After playing 10 games with this deck (Dog's version aka combo oriented build with chargers), I have to say Quest Rogue is really hard to play. There are so many possible plays that you wouldn't notice right away, and that cost me games.
Also comboing with Swashburglar is really fun. You get to play opponents class. Highlights so far include getting an Archmage Antonidas against mage and ending up with 4 fireballs in my hand. Also I got Blood Warriors once, and opponent had 4/6 on board, I charged into it with with 2 chargers, cast BW and ended up with 3 more creatures in hand.
But sometimes all cards you steal with Swashburglar will be useless. Also I never managed to hit a 1-mana minion with Mimic Pod :(
Okey so i guess everyone has been pretty occupied testing their lists. To make everyone else life easier I'm gonna post the best list I've tried so far:
There's a brief guide about most popular matches in the deck page.
That's a nice looking one. I made up my own one. Tinkered with it all night last night. It only occasionally loses to other Crystal Cores.
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Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
I added the quest to Mill Rogue in wild and it's been amazing. You can complete it in the course of your normal gameplan and it just seals the deal. 5/5 Belcher into 5/5 Slime is brutal and as long as you Gang Up N'Zoth you can beat Jade Druid.
Okey so i guess everyone has been pretty occupied testing their lists. To make everyone else life easier I'm gonna post the best list I've tried so far.
Based on playing against the deck a lot yesterday it seems to me that the most threatening cards in the deck were really the Southsea Deckhands + Boars. Like...The Charges really just seal the game extremely quick.
The only problem I see with your list I feel is that it tries to actually interact with the opponent. The Deck with Youthful Brewmaster + the Combo Bounce guy just seem to just seemed more focused on Speed & consistency and its like playing a game of solitaire where they win when they draw the combo they just streamroll & win. And the deck does get the combo off consistently within the first few turns. If you're past turn 4, and you haven't pressured the combo-focused version enough or if they simply drew a little removal to stop your early game (via backstabs, and Eviscerates) then they win.
And yeah if the more combo-focused build gets off the combo via Novice engineer then they pretty much will refuel their hand as they push you and will quickly get a kill especially if they draw bounce for their charge minions.
I definitely tried the more aggro versions with coldlights and cheap chargers and they crush when you can pull the quest early but let me tell you that it can get outvalued if you don't get your draw and since you are just bouncing cards you have little to non early game. Overall i find my list much better against any matchup and since i added arcane smith i haven't lost to a single pirate warrior just seems like i'm farming them.
around 70% of the time I mulligan out the quest so i play with out 5/5 bilefin it's bad if it's not 5/5. Brewmaster/feryman too quest focused don't do much if i don't go to complete the quest
You're missing a real class. Not wanting to be mean but cmon you know rogue will forever be segregated by team 5 why sticking with that and trying to make a gimmick work ?
This card isn't intended to be competitive it's another joke of an excuse to segregate rogues...
After so much hassle they should have made the second part 1 mana at most.
You're missing a real class. Not wanting to be mean but cmon you know rogue will forever be segregated by team 5 why sticking with that and trying to make a gimmick work ?
This card isn't intended to be competitive it's another joke of an excuse to segregate rogues...
After so much hassle they should have made the second part 1 mana at most.
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Swapping Evis out for Sap makes the deck even better. Not like you ever need to Evis face when the deck pushes for so much damage to begin with.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
After playing 10 games with this deck (Dog's version aka combo oriented build with chargers), I have to say Quest Rogue is really hard to play. There are so many possible plays that you wouldn't notice right away, and that cost me games.
Also comboing with Swashburglar is really fun. You get to play opponents class. Highlights so far include getting an Archmage Antonidas against mage and ending up with 4 fireballs in my hand. Also I got Blood Warriors once, and opponent had 4/6 on board, I charged into it with with 2 chargers, cast BW and ended up with 3 more creatures in hand.
But sometimes all cards you steal with Swashburglar will be useless. Also I never managed to hit a 1-mana minion with Mimic Pod :(
Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
I added the quest to Mill Rogue in wild and it's been amazing. You can complete it in the course of your normal gameplan and it just seals the deal. 5/5 Belcher into 5/5 Slime is brutal and as long as you Gang Up N'Zoth you can beat Jade Druid.
Moroes.
Funny how everyone considered the Rogue quest to be trash but now it's a top deck.
Most successful list so far, don't share it to much.
around 70% of the time I mulligan out the quest so i play with out 5/5 bilefin it's bad if it's not 5/5. Brewmaster/feryman too quest focused don't do much if i don't go to complete the quest