My issue with this is....what do you do in the first few turns? Play a 1/1 for two? This deck has nothing to keep it going in the early turns of the game. It just seems like any aggro is going to trample it.
Pray, Pray real hard you draw backstab. In all seriousness that was my issue with it as well but I couldn't bring myself to remove anything, if you have any suggestions im open to a discussion.
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without them.
Pray, Pray real hard you draw backstab. In all seriousness that was my issue with it as well but I couldn't bring myself to remove anything, if you have any suggestions im open to a discussion.
My issue with this is....what do you do in the first few turns? Play a 1/1 for two? This deck has nothing to keep it going in the early turns of the game. It just seems like any aggro is going to trample it.
In hindsight the Dk is a bit greedy and you don't necessarily need Zola either so if I personally had to pull two cards for two one drops that's what I would take out, Again though I'm up for a discussion this list is nowhere near optimal but I wanna get it there. Maybe they will release a good one drop for rogue.
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without them.
I agree, and when making this SI agent was a card I wanted but couldn't really find a spot for will 2 SI agents be enough for aggro along with 2 backstabs or will more tools be needed? Imo I believe it will be enough.
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without them.
I agree, and when making this SI agent was a card I wanted but couldn't really find a spot for will 2 SI agents be enough for aggro along with 2 backstabs or will more tools be needed? Imo I believe it will be enough.
That entirely depends on how aggressive the meta will be. In a meta as slow as it is currently i think 2 Si's will be fine but if the meta turns out to be like 50 percent zoo mech decks, then slow rogues just won't be playable as an archetype. SI:7 agent is still the strongest early tempo tool in the game and it gets even better when you are playing a double shadowstep deck.
Also you probably might want leeroy in this deck to give you the extra 12 burst to finish off heave control decks before they blow you up with malygos or taunt you into oblivion. Not sure what to cut for it tho.
Not enough stall and healing to surpass aggro, not at all. Druid can play this type of deck because of ramp and armor/taunts to stop the aggression, but rogue... has to play on the board, you need SI:7 and some early game, at least.
OK so with me being greedy I wanna keep valeera if possible, now with that being said you lets say you go +2 Si Agents for -1 Sprint, and -1 Zola and then you go - 2 Saps and maybe add a couple strong 1 or 2 drops (depending on what they release) now I think we are really working towards making this viable thanks for the replies.
I think for the final piece in early game: -1 fan of knives cuz it only is that powerfully against paladins and +1 doomsayer or maybe even a tar creeper or another early game taunt. I main rogue and this is overall a great deck, first thing I’m gonna try.
I think for the final piece in early game: -1 fan of knives cuz it only is that powerfully against paladins and +1 doomsayer or maybe even a tar creeper or another early game taunt. I main rogue and this is overall a great deck, first thing I’m gonna try.
I agree. I think a little more early game never could hurt anyone I think in this case I am considering adding Tar Creeper or Lone Champion and we already have so much draw it wont hurt us to remove one Fan of Knives, thanks for the input.
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My issue with this is....what do you do in the first few turns? Play a 1/1 for two? This deck has nothing to keep it going in the early turns of the game. It just seems like any aggro is going to trample it.
Pray, Pray real hard you draw backstab. In all seriousness that was my issue with it as well but I couldn't bring myself to remove anything, if you have any suggestions im open to a discussion.
If you want to make it at least slightly possibly to kill agro, id remove 1 sprint and zola for 2 SI:7 Agent's. you have plenty for draw and value already without them.
In hindsight the Dk is a bit greedy and you don't necessarily need Zola either so if I personally had to pull two cards for two one drops that's what I would take out, Again though I'm up for a discussion this list is nowhere near optimal but I wanna get it there. Maybe they will release a good one drop for rogue.
I agree, and when making this SI agent was a card I wanted but couldn't really find a spot for will 2 SI agents be enough for aggro along with 2 backstabs or will more tools be needed? Imo I believe it will be enough.
That entirely depends on how aggressive the meta will be. In a meta as slow as it is currently i think 2 Si's will be fine but if the meta turns out to be like 50 percent zoo mech decks, then slow rogues just won't be playable as an archetype. SI:7 agent is still the strongest early tempo tool in the game and it gets even better when you are playing a double shadowstep deck.
Also you probably might want leeroy in this deck to give you the extra 12 burst to finish off heave control decks before they blow you up with malygos or taunt you into oblivion. Not sure what to cut for it tho.
OK so with me being greedy I wanna keep valeera if possible, now with that being said you lets say you go +2 Si Agents for -1 Sprint, and -1 Zola and then you go - 2 Saps and maybe add a couple strong 1 or 2 drops (depending on what they release) now I think we are really working towards making this viable thanks for the replies.
I took a look, looks promising I especially like the inclusion of cheat death work very well for the combo.
I think for the final piece in early game: -1 fan of knives cuz it only is that powerfully against paladins and +1 doomsayer or maybe even a tar creeper or another early game taunt. I main rogue and this is overall a great deck, first thing I’m gonna try.
I agree. I think a little more early game never could hurt anyone I think in this case I am considering adding Tar Creeper or Lone Champion and we already have so much draw it wont hurt us to remove one Fan of Knives, thanks for the input.