Seconding a sentiment my Aishi in his thread in the rogue forum -- Rogue's seem a bit under loved currently.
This deck is only lightly tested today, maybe 15 games at master***. I set about to toy around with the concept after facing something similar myself. This is certainly not a super original idea.
The basic strategy is to maintain board control with the variety of cards that we have that "shoot" something, while applying slow but consistent pressure. It's not a fast win, and you need to be diligent about being efficient with removal as you are most likely going to have to answer some bigger late game creatures from the opponent.
Card choice are driven by the "shoot something" concept -- I wanted them all to have utility.
Things that might be worth having or testing further: A second sprint? The second novice engi (couldn't find room), Abominations over Drakes.
Really curious if anyone has seen similar things, tested similar things, or is willing to share results. This is by no means finished or truly endgame viable (more testing req.) -- really, I'm only posting it b/c I was surprised by how well it did.
I've messed around with some Knife Juggler rogue decks with shadowstep and basically mass summoning little minions it was amusing but not very good lol. I'll give this one at ry.
This deck looks decent but since its more damage based it can be more aggresive maybe add the 2/1 looter for drawing a card over the engineer possibly replace headcrack and sprint for 2x shadow steps or even another looter and 1 shadowstep? i think 2 shadow steps would make it work even better so you can summon more damaged abilty based minions back and forth. just my oponion i see the 4 card draw as a waste costing 7..headcrack is good if you can keep it going with the combo. editing this i would keep headcrack in wasnt thinking earlier but i still would replace engineer for a 2/1 looter draw a card. and you have so many cards for drawing cards the sprint really just is that a real complete waste at the cost of 7 remove it for atleast 1 shadow step at 0 to help more with the combo's like headcrack
@ Turkletont - Agreed - those concepts are hard to make work. Knife juggler is not the core of this deck, but he has decent synergy, and importantly 3 attack.
@Lostdove1: I'm glad you came around to thinking 1 Headcrack is good. In a deck thats assuming its going to see the late game, its just too consistent not to have 1. Sprint is absolutely necessary to keep the control going into the later game. Its not card you really want to see twice, but I almost want the second one just to be sure that it comes up. Dunno -- but I do know sprit is real solid.
Regarding Malygos -- it seems kind of narrow to me. Yes, if you can drop him, have him survive, then have good stuff in hand next turn it can be good -- but in this deck you're not going to play something the turn you drop him. I like him in sham decks b/c you can play Malygos and then lightning bolt for 8.
I do like the idea of the shadow steps -- definitely some good synergy there, and help to get some early combos on Perds or Si7. I'm not sure where I would cut, but Ill look into it. This idea got me thinking about novice brewmaster. That might be a good compromise to get the bounce effects but also brings another 3 power creature.
Loot hoarder vs Novice engi -- if you're truly playing aggro then loot is perhaps better. As I've stated though, I'm not playing this deck focused on beats -- its constant pressure paired with board control effects. Perhaps more importantly though, is that engi can cantrip for you late game if you're digging for an answer. More utility.
Good ideas.
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Seconding a sentiment my Aishi in his thread in the rogue forum -- Rogue's seem a bit under loved currently.
This deck is only lightly tested today, maybe 15 games at master***. I set about to toy around with the concept after facing something similar myself. This is certainly not a super original idea.
The basic strategy is to maintain board control with the variety of cards that we have that "shoot" something, while applying slow but consistent pressure. It's not a fast win, and you need to be diligent about being efficient with removal as you are most likely going to have to answer some bigger late game creatures from the opponent.
Card choice are driven by the "shoot something" concept -- I wanted them all to have utility.
Things that might be worth having or testing further: A second sprint? The second novice engi (couldn't find room), Abominations over Drakes.
Really curious if anyone has seen similar things, tested similar things, or is willing to share results. This is by no means finished or truly endgame viable (more testing req.) -- really, I'm only posting it b/c I was surprised by how well it did.
I've messed around with some Knife Juggler rogue decks with shadowstep and basically mass summoning little minions it was amusing but not very good lol. I'll give this one at ry.
This deck looks decent but since its more damage based it can be more aggresive maybe add the 2/1 looter for drawing a card over the engineer possibly replace headcrack and sprint for 2x shadow steps or even another looter and 1 shadowstep? i think 2 shadow steps would make it work even better so you can summon more damaged abilty based minions back and forth. just my oponion i see the 4 card draw as a waste costing 7..headcrack is good if you can keep it going with the combo. editing this i would keep headcrack in wasnt thinking earlier but i still would replace engineer for a 2/1 looter draw a card. and you have so many cards for drawing cards the sprint really just is that a real complete waste at the cost of 7 remove it for atleast 1 shadow step at 0 to help more with the combo's like headcrack
and Malygos +5 spell damage the legend would make this deck even that much better if you can replace somthing for it
Hi Folks,
@ Turkletont - Agreed - those concepts are hard to make work. Knife juggler is not the core of this deck, but he has decent synergy, and importantly 3 attack.
@Lostdove1: I'm glad you came around to thinking 1 Headcrack is good. In a deck thats assuming its going to see the late game, its just too consistent not to have 1. Sprint is absolutely necessary to keep the control going into the later game. Its not card you really want to see twice, but I almost want the second one just to be sure that it comes up. Dunno -- but I do know sprit is real solid.
Regarding Malygos -- it seems kind of narrow to me. Yes, if you can drop him, have him survive, then have good stuff in hand next turn it can be good -- but in this deck you're not going to play something the turn you drop him. I like him in sham decks b/c you can play Malygos and then lightning bolt for 8.
I do like the idea of the shadow steps -- definitely some good synergy there, and help to get some early combos on Perds or Si7. I'm not sure where I would cut, but Ill look into it. This idea got me thinking about novice brewmaster. That might be a good compromise to get the bounce effects but also brings another 3 power creature.
Loot hoarder vs Novice engi -- if you're truly playing aggro then loot is perhaps better. As I've stated though, I'm not playing this deck focused on beats -- its constant pressure paired with board control effects. Perhaps more importantly though, is that engi can cantrip for you late game if you're digging for an answer. More utility.
Good ideas.