I think that rogues are in a strange situation. Both legendaries are bad, maybe we'll see only the old miracle rogue and maybe a N'zoth jade rogue with some duplicate cards to make it work well.
I believe that going for a cycle heavy quest deck without relying on situational cards that only work if you have actually completed the quest (like moroes ) will be more consistent .
Novice engineers, swash, si7 , shadowsteps , brewmasters (only the 2 drops), Shadowcaster, the vile assasinate , mimic pods, and maybe violet teachers for token generation. Maybe a vanish as a reset.
Rest should be classic rogue cards, like thalnos , foks , etc.
Preps seem mandatory just because the whole deck is a tempo sink and yyou need a way to recover all this lost tempo from bouncing crap, plus there are reasonable targets for it with foks and pods and vanish.
Rogue is completely dead this expansion. He lost 2 his main midgame minions (drake and pillager), and there is no real replacement for them on this expansion. Vilespine Slayer can be good t5-t6 play, but has very bad body. Sherazin is not so bad on curve, but he is single card, actually it should be epic, not legendary.
Also rogue lost miracle,[card] Master of Disguise[/card] is no way a replacement. He lost Malygos deck as Thaurisan rotating...
I see that only questing aggro setup with both pirate and water package +double shadowstep will be at least playable on competitive ranks.
Completing the quest might not be that hard if you have some redundancy, especially if you pick Fire Fly as your four-of target with Flame Elemental tokens as your backup through Fire Fly and Igneous Elemental like one of the decks listed earlier in the thread.
@Kinxill Thanks for the tip! "Lotus Agents " can be real replacement for drake in rogue decks
In Burgle (because 2 of the 3 cards are discountable) and Jade deck only (cuz the chance to get Jade stuff seems particularly high). I mentionned Burgle deck before mentionning Lotus Agents, but I guess you forgot it's not all about Miracle.
Well, for any rogue deck I would say :) Rogue catastrophically has nothing to play on board on t4-t5 and Lotus Agents can be that card.
However actually i think that miracle archetype (both questing/wyrm/malygos) will be dead. So aggro-water variants can use tiger instead and questing rogue without water package can go with Lotus.
Unfortunately the rogue quest is "play" 4 minions of the same name, not "summon" minions made by moroes or imp master do not count as plays. I think this sucks because then anyone who wants to utilize the rogue quest has to fill their deck with brewmasters and shadow steps, which takes up room for better cards and allows for only one deck archetype to be developed for the quest.
Unfortunately the rogue quest is "play" 4 minions of the same name, not "summon" minions made by moroes or imp master do not count as plays. I think this sucks because then anyone who wants to utilize the rogue quest has to fill their deck with brewmasters and shadow steps, which takes up room for better cards and allows for only one deck archetype to be developed for the quest.
Tokens are great for after you have the Crystal Core in play, but using them to fulfill the quest is more difficult unless you are aiming to use Flame Elemental as your four-of target, which doesn't need Return to Hand but can be more made more redundant if you have some. Picture this scenario:
Play each minion just once and your potential Flame Elemental count is 6 in total from four generator minions.
If you can Shadowstep one Fire Fly then you only need to draw and play three of the four generator minions to get enough for the quest.
If you can play both Fire Fly minions and Shadowstep each or one twice, you've completed the quest with Fire Fly and can hold the Flame Elementals for after the Crystal Core to use as 1-mana 5/5's.
That feels pretty doable in theory.
If you also have room for Preparation, Vanish, and Violet Teacher, which is a great 5/5 token generator once the Crystal Core is in play, then you also have an alternate (though harder to combo) backup route to fulfilling the quest:
Play Violet Teacher, cast 2 cheap spells, then Preparation into Vanish, and you will have the Teacher back in hand along with four 1-cost Violet Apprentice minions. This combo is card gain neutral but you must have space on the board and in your hand to not burn an Apprentice. Costs 5 mana if you cast two coins/counterfeit coins as the two cheap spells, 7 mana if those cheap spells cost zero, and 9 mana if those cheap spells cost one.
Next turn play all four Violet Apprentice, receive the Crystal Core and play it - costs 9 mana without the second preparation, 6 mana if you do have it. If you do have it, play Violet Teacher first to get two additional Violet Apprentice from the Preparation and the Crystal Core so your board is Violet Teacher and six Violet Apprentice.
