I would too, I lack prep unfortunately, or I would probably only exclusively play miracle rogue, and eventually spell rogue when I get maly but yes, rogues really do need "Recuperate" added as a form of healing... That + an improvement to cards like kidnapper... and I would also like to see sprints cost reduced but make it a combo card to get all 4 cards.
MIracle rogue is very fun, also I do agree that sprint should cost less, it should cost 6 mana not 7. Arcane intellect cost 3 mana for 2 cards, so 6 mana for 4 cards would make more sense. When it comes to kidnapper I would say total reworking, that card is one of the worst cards in the game, no joke.
Deck Update
Removal of IronBeak Owl for Sunfury Protector Reasoning:
Owl is great, but it is not a 2 drop or even a 3 drop, it is a late-mid-game drop that has no board presence. Yes silencing a minion can be huge but in most cases the minion you silence is still powerful and annoying to deal with. I will say this, Once curse of Naxramas comes out prep your birds and spell breakers because there are going to be so many people experimenting with death rattle you are going to need silence. For now though having a minion that can help with momentum and defense is more important. The reason I choose sunfury over Defender is to keep my curve low, and also have the option to drop it as a 2/3 if I need it for tempo. You can easily justify running defender over sunfury.
One of my favorite things about tempo rogues is that are so many variants of it out there that all work well. There really is no standard or best variant of tempo rogue, it what makes tempo rogue strong. It is more about what you want to gear your tempo rogue to deal with, which is why I think tempo rogue will be around for a while, it just so versatile.
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Just played Darklng and this deck, it was very reactive against druid token and ran out of steam and cards after a 3v1 swipe. Was an easy matchup. How does this do well against agro?
Just played Darklng and this deck, it was very reactive against druid token and ran out of steam and cards after a 3v1 swipe. Was an easy matchup. How does this do well against agro?
Where you the druid that innervated + Azure drake turn 3, then turn 4 Violent teacher+ innervate+coin+claw+Power of the wild? That's a pretty insane start, crazy to have that set of cards by turn 4. My opening hand wasn't that good, all I had was removal and high cost minions in my hand so I was forced to play reactive, though I only lost by one turn, had lethal in my hand, I felt pretty good about the match. Coming back and almost winning with my opponent having an insanely good start, and me having a bad start doesn't make me feel to bad. First druid I have lost to in a while, so I have to give you props if that was you.
The deck does fine against aggro, most of my loses come from mage's, paladin's and warrior's, those are my even match ups so its about who draws what and who plays their cards right.
That was me I'll add you as a friend and we can play some games.
Sounds good to me : D I work all day today so I will not be back until late but tomorrow morning or later I wouldn't mind it : ) always fun to practice against friends
Just played Darklng and this deck, it was very reactive against druid token and ran out of steam and cards after a 3v1 swipe. Was an easy matchup. How does this do well against agro?
Where you the druid that innervated + Azure drake turn 3, then turn 4 Violent teacher+ innervate+coin+claw+Power of the wild? That's a pretty insane start, crazy to have that set of cards by turn 4.
Just played Darklng and this deck, it was very reactive against druid token and ran out of steam and cards after a 3v1 swipe. Was an easy matchup. How does this do well against agro?
Where you the druid that innervated + Azure drake turn 3, then turn 4 Violent teacher+ innervate+coin+claw+Power of the wild? That's a pretty insane start, crazy to have that set of cards by turn 4.
In my home town we call that getting butt raped.
Druids are pretty thorny.... Wait..
lol Yeah pretty much, if thats the kind of start that is needed along with a bad start on my end in order to take my deck down I think I will be okay : P If the odds need to be stacked against me that hard to lose then I think I'm good : D
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I would have been surprised if you managed to live through that start especially with a tempo deck, against a crazy tempo opening.
Actually lost by 1 turn, had the druid down to 8 health and had rag on the board and 12 damage in my hand and a poisoned dagger D : so close, would have been an epic come back.
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lets make this short and sweet its the 4th and I need to go watch fireworks while I get drunk
Added x 1 Blade flurry and x1 Assassinate
Blade flurry because of token druid and Zoo, might as well have some big board clear with so many board flooder's running around. Assassinate because I like to have a way to clear a huge minion or an awkward one. Use it against huge legends obviously, but also water elementals (Had to make valuable trades against them), Big taunts, Doomguards, basically what ever is goiing to cost me way to many resources to deal with.
Enjoy and happy 4th
THREAD HAS BEEN CLEANED UP AND ALL STRATEGIES ARE NOW UP TO DATE AND INCLUDE ALL DECK STRATEGIES IN THE META
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Pretty good starting deck for a mid-range tempo rogue, even though your missing some cards I think you made some good replacements. Though there are some issues with the deck and a couple cards I would definitely remove.
