RANK 1 LEGEND SARONITE CHAIN GANG ROGUE
- Last updated Nov 17, 2017 (Marin's Treasure)
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Wild
- 25 Minions
- 5 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Prince Rogue
- Crafting Cost: 12220
- Dust Needed: Loading Collection
- Created: 11/10/2017 (Marin's Treasure)
- BoarControl
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Hey, here's the list I piloted to rank 1 legend.
For proof check my twitter - twitter.com/BoarControl
So here are my stats - all games were played in top 50 legend EU
https://twitter.com/BoarControl/status/929091003650314241
For gameplay check my twitch channel - twitch.tv/BoarControlHS . All games were played on stream. Check out my youtube for rank 1 legend gameplay!
Card replacements
The Lich King/Cairne can swapped for tar creeper or vicious fledgling. Unfortunately legends have unique effects which means some are irreplaceable.
Why saronite chain gang?
I got the idea from Meati (https://twitter.com/MeatiHS) . They help set up for bonemare and scalebane, they are good defensive tools vs aggro, they make awkward trades for opponent and can protect your threats, while also helping you play mana efficient on turn 4 and they have great synergy with prince.
Rough Mulligan Guide
KEEP PRINCE AND EDWIN IN ALL MATCH UPS
VS rogue you keep vilespine on and off the coin
When mulliganing cards it is important to consider your curve and opponents curve
VS Aggro (aggro druid, rogue, shaman, zoolock, murloc paladin)
OFF THE COIN
FireFly, swashburglar, backstab, With edwin and prince shadowsteps become good. Deckhand is good vs aggro druid since you can avoid having a pirate for golakka. Keep captain with firely.
ON THE COIN
Same but also si 7 agent
can mulligan away swash if you already have firefly
VS Big/JadeDruid and Priest
So you need Scalebane and just in general big guys vs these, I would only keep firefly with 3/5 drop already. Swash is only a keep with southsea captain. You are looking for captain, fledgling/scalebane.
INDIVIDUAL MATCH UP GUIDE
VS ROGUE (50/50)
He who spreads the widest wins, often a double firefly hand can beat a prince one. Try to avoid playing captain on 3 unless you are trading the patches. Try to avoid using 2 damage effects on fireflys (e.g. backstab) when they can be used on 3/3's later. You can often ignore the opponents scalebane on go face on 5 also try and often playing your scalebane on 5 since the opponent can wing tempo with their vilespine. Try and keep board clear going into bonemare on 7.
VS AGGRO DRUID (unfavoured)
Need to try and deny them from spreading wide. Watch out for golakka crawler, try and use deckhand to summon patches and trade with it. try and set up taunts as late as possible since they will trade away most of your board for you
VS JADE/BIG DRUID (favoured)
You want to try and build the tallest possible board in this match up. If you do draw firefly and swash try and trade these off going into the plague turn
VS RAZAKUS PRIEST (favoured)
You will almost always lose to anduin, due to the hero power, so don't pay too much attention to playing around it. Try and play round dragonfire with scalebane and cairne. apply lots of pressure and play to your outs you will lose lots and it will be very frustrating when you do, sometimes they will draw all the one off outs.
VS MAGE (favoured)
Quest is a very basic to play, keep vile spine for doomsayer go face pop as early as possible.
Jaina ctrl - You need to make sure you have a way to deal with doomsayer (vilespine or leeroy) and try and pressure as early as possible. if they get the jaina off then you will almost always lose.
VS ZOOLOCK (favoured)
This game is decided on turns 1/2/3. If you do fall behind try to swing back with a vilespine onto a bonemare.
VS PALADIN (favoured)
KILL THE MURLOCS. pretty much this. Avoid them getting value from rockpool and megasuar. The swing point in this match up comes on turn 6 with the spikeridged steed. If the paladin can play this then they will almost always win, make sure you clear the board going into this turn
VS SHAMAN (unfavoured)
Try to hold back patches and deckhand and use them to kill off totems. Shaman has better early game tools and the potential dopple evolve on 6. try not to over invest the board into maelstrom portal and try to avoid backstabbing totems if possible, you want to trade minions into them
Edwin will always be a staple in rogue so he is certainly worth crafting. What other legs are you missing?
Many...which ones exactly ?
just bloodhoof and lich king.
other cards I need are s7 agent and vilespine. I have the rest.
lich king is one of the best legendaries in this expansion, bloodhoof is a decent legendary which u can play throughout the whole game. so both legendaries are worth crafting imo. but for this deck i think u can replace both with some other cards
I'd say Cairne is worth having, but not sure if he's worth crafting tbh. Especially if he's going to be crafted just for this deck.
Thank you for that nice deck! I only change sometimes fledger for eater of secrets. Yesterday I started with this deck on rank 18 und I just reached rank 12 (71% win in 21 games).
What can I use instead of cairne and leeroy?
I don't have Cairne and am just running Assassinate in his place. I'm doing ok with it thus far.
thats probably the worst replacement... I guess you don't know why Cairne is there
Care to say why its a terrible replacement rather than just sounding like a smug git?
I would not play this deck without those cards.
Cairne is there for Bonemare turn 7 or if priest uses dragonfire portion you still have a 4/5 on the board for a possible bonemare the following turn. Assassinate is a very expensive spell and this deck is all about tempo. You need minions on the board and pressure throughout the match.
GL
Spendidng 5 mana to remove a single minion is the definition of anti-tempo in the current meta-game. Run a tar creeper instead
Another fun deck, but oh so reliant on a good keleseth draw.
I love the Keleseth mechanic, but suck so hard with it :).
Replace Cairn ?
How do you replace Cairne with Shadowstep, when Shadowstep is already in the deck?
Just curious, as I am also looking for a replacement for Cairne
Switch vicious fledgling to tar creeper is more effective in my humble opinion.
depends on matchup
I've found that playing Vicious Fledgling leads opponents to throw absolutely everything at it to clear it (as it can quite quickly snowball out of control), which means I can often play something like the Saronite Chain Gang more safely, which buys me more time down the line, so I like it both as a bait and as a great card.