So I have been thinking a lot about how to make Tempo Rogue viable. In my opinion, the biggest thing holding it back is the inability to get past Sprint without losing tempo. So along those lines:
What do you think about a 4-1 charge 6 cost pirate with Battlecry: Your opponent's minions cost 5 more next turn. Essentially, this would help clean up the board and would only require you to deal with 1 turn worth of minions when you play Sprint on 7.
Alternatively, what about adding "Your opponent's minions cost 2 more next turn" to Sprint itself?
Hmmm, seems a bit too strong. I like sprint because it fills a niche that not many other cards can. It lets you take a turn AFTER you have probably lost control against a control deck, to dig for damage. It can't work to well as a draw engine, but you can use it like a tracking to find damage like hunter does. So you could make tempo rogue more aggressive with undertaker and leaper gnome and other early minions to try to end the game on turn 8.
If it were changed like that, prep+sprint would be crazy crazy good. So, probably no.
Tempo Rogue really needs something unfair, though. As it stands now, I don't think it's viable. Too few options, too little value... Even my basic watcher druid deck that I threw together works better than tempo rogue at the moment. Too hard to get tempo against the naxx cards, too. Now with GVG killing off miracle, I was hoping that tempo would get something, but so far apart from the auto-barber, the rest of the cards don't seem very tempo to me.
The main thing keeping Tempo Rogue out of the meta is Sludge Belcher. This card is almost always a 2-3 for 1 against a Rogue. It essentially stops any early advantage you have built dead on its tracks, since now your little guys and/or your direct damage have to get sacrificed to get past this stupid beast if you couldn't draw Sap.
What Rogue really needs is an efficient answer to shit like Sludge Belcher. I was kind off disappointed with Sabotage since I thought it could be the card I was looking for, something along the lies of "Silence and enemy minion, then destroy it".
So I have been thinking a lot about how to make Tempo Rogue viable. In my opinion, the biggest thing holding it back is the inability to get past Sprint without losing tempo. So along those lines:
What do you think about a 4-1 charge 6 cost pirate with Battlecry: Your opponent's minions cost 5 more next turn. Essentially, this would help clean up the board and would only require you to deal with 1 turn worth of minions when you play Sprint on 7.
Alternatively, what about adding "Your opponent's minions cost 2 more next turn" to Sprint itself?
Hmmm, seems a bit too strong. I like sprint because it fills a niche that not many other cards can. It lets you take a turn AFTER you have probably lost control against a control deck, to dig for damage. It can't work to well as a draw engine, but you can use it like a tracking to find damage like hunter does. So you could make tempo rogue more aggressive with undertaker and leaper gnome and other early minions to try to end the game on turn 8.
If it were changed like that, prep+sprint would be crazy crazy good. So, probably no.
Tempo Rogue really needs something unfair, though. As it stands now, I don't think it's viable. Too few options, too little value... Even my basic watcher druid deck that I threw together works better than tempo rogue at the moment. Too hard to get tempo against the naxx cards, too. Now with GVG killing off miracle, I was hoping that tempo would get something, but so far apart from the auto-barber, the rest of the cards don't seem very tempo to me.
The main thing keeping Tempo Rogue out of the meta is Sludge Belcher. This card is almost always a 2-3 for 1 against a Rogue. It essentially stops any early advantage you have built dead on its tracks, since now your little guys and/or your direct damage have to get sacrificed to get past this stupid beast if you couldn't draw Sap.
What Rogue really needs is an efficient answer to shit like Sludge Belcher. I was kind off disappointed with Sabotage since I thought it could be the card I was looking for, something along the lies of "Silence and enemy minion, then destroy it".