First and foremost remove the Arcane Golem. That card only works in hyper aggro decks, and mid-range rogue is not one of them. I would also remove the Assassin's Blade. Your curve is very high right now, since you lack a second SI:7 and Perdition's Blade, you are low on your early/mid-game removal so in order to keep tempo your going to need lower drops not higher ones. I do like Ragnaros though, keep him for sure. Also remove the one of the Saps, you always want one sap in your tempo deck, two saps is a little bit of over kill though. Its an emergency card, to remove taunts, a super buffed minion, or give you an extra turn to deal with something. You only Need one of these, you do not want more cards that will help you keep tempo.
Here some cards to consider replacing the 3 cards I mentioned above. I would say 2 Faerie Dragons to start, you need some lower drop minions to help you keep tempo early game and since fairy dragon cannot be the target of spells or hero powers, it can be a strong minion to start with. For the 3rd card I would recommend Kobold Geomancer. Having some more spell damage boost can be priceless, and until you have Bloodmage Thalnos, Kobold will have to do. Once you have a second SI:7 Agent and a Perdition's Blade I would remove the Fairy dragons for them. Once you get a second Defender of Argus, remove the yeti for him.
Thanks for advices! I have a second Defender of Argus, but I'm thinking that most of the times he'll be a dead card in my hand, but I'll try running two to see how it works. Also I almost have 100 dust what do you think should I craft first SI:7 Agent, Perdition's Blade or a second Blade Flurry?
A second blade flurry is actually uncommon in tempo rogues, so you can move that to the bottom of your crafting list. I would craft SI:7 Agent first, then the Perdition's Blade. SI:7 is one of the best 3 drops in the entire game.
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Reasoning: Assassinate just wasn't doing it for me, it was nice to take out some of those bulkier minions, though card efficient, it just cost to much for the efficiency. Loot hoarder, needed to make room for other things, and with enough card draw already this minion just dies to quick to justify running 2 of him at the moment. Defender of Argus, still and amazing card, but it can be difficult to find the opportunity to play him down on 2 minions, so having more than 1 is a no at the moment. Sen'jin, great taunt, needed to make room for better things and the 4 drops and larger minions are getting a little heavy so dropping 1 sen'jin was the best choice. Still think it is important to have an emergency taunt if you need him though.
Reasoning: Though VanCleef can be clunky and can be hard to find the right time to play him, even a 4/4 for 3 mana is great value, which is what tempo rogue is all about, so I decided to add him and it has been working out very well. Though once Nax comes out silence will be every where, so once that happens he might see a removal just because of the sheer number of silences, and its not like this deck really has many other things to silence. Spiteful can be clunky as well but he is a good body and can offer you a lot of extra damage for your dagger, though because he is slow and clunky I cannot justify running more than 1 of him. Even so he has great value and can usually get your opponent to use a resource or 2 on him. Leeroy always finds his way back into my deck from time to time, he is a solid finisher or a great source of damage if you have to remove an enemy minion. Cold blood works very well with this deck, can give your minions the extra punch they need to finish off your opponent or an enemy minion.
MIracle rogue is very fun, also I do agree that sprint should cost less, it should cost 6 mana not 7. Arcane intellect cost 3 mana for 2 cards, so 6 mana for 4 cards would make more sense. When it comes to kidnapper I would say total reworking, that card is one of the worst cards in the game, no joke.
Deck Update
Removal of IronBeak Owl for Sunfury Protector Reasoning:
Owl is great, but it is not a 2 drop or even a 3 drop, it is a late-mid-game drop that has no board presence. Yes silencing a minion can be huge but in most cases the minion you silence is still powerful and annoying to deal with. I will say this, Once curse of Naxramas comes out prep your birds and spell breakers because there are going to be so many people experimenting with death rattle you are going to need silence. For now though having a minion that can help with momentum and defense is more important. The reason I choose sunfury over Defender is to keep my curve low, and also have the option to drop it as a 2/3 if I need it for tempo. You can easily justify running defender over sunfury.
One of my favorite things about tempo rogues is that are so many variants of it out there that all work well. There really is no standard or best variant of tempo rogue, it what makes tempo rogue strong. It is more about what you want to gear your tempo rogue to deal with, which is why I think tempo rogue will be around for a while, it just so versatile.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
Just played Darklng and this deck, it was very reactive against druid token and ran out of steam and cards after a 3v1 swipe. Was an easy matchup. How does this do well against agro?
Where you the druid that innervated + Azure drake turn 3, then turn 4 Violent teacher+ innervate+coin+claw+Power of the wild? That's a pretty insane start, crazy to have that set of cards by turn 4. My opening hand wasn't that good, all I had was removal and high cost minions in my hand so I was forced to play reactive, though I only lost by one turn, had lethal in my hand, I felt pretty good about the match. Coming back and almost winning with my opponent having an insanely good start, and me having a bad start doesn't make me feel to bad. First druid I have lost to in a while, so I have to give you props if that was you.
