damage
- Leeroy Jenkins + Southsea Deckhand + Shadowstep + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 19-damage
9-mana
- Leeroy Jenkins + Patches the Pirate + SI:7 Agent: 9-damage
- Leeroy Jenkins + Southsea Deckhand + SI:7 Agent (with weapon): 11-damage
- Leeroy Jenkins + Shadowstep + Leeroy Jenkins + Patches the Pirate: 13-damage
- Leeroy Jenkins + Shadowstep + Leeroy Jenkins + Southsea Deckhand (with weapon): 15-damage
- Leeroy Jenkins + Shadowstep + Leeroy Jenkins + Cold Blood: 16-damage
- Leeroy Jenkins + Southsea Deckhand + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 19-damage
- Leeroy Jenkins + Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand+ Cold Blood+ Cold Blood (with weapon): 21-damage
10-mana
- Leeroy Jenkins + Southsea Deckhand + Southsea Deckhand + SI:7 Agent (with weapon): 13-damage
- Leeroy Jenkins + Patches the Pirate + Southsea Deckhand + Southsea Deckhand + Cold Blood+ Cold Blood (with weapon): 19-damage: 14-damage
- Leeroy Jenkins + Shadowstep + Leeroy Jenkins + Cold Blood + Cold Blood: 20-damage
- Leeroy Jenkins + Patches the Pirate + Southsea Deckhand + Southsea Deckhand + Shadowstep + Southsea Deckhand+ Cold Blood+ Cold Blood (with weapon): 22-damage
To be continued...
it didn't, but if you check the settings under general settings it now has an option for sending match history and game stats.
When the win rate appeared on the frontpage it was the first thing i checked :)
Thanks to all for your answers - appreciated!
Hey there,
how do you play in early game if u juuust won't get a ships cannon on your hand? It happened a few times already that i got swashburglars and southsea deckhands aswell as patches ( :D ).
Thus I've been keeping them so far and sometimes passing turns without playing anything on an empty board, since i want to get max value out of the ships cannons.
I feel like not playing those on an empty board seems about right, but I would play them to keep tempo vs lets say hunter or pirate warrior. How do you play here?
Also, how do you feel about adding gang up for patches ?
Anyhow, cool deck, thx mate :)
Glad you like the deck! First off, I've never really considered Gang Up actually. I can imagine the potential of combo-ing it with Patches the Pirate and possibly Ship's Cannon. However, I do have a question: what happens when you draw it mid-game when Patches the Pirate has mostly likely been played and removed? Then the card is basically useless, right? Because there's not much else to combo it with. While I do feel it can be quite powerful if it's able to to be played with Patches the Pirate and will probably win you a game if also used with Ship's Cannon, it's probably not consistent enough. Card draw is already not that strong in this deck, and if you draw this later on with nothing to play it with, you essentially lost a card and set you back a lot.
Regarding the early game, it's tough to give a straight answer because it's often match-up dependent. For example, when playing against hyper-aggro decks like Pirate Warrior (and depending on your draw RNG : P), it might be correct like what you have been doing by holding onto certain cards, and play more reactionary. Then towards like turns 3-6ish, you make a powerplay to clear his board while setting up yours. However, if you play against for example Renolock (which I have actually been seeing more of recently), SOMETIMES you have to try to set up board as fast you can, attack into him a few times to get him into lethal range before he draws into his crucial board clears or Reno Jackson. (Maybe a little praying to RNGus might help too for that match-up haha.) I say sometimes because it depends heavily on your draw. I do remember a game or 2 where I chose to conserve my resources and not plop down everything, and I beat the opponent despite them playing Reno Jackson. Basically, understand the match-up and decide if it's worth saving your cards to give you that momentum swing, or if it's not worth it and you have more of a chance if you start setting up board presence and not getting the full value.
In addition, while Ship's Cannon is a 2-mana card, don't consider him to be a turn 2 play. This means even if you don't getting him early on , it might still be ok. There are many other ways to open properly with this deck without it. But if you do get him, it's even better. In a nutshell, consider how fast you need to be able to end a game and try to plan ahead. If holding onto Ship's Cannon and pirate cards to eek out that extra value isn't worth not being able to come back and gain board dominance, it's better to just play it earlier.
One more thing I would like to add is that just know that sometimes your opponents just draws perfectly or way better than you. Understand what things are caused by your decisions and what things were out of your hands.