I believe Miracle Rogue can survive given the proper support. Conceal --> Mimic Pod, Envenom Weapon, Vilespine Slayer - Conceal's slot could act as a flex slot in the deck whether its removal, draw etc. Tomb Pillager --> Xaril, Poisoned Mind and Sherazin, Corpse Flower - Xaril can gives you 2 cheap cards for auctioneer draw plus it can give you the stealth toxin, Sherazin represents a threat that comes back on your important swing turns it could be good but if it turns out its too slow it can be easily replaced by Violet Teacher Azure Drake --> Burgly Bully - good sized body that gives you coins to cycle or pump Edwin VanCleef
Lastly I'm not too sure about Fan of Knives as a 2 of in Miracle anymore. One of the key reasons it saw play was due to it doing 2 AOE damage in combination with drake or Bloodmage Thalnos.
As for Quest Rogue I'm in agreement with Nemast I think the Flame Elemental strategy is the easiest to pull off consistently. In theory if you drew 1 Fire Fly 1 Igneous Elemental and 1 Shadowstep you'd be able to complete the quest on turn 4 at the earliest. Turn 1 - The Caverns Below --> Turn 2 - Fire Fly + Flame Elemental --> Turn 3 Igneous Elemental --> Turn 4 - Trade Igneous Elemental + Play 2 Flame Elementals + Shadowstep + Flame Elemental + 2 mana --> Turn 5 - Crystal Core
That is a dream scenario but that is why you double down on bounce synergies to allow you to complete the quest faster.
There are a couple of deathrattle minions that seem like they'd be absolutely broken with Crystal Core in play that spawn additional minions.
In Wild, for example, you have access to Haunted Creeper, Sludge Belcher, and Wobbling Runts which spawn multiple bodies or have a taunt minion as a deathrattle. Piloted Shredder is also powerful, depending on which 2 mana minion it summons as a 5/5.
In standard you have Eggnapper and Stated Threshadon in Un'Goro that spawn multiple bodies as a deathrattle. Igneous Elemental generates tokens you can play for more 5/5's and should already be in most Crystal Core decks. Jade cards produce 5/5 Golems if you saved them, though I think there are better deathrattles than Jade Swarmer, even if the Jade Golem is a 5/5 without any other Jade cards.
I will try his whe expansion hits, replaced Questing Adventurer with Biteweed, also I added Ancient Mage for Spell Damage, I thought Ancient Mage is a good card but couldn't find a place in any meta because of Azure Drake so it is his time to hit.
I added Sherazin, Corpse Flower to deck since we got too much potential to resummon it and it gives me some taunt removal potential.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
I believe Miracle Rogue can survive given the proper support. Conceal --> Mimic Pod, Envenom Weapon, Vilespine Slayer - Conceal's slot could act as a flex slot in the deck whether its removal, draw etc. Tomb Pillager --> Xaril, Poisoned Mind and Sherazin, Corpse Flower - Xaril can gives you 2 cheap cards for auctioneer draw plus it can give you the stealth toxin, Sherazin represents a threat that comes back on your important swing turns it could be good but if it turns out its too slow it can be easily replaced by Violet Teacher Azure Drake --> Burgly Bully - good sized body that gives you coins to cycle or pump Edwin VanCleef
Lastly I'm not too sure about Fan of Knives as a 2 of in Miracle anymore. One of the key reasons it saw play was due to it doing 2 AOE damage in combination with drake or Bloodmage Thalnos.
As for Quest Rogue I'm in agreement with Nemast I think the Flame Elemental strategy is the easiest to pull off consistently. In theory if you drew 1 Fire Fly 1 Igneous Elemental and 1 Shadowstep you'd be able to complete the quest on turn 4 at the earliest. Turn 1 - The Caverns Below --> Turn 2 - Fire Fly + Flame Elemental --> Turn 3 Igneous Elemental --> Turn 4 - Trade Igneous Elemental + Play 2 Flame Elementals + Shadowstep + Flame Elemental + 2 mana --> Turn 5 - Crystal Core
That is a dream scenario but that is why you double down on bounce synergies to allow you to complete the quest faster.
