So, I've been toying around with a wacky Rogue deck since WotOG release. I think with some work, it might be something that at least wins at much as it loses. I'm looking for help/suggestions on getting it there:
People started making fun of it right from the beginning, we'll before release. But that sort of thinking (don't play big minions who don't effect the board immediately) is not necessarily relevant now after nerfs to BGH and a whole different meta. On the other hand it may still be true, I bet very few have tested him since he became such a punchline.
I would suggest trying him yourself and seeing. What you need to look out for is a) how many times he's in your hand but you just can't play him without immediately losing, b) the number of times you play him and the opponent kills him via one card removal (multiple cards, or suiciding a full board into him is fine, good even) and c) the number of times you get good value from him (either multiple card removal, multiple minions suicided or triggered his effect multiple times).
Also check how many of the latter would have still won and/or been better with something like Rags or whatever other big card that might have been better in the bad times.
Then make up your own mind instead of listening to pre-expansion predictions that are untested.
Also, looking at the deck, ditch the Leper Gnome. He's an aggressive card that's been nerfed, you're trying to be a late game deck, so if you want 1 mana minions you want them to be able to compete for the board, not damage the hero an insignificant amount. I'd almost say abandon turn 1 (maybe Journey from Below?) and get another 2 mana minion, Flame Juggler even?
Being entirely honest, I put him in there because he was one of the new legendaries I got opening my initial glut of packs, and, at face value, seems like he has an interesting effect. Maybe there's too much removal for him.
The best rated deck I've ever posted here was on the Choose-an-effect Brawl where I made a Paladin Murloc deck that worked well. I'm hoping that with some collaborative effort, something unusual but not-entirely-bad can be worked to.
So I basically decided, based on your folks' feedback, this deck was just too busy and trying to do too much. Removed C'Thun and the C'Thun buffing minions. Basically just became a Reno N'Zoth deck. Which there are already a bunch of those. :(
So I basically decided, based on your folks' feedback, this deck was just too busy and trying to do too much. Removed C'Thun and the C'Thun buffing minions. Basically just became a Reno N'Zoth deck. Which there are already a bunch of those. :(
The idea may not be bad. As built right now though there are too many cards that don't do enough (see Vajaina's post). Building a Reno deck means that you can't play multiples, and as such you don't have the luxury of playing many loose cards. You need to make sure they're all doing something. I think you could keep both the N'zoth, C'thun, and Reno packages, but you need to make sure you're able to contest the board. Rogue has plenty of good spells for killing stuff and drawing cards, so maybe try to play more of those.
So I basically decided, based on your folks' feedback, this deck was just too busy and trying to do too much. Removed C'Thun and the C'Thun buffing minions. Basically just became a Reno N'Zoth deck. Which there are already a bunch of those. :(
I like the idea of a hybrid C'ThunN'Zoth deck. Even the streamer Kripp made a video about it. He only used the Disciple of C'Thun and Blade of C'Thun as buffs. However in a Reno deck it may be harder to pull off with just 1 copy of each. Worth giving it a shot though.
So, I've been toying around with a wacky Rogue deck since WotOG release. I think with some work, it might be something that at least wins at much as it loses. I'm looking for help/suggestions on getting it there:
Kick the boogeymonster for .... hm, well... any other card?
I just googled a tier list so I don't know how skillful the one is who made the list. But basically yes, the boogeymonster is trash tier.
m.imgur.com/Ae1UJKE
Also, looking at the deck, ditch the Leper Gnome. He's an aggressive card that's been nerfed, you're trying to be a late game deck, so if you want 1 mana minions you want them to be able to compete for the board, not damage the hero an insignificant amount. I'd almost say abandon turn 1 (maybe Journey from Below?) and get another 2 mana minion, Flame Juggler even?
Being entirely honest, I put him in there because he was one of the new legendaries I got opening my initial glut of packs, and, at face value, seems like he has an interesting effect. Maybe there's too much removal for him.
The best rated deck I've ever posted here was on the Choose-an-effect Brawl where I made a Paladin Murloc deck that worked well. I'm hoping that with some collaborative effort, something unusual but not-entirely-bad can be worked to.
Remove:
Basically all of these cards are poor value and are too slow for constructed play, literally replace them with anything and it'll be better.
Still not sure why you're running gang up in a reno deck.. It's like trying to Sacrificial Pact your own face as Lord Jaraxxus to gain 5 health..
Edit: Lord Jaraxxus
So I basically decided, based on your folks' feedback, this deck was just too busy and trying to do too much. Removed C'Thun and the C'Thun buffing minions. Basically just became a Reno N'Zoth deck. Which there are already a bunch of those. :(
Nothing doing, traveler.
You left out so many good quality Rogue spells. Backstab, Eviscerate, Shadow Strike and even Journey Below could all add tremendous value to this deck.
Forgive me, friend. I have failed.
You put Shadow Strike in. SI:7 Agent is another almost auto-include card for Rogue decks.
Forgive me, friend. I have failed.