The deck does fine against aggro, most of my loses come from mage's, paladin's and warrior's, those are my even match ups so its about who draws what and who plays their cards right.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
That was me I'll add you as a friend and we can play some games.
Sounds good to me : D I work all day today so I will not be back until late but tomorrow morning or later I wouldn't mind it : ) always fun to practice against friends
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
In my home town we call that getting butt raped.
Druids are pretty thorny.... Wait..
lol Yeah pretty much, if thats the kind of start that is needed along with a bad start on my end in order to take my deck down I think I will be okay : P If the odds need to be stacked against me that hard to lose then I think I'm good : D
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
I would have been surprised if you managed to live through that start especially with a tempo deck, against a crazy tempo opening.
Actually lost by 1 turn, had the druid down to 8 health and had rag on the board and 12 damage in my hand and a poisoned dagger D : so close, would have been an epic come back.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
Deck up date 7/4/2014
lets make this short and sweet its the 4th and I need to go watch fireworks while I get drunk
Added x 1 Blade flurry and x1 Assassinate
Blade flurry because of token druid and Zoo, might as well have some big board clear with so many board flooder's running around. Assassinate because I like to have a way to clear a huge minion or an awkward one. Use it against huge legends obviously, but also water elementals (Had to make valuable trades against them), Big taunts, Doomguards, basically what ever is goiing to cost me way to many resources to deal with.
Enjoy and happy 4th
THREAD HAS BEEN CLEANED UP AND ALL STRATEGIES ARE NOW UP TO DATE AND INCLUDE ALL DECK STRATEGIES IN THE META
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
Pretty good starting deck for a mid-range tempo rogue, even though your missing some cards I think you made some good replacements. Though there are some issues with the deck and a couple cards I would definitely remove.
First and foremost remove the Arcane Golem. That card only works in hyper aggro decks, and mid-range rogue is not one of them. I would also remove the Assassin's Blade. Your curve is very high right now, since you lack a second SI:7 and Perdition's Blade, you are low on your early/mid-game removal so in order to keep tempo your going to need lower drops not higher ones. I do like Ragnaros though, keep him for sure. Also remove the one of the Saps, you always want one sap in your tempo deck, two saps is a little bit of over kill though. Its an emergency card, to remove taunts, a super buffed minion, or give you an extra turn to deal with something. You only Need one of these, you do not want more cards that will help you keep tempo.
Here some cards to consider replacing the 3 cards I mentioned above. I would say 2 Faerie Dragons to start, you need some lower drop minions to help you keep tempo early game and since fairy dragon cannot be the target of spells or hero powers, it can be a strong minion to start with. For the 3rd card I would recommend Kobold Geomancer. Having some more spell damage boost can be priceless, and until you have Bloodmage Thalnos, Kobold will have to do. Once you have a second SI:7 Agent and a Perdition's Blade I would remove the Fairy dragons for them. Once you get a second Defender of Argus, remove the yeti for him.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
A second blade flurry is actually uncommon in tempo rogues, so you can move that to the bottom of your crafting list. I would craft SI:7 Agent first, then the Perdition's Blade. SI:7 is one of the best 3 drops in the entire game.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
DECK UPDATE
May look like a lot but I only changed 4 cards.
Removed x1 assassinate, x1 Loot Hoarder, x1 Defender of Argus, x1 Senj'in
Reasoning: Assassinate just wasn't doing it for me, it was nice to take out some of those bulkier minions, though card efficient, it just cost to much for the efficiency. Loot hoarder, needed to make room for other things, and with enough card draw already this minion just dies to quick to justify running 2 of him at the moment. Defender of Argus, still and amazing card, but it can be difficult to find the opportunity to play him down on 2 minions, so having more than 1 is a no at the moment. Sen'jin, great taunt, needed to make room for better things and the 4 drops and larger minions are getting a little heavy so dropping 1 sen'jin was the best choice. Still think it is important to have an emergency taunt if you need him though.
Added x1 VanCleef, x1 Spiteful Smith, x1 Leeroy, x1 Cold Blood
Reasoning: Though VanCleef can be clunky and can be hard to find the right time to play him, even a 4/4 for 3 mana is great value, which is what tempo rogue is all about, so I decided to add him and it has been working out very well. Though once Nax comes out silence will be every where, so once that happens he might see a removal just because of the sheer number of silences, and its not like this deck really has many other things to silence. Spiteful can be clunky as well but he is a good body and can offer you a lot of extra damage for your dagger, though because he is slow and clunky I cannot justify running more than 1 of him. Even so he has great value and can usually get your opponent to use a resource or 2 on him. Leeroy always finds his way back into my deck from time to time, he is a solid finisher or a great source of damage if you have to remove an enemy minion. Cold blood works very well with this deck, can give your minions the extra punch they need to finish off your opponent or an enemy minion.
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.