Sorry if this is maybe a bit general but I hope it helps!
This deck is pathetic.
Insane deck, got to rank 11 from rank 20 in less than a day. I've put in a Tinker's Sharpsword Oil and Sylvanas Windrunner for Loatheb and Dr. Boom cause I dusted them a while ago.
Glad it's been working out well for you! Those 2 are pretty good replacements. Please tell me if you continue having success with those changes!
What do you do with your dust if you are not crafting?
Well I've just been kinda hoarding it, waiting to possibly use it one day...
Kind of struggling at rank 10/9 now, i have just slightly more than 50% wr while before I had like 75. Going to try new changes, I'll keep you up :)
Yea, this meta has been one of the more dynamic ones compared to previous seasons. It's definitely correct to keep adjusting a little to beat the meta. Good luck on higher ranks!
Glad you like it! And good luck!
Wow, mangomonkay how much dust have you saved up?
Haha not as much as Kripp apparently. That guys a beast...
How good are Sylvanas Windrunner and Baron Geddon replacements for Leeroy Jenkins and Dr. Boom??
Hmm well I like to break down the purpose of cards and what they bring to a deck. First off, Leeroy Jenkins is one of the best burst damage cards and Dr. Boom provides so much value/tempo in the mid-game to ignore. Sylvanas Windrunner does provide great value if you can steal a good minion. However, in this deck, she is a bit slow and not pro-active enough. The deck is not meant to outlast and out-value the opponent; rather, towards mid-game you are looking to close out the game. I wouldn't pick her over Dr. Boom (comparing them since they are closer in function). But if you don't have the Dr. 7, then Sylvanas Windrunner might not be a bad replacement.
This leaves us with Baron Geddon. In my mind, he has always been one of those cards you only find in control decks. His purpose is to bring you back from behind when the opponent has stuff on the board, while you probably don't (since he damages ALL characters). This rarely happens with this deck, and if it does, you probably already lost unless your opponent is within burst lethal range. At 7-mana and for only a 7/5 body that you can't attack with until the next turn, he is too slow for this deck.
The best replacement for Leeroy Jenkins is Reckless Rocketeer as he provides the burst damage you need to finish many games and can also combo with Shadowstep.
Hope this was useful!
I am starting to get to the point where I have the majority of regularly used standard legendary cards and have been struggling to decide on what legendary to craft next...
Experimenting for a bit of fun in wild but I don't have many wild cards from the GvG/Naxx era so have all of this deck except Loatheb and Dr Boom.
Never really played Dr Boom but I see he crops up in a lot of wild decks so wondering if he is still worth crafting as opposed to perhaps a tier 2 or 3 standard legendary card. Any opinions?
Plus would I really also need to craft Loatheb too or would you just do Dr Boom first and perhaps craft a few more wild legendaries down the track if I can think of no better use of the dust?
I feel like a hypocrite right now because I'm telling people about crafting when I myself have never crafted anything haha. Hearthstone has always been fun for me even when I didn't pull my powerful legendaries as I like challenging myself to make use with what I have. Don't think that you NEED all the powerful legendaries to do well (just SOME haha : D).
Anyways, I've always considered Dr. Boom to be one of the best legendaries in wild, especially since he's a neutral. So you can use him in many decks. Until a better neutral 7-drop is made, he simply does the most at the 7-mana slot. And he works in all sorts of deck archetypes: tempo, mid-range, control, and sometimes even aggro (though not hyper-aggro) and combo simply because you can just plop him down turn 7 from ahead or behind and he can do something.
Loatheb is also a strong neutral minion and one that will probably still see play in many decks for years to come in wild. As I've said in a previous post, he gives the unique power to disrupt strong spells (usually huge AOE-clears) for all classes. (Plus, being able to mess up a freeze/quest/any kind of stalling burst Mage from killing you while giving you the extra turn to kill them is an awesome feeling every time!)
I think in the end, it comes down to you and how you want to play Hearthstone (leisurely or competitively.) I don't believe you ever NEED a certain card to win, although oftentimes they will make the deck even better. But Dr. Boom and Loatheb are definitely some of the best cards to get for wild mostly because they are neutral and can used universally, with Dr. Boom getting a slight edge. Hope this helps!
Replacements for Dr. Boom?