Hey guys this is my first attempt at a combo rogue deck. The idea of the deck was to build around some cards I really like, mainly SI:7, Questing Adventurer, and Edwin VanCleef. Below is the decklist:
Some of the cards seem weird, but they have been working for me. I love playing the mountain giant with a full hand, baiting out the opponents big removal spell, and then dropping a fat 8/8 or 10/10 VanCleef, they seldom have an answer for these back to back plays. I really like the questings as well, as opponents seem to be willing to spend 2 or even 3 cards to get rid of it. The SI:7s and the eviscerates help me keep the board clear until I can get out my endgame plays, those being questing, vancleef, and giant.
The main issues I'm having is running out of steam if I don't catch a sprint by turn 6-7, I was thinking of dropping the Perdition's Blade for Sprint, but I don't like the idea of possibly getting 2 sprints in my hand.
Any ideas or obvious card upgrades would be much appreciated! I made this out of what limited cardpool I have available, but I am willing to craft almost anything if it would be a major improvement, thanks again!
I've made my first and second revisions to this deck. I took out the giant and added another sprint, I also took out the perdition's blade and fan of knives and added in Auctioneers, taking the idea from the once popular miracle rogue deck. I see that my deck is approaching the miracle deck, however I think it is more geared toward early game board control while trying to get out one or two really big threats in the midgame. I have managed a turn 3 kill while going second with getting out a questing adventurer on turn 2, that was pretty fun. Here is the decklist, any suggestions would be great:
The card engine is insane with this deck, I may swap out a the engineers for something with a little more muscle, though I have no idea what yet. I may even try just added a headcrack and a sinister strike in their place. I have gotten from rank 25 to rank 17 with this while only losing one game due to a horrible draw and mulligan (somehow I had no plays until my fourth turn).
You think dropping the engineers for a Commander and maybe another strong early game minion would be good? Something like a faerie dragon or harvest golem?
Edit: Also, with only 4 direct damage spells, would it be wise to drop the bloodmage in lieu of something a bit more useful for the deck, perhaps an early taunter or a late game minion that doesn't need to be combo'd into the field?
Also, I seem to have trouble with decks with lots of CC like mage decks. I lost to a doomsayer + nova combo, as well as back to back blizzards on my full board (I thought it was safe to flood, as he had wasted a flamestrike already). I feel like a little bit of board clear is needed, but I'm not sure how to do that. Perhaps the card that destroys my weapon and does it's damage to all minions? I can't recall the name of it right now.
I would probably go with harvest golem,it might synergize a bit better with your deck and in the process eat up your opponents removal. It is true, bloodmage could maybe be dropped. Not sure how you want to play your deck, but maybe a twilight drake could be good if you sometimes hold onto your cards for those big combos. Ravenholdt assassin might also be a good choice for that big creature alternative. He's hard to kill while stealthed unless you're playing certain spell damage decks.
I hadn't thought of the Twilight Drake, that's an excellent idea! I think I will take out the 2 engineers and the thalnos and add in a golem and 2 drakes, see how that goes. I might take one of them out and add in an assassinate/commander if I think it's necessary.
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Hey guys this is my first attempt at a combo rogue deck. The idea of the deck was to build around some cards I really like, mainly SI:7, Questing Adventurer, and Edwin VanCleef. Below is the decklist:
Some of the cards seem weird, but they have been working for me.
I love playing the mountain giant with a full hand, baiting out the opponents big removal spell, and then dropping a fat 8/8 or 10/10 VanCleef, they seldom have an answer for these back to back plays. I really like the questings as well, as opponents seem to be willing to spend 2 or even 3 cards to get rid of it.The SI:7s and the eviscerates help me keep the board clear until I can get out my endgame plays, those being questing, vancleef, and giant.The main issues I'm having is running out of steam if I don't catch a sprint by turn 6-7,
I was thinking of dropping the Perdition's Blade for Sprint, but I don't like the idea of possibly getting 2 sprints in my hand.Any ideas or obvious card upgrades would be much appreciated! I made this out of what limited cardpool I have available, but I am willing to craft almost anything if it would be a major improvement, thanks again!
Edit: edited with current decklist.
I've made my first and second revisions to this deck. I took out the giant and added another sprint, I also took out the perdition's blade and fan of knives and added in Auctioneers, taking the idea from the once popular miracle rogue deck. I see that my deck is approaching the miracle deck, however I think it is more geared toward early game board control while trying to get out one or two really big threats in the midgame. I have managed a turn 3 kill while going second with getting out a questing adventurer on turn 2, that was pretty fun. Here is the decklist, any suggestions would be great:
The card engine is insane with this deck, I may swap out a the engineers for something with a little more muscle, though I have no idea what yet. I may even try just added a headcrack and a sinister strike in their place. I have gotten from rank 25 to rank 17 with this while only losing one game due to a horrible draw and mulligan (somehow I had no plays until my fourth turn).
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I would maybe add another assassinate or commander for some extra removal, and drop some card draw if you can spare it. Looks pretty good overall.
You think dropping the engineers for a Commander and maybe another strong early game minion would be good? Something like a faerie dragon or harvest golem?
Edit: Also, with only 4 direct damage spells, would it be wise to drop the bloodmage in lieu of something a bit more useful for the deck, perhaps an early taunter or a late game minion that doesn't need to be combo'd into the field?
Also, I seem to have trouble with decks with lots of CC like mage decks. I lost to a doomsayer + nova combo, as well as back to back blizzards on my full board (I thought it was safe to flood, as he had wasted a flamestrike already). I feel like a little bit of board clear is needed, but I'm not sure how to do that. Perhaps the card that destroys my weapon and does it's damage to all minions? I can't recall the name of it right now.
I would probably go with harvest golem,it might synergize a bit better with your deck and in the process eat up your opponents removal. It is true, bloodmage could maybe be dropped. Not sure how you want to play your deck, but maybe a twilight drake could be good if you sometimes hold onto your cards for those big combos. Ravenholdt assassin might also be a good choice for that big creature alternative. He's hard to kill while stealthed unless you're playing certain spell damage decks.
I hadn't thought of the Twilight Drake, that's an excellent idea! I think I will take out the 2 engineers and the thalnos and add in a golem and 2 drakes, see how that goes. I might take one of them out and add in an assassinate/commander if I think it's necessary.