the major issue i see with using flame elemental is that you really need (usually) 3 out of 4 cards of the flame elemental production chain (or 2, one of which HAS to be the 2 drop and a shadowstep).
this implies you need a ton of draw to consistently be able to have them early.
but if you play for a lot of draw, then why not go the usual route of novice engineer bounce?
card slot wise, you'll be swapping the 4 elemental cards for 2 brewmasters and 2 novice engineers, so that's a wash, but more bounce and more draw means more flexible options to choose which minion to bounce so as to complete the quest, so overall, seems more consistent.
miracle wise, exactly because of the absense of azure drake, you HAVE to run 2 foks now. Without them you end with only thalnos as cycle, and auctioneer is a lot worse now without pillager and conceal. So, less chances to get auctioneer when you need him, and less cycle through auctioneer in general, means that you need to include as much cycle outside of him as you can, hence foks.
also can't really understand why you would want to replace questing with the new 2 drop, it really is worse on all occasions except the singular exception of drawing him as a last card during an auctioneer cycle when you have exactly 2 mana left, which is... not that probable.
these are my ideas for rogue, is till think the quest is being underaprreciated and will be a great card, i think razorpetal cards are really weak but if you can get a turn with Violet Teacher and multiple razor petals after you've played crystal core, it might be worth it, that's why one of the decks doesn't even bother running Razorpetal Volley.
these are my ideas for rogue, is till think the quest is being underaprreciated and will be a great card, i think razorpetal cards are really weak but if you can get a turn with Violet Teacher and multiple razor petals after you've played crystal core, it might be worth it, that's why one of the decks doesn't even bother running Razorpetal Volley.
I think if the quest had generate a 1/1 shadow token at the end of the turn if you don't have a shadow token, then yes it would be a viable quest. I don't think people arguing against the quest are saying it's impossible to do, but how are you going to survive those 4 to 6 turns and keep a board up with undervalued minions? This is being generous that you drew a near perfect hand that has card dependencies on each other. Then you need to play the quest that cost 5 that will have zero impact on the board if you don't control the board. Hopefully everyone understands how important it is to control the board, play on curve, and have high value trades or impactful minions on board.
I really think Miracle Rogue is dead... Maybe if the petals had cost zero mana we would still have some sort of Maly Miracle Rogue or Tempo/Burst Rogue. But people thinking they can survive until turn 7 to 10 to play master of disguise must be playing in a different meta then I'm playing in. While yes we can suddenly plop down a large minion I don't think we have enough of them to handle all the removes currently in the game.
I had hopes for Vilespine Slayer, but then realized why wouldn't I play Big Game Hunter or Envenom Weapon over this that would most likely require another card to play which would push its mana cost up from 5.
Here is my suggestion for the quest, but I think jade rogue is our most viable deck right now.
My take on a The Caverns Below deck. The goal of this deck is to bounce Novice Engineer and cycle through as much of your deck as possible and either finish him off by overwhelming him with a load of 5/5 's or just combo him down using the pirates & Vanish
I want you to help me with that decklist.
I put Evolved Kobold here to make better use of Razorpetal Volley and Razorpetal Lasher. If you get all your petals in your hand with one Kobold - it's 10 mana 18 damage reach\finisher.
Master of Disguise is our only option to save Questing Adventurer and Gadgetzan Auctioneer to do a miracle turn. Is Red Mana Wyrm better with MoD than QA?
Tell me what do you think, rework deck completely, show your vision of miracle rogue(and rogue at all) in that expansion!
Also check out this deck, that's one of the ways to make use of Rogue Quest, that i see.
I think that rogues are in a strange situation. Both legendaries are bad, maybe we'll see only the old miracle rogue and maybe a N'zoth jade rogue with some duplicate cards to make it work well.
I believe that going for a cycle heavy quest deck without relying on situational cards that only work if you have actually completed the quest (like moroes ) will be more consistent .
Novice engineers, swash, si7 , shadowsteps , brewmasters (only the 2 drops), Shadowcaster, the vile assasinate , mimic pods, and maybe violet teachers for token generation. Maybe a vanish as a reset.
Rest should be classic rogue cards, like thalnos , foks , etc.
Preps seem mandatory just because the whole deck is a tempo sink and yyou need a way to recover all this lost tempo from bouncing crap, plus there are reasonable targets for it with foks and pods and vanish.
