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Kingsbane Rogue

  • Last updated Mar 31, 2018 (Patches Nerf)
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Wild

  • 16 Minions
  • 12 Spells
  • 1 Weapon
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 7700
  • Dust Needed: Loading Collection
  • Created: 12/7/2017 (Kobolds Patch)
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  • BinG_
  • Registered User
    • 5
    • 24
    • 36
  • Battle Tag:

    BinG#22482

  • Region:

    EU

  • Total Deck Rating

    35

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Thank you for viewing my Kingsbane deck!

I'm currently laddering with it and have found next to zero success as its a fundementally flawed deck; please feel free to check out my other decks and share any that interest you with your friends, as I'm sure they'll be much better!

As you'd expect, the main aim of this deck is to buff Kingsbane as this weapon will be the main source of damage AND healing once fully buffed. This deck does exactly that and has enough card draw to draw all of the pieces to the puzzle, along with a number of cards to help stall and contain the game until that point.

MULLIGAN GUIDE

The perfect hand for me would be KingsbaneDeadly Poison, Cavern Shinyfinder, and if on the Coin either a second Deadly Poison, a Leeching Poison, or a Shadowstep.

Obviously you want to draw Kingsbane as early as you can along with any buffs, such as Deadly Poison and Leeching Poison. Cavern Shinyfinder is a great card to have in your hand too as it draws Kingsbane as well as having a reasonable stat-line. 

When playing on The Coin, it's worth keeping both Cavern Shinyfinder and Kingsbane in your hand as well as any poisons. This makes it easier to draw Kingsbane again later.

Shadowstep is a good card to have to so that you can return your Cavern Shinyfinder and play it for free to draw Kingsbane after it has been destroyed. Coldlight Oracle is also a good choice as it can draw the poisons as well.

PLAY GUIDE

For me, I consider the first two turns to be the most important. The rest of the game is about controlling the match and stalling your opponent until you draw Kingsbane again.

Turn One: 

If on the Coin, play Kingsbane and Deadly Poison. If you don't have KingsbaneCavern Shinyfinder is a good option as it draws it for you to play next turn. If not on the coin, playing Kingsbane is pretty much your only option if you have it.

 Turn Two: 

If not on the Coin, play Kingsbane (Unless you don't have it, in which case play a Cavern Shinyfinder (And if you don't have that, Hero Power and hit face or their minion if it has 1 health)) and a Deadly Poison. If Kingsbane was played last turn, play both Deadly Poisons or a Leeching PoisonIf on the Coin and have not already played it, coin out a Coldlight Oracle to draw the poisons or Kingsbane unless you can play them both already.

 

As you'll want to keep yourself alive in the mean time whilst you try to draw and buff Kingsbane, cards like Saronite Chain Gang and Stonehill Defender are very good for stalling. Dread Corsair is a great value card for when you have Kingsbane equipped as it only costs or mana for a 3/3 with Taunt. Low costing cards such as Preperation and Deadly Poison are great for activating your Vilespine Slayer to deal with any immediate threats and Blade Flurry will, when fully buffed, deal 5 damage to all enemy minions and proves to be an effective board clear.

When the opponent has less than 5/6 cards left, a great finisher is to play The Darkness twice with Shadow Reflection as there's six candles and only three need to be drawn to have two 20/20 minions. This created an immediate threat to the opponent who has to deal with both threats, which could prove to be a problem for decks with limited (or have ran out of) single-target removal.

CARD CHOICES

As previously mentioned, Blade Flurry is a great board clear when Kingsbane only has one charge left and their side is starting to shape up. Really good against aggro decks as it can ruin their tempo and a very effective board clear.

Runeforge Haunter is excellent at keeping Kingsbane alive for one or two more turns before it breaks, meaning that a possible extra 5 damage could be dealt and an extra 5 health could be gained.

Violet Illusionist makes you immune during your turn so you wont take any damage whilst attacking enemy minions. Quite self-explanatory if you ask me.

Although not necessarily a staple card, The Darkness is very effective in the latter stages of the game, as previously mentioned, due to the ability to pose a real threat to the opponent as the three candles may be drawn quickly and they may have limited answers.

ALTERNATIVES

The Darkness isn't necessarily an important card, so you can replace it with a Lesser Onyx Spellstone, a second Stonehill Defender, or even a Tar Creeper. The latter two cards can help control the game better so that you stand a better chance against aggro decks. The Lesser Onyx Spellstone can synergise well with Kingsbane and to destroy two or three random enemy minions.

Stonehill Defender can be replaced outright by Tar Creeper if you so choose without changing too much, although I find the prospect of an extra Taunt to be better value than the better stats - additionally, you can Discover the latter of the two from the former for great value!

Violet Illusionist is a tough one to replace because it doesn't have many, if any, cards that are actually similar to it. The best replacement that I can think of would have to be Earthen Ring Farseer as it can help to fill the gap caused by hitting minions with your face and taking damage. You could also put in two Tar Creepers as they help to control the game.

If you wanted to focus more on control and minion removal than card draw, removing both Sprints and replacing them with two Backstabs. They can help to take out stat-heavy minions and activate Vilespine Slayer.

Any questions? Ask in the comments!

~BinG