Rogue is completely dead this expansion. He lost 2 his main midgame minions (drake and pillager), and there is no real replacement for them on this expansion. Vilespine Slayer can be good t5-t6 play, but has very bad body. Sherazin is not so bad on curve, but he is single card, actually it should be epic, not legendary.
Also rogue lost miracle,[card] Master of Disguise[/card] is no way a replacement. He lost Malygos deck as Thaurisan rotating...
I see that only questing aggro setup with both pirate and water package +double shadowstep will be at least playable on competitive ranks.
Rogue's gonna shine in wild, i don't know about standard though. Might have to think out of the box we're all used to.
@Kinxill Thanks for the tip! "Lotus Agents " can be real replacement for drake in rogue decks
Completing the quest might not be that hard if you have some redundancy, especially if you pick Fire Fly as your four-of target with Flame Elemental tokens as your backup through Fire Fly and Igneous Elemental like one of the decks listed earlier in the thread.
Unfortunately the rogue quest is "play" 4 minions of the same name, not "summon" minions made by moroes or imp master do not count as plays. I think this sucks because then anyone who wants to utilize the rogue quest has to fill their deck with brewmasters and shadow steps, which takes up room for better cards and allows for only one deck archetype to be developed for the quest.
That feels pretty doable in theory.
If you also have room for Preparation, Vanish, and Violet Teacher, which is a great 5/5 token generator once the Crystal Core is in play, then you also have an alternate (though harder to combo) backup route to fulfilling the quest:
I believe Miracle Rogue can survive given the proper support.
Conceal --> Mimic Pod, Envenom Weapon, Vilespine Slayer - Conceal's slot could act as a flex slot in the deck whether its removal, draw etc.
Tomb Pillager --> Xaril, Poisoned Mind and Sherazin, Corpse Flower - Xaril can gives you 2 cheap cards for auctioneer draw plus it can give you the stealth toxin, Sherazin represents a threat that comes back on your important swing turns it could be good but if it turns out its too slow it can be easily replaced by Violet Teacher
Azure Drake --> Burgly Bully - good sized body that gives you coins to cycle or pump Edwin VanCleef
Lastly I'm not too sure about Fan of Knives as a 2 of in Miracle anymore. One of the key reasons it saw play was due to it doing 2 AOE damage in combination with drake or Bloodmage Thalnos.
As for Quest Rogue I'm in agreement with Nemast I think the Flame Elemental strategy is the easiest to pull off consistently. In theory if you drew 1 Fire Fly 1 Igneous Elemental and 1 Shadowstep you'd be able to complete the quest on turn 4 at the earliest.
Turn 1 - The Caverns Below --> Turn 2 - Fire Fly + Flame Elemental --> Turn 3 Igneous Elemental --> Turn 4 - Trade Igneous Elemental + Play 2 Flame Elementals + Shadowstep + Flame Elemental + 2 mana --> Turn 5 - Crystal Core
That is a dream scenario but that is why you double down on bounce synergies to allow you to complete the quest faster.
There are a couple of deathrattle minions that seem like they'd be absolutely broken with Crystal Core in play that spawn additional minions.
I have built a deck like that;
I will try his whe expansion hits, replaced Questing Adventurer with Biteweed, also I added Ancient Mage for Spell Damage, I thought Ancient Mage is a good card but couldn't find a place in any meta because of Azure Drake so it is his time to hit.
I added Sherazin, Corpse Flower to deck since we got too much potential to resummon it and it gives me some taunt removal potential.
Since we lose Tomb Pillager, I wanted to add Counterfeit Coin to the deck and Mimic Pod for extra cards or extra coins if i'm lucky while it has great synergy with Preparation
So, it's the Miracle Rogue that I will try.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
these are my ideas for rogue, is till think the quest is being underaprreciated and will be a great card, i think razorpetal cards are really weak but if you can get a turn with Violet Teacher and multiple razor petals after you've played crystal core, it might be worth it, that's why one of the decks doesn't even bother running Razorpetal Volley.
I'd like to try this
My take on a The Caverns Below deck. The goal of this deck is to bounce Novice Engineer and cycle through as much of your deck as possible and either finish him off by overwhelming him with a load of 5/5 's or just combo him down using the pirates & Vanish
A glorious bundle of salt.