I had an idea today regarding a pure charge minion centered deck with pure direct rogue damage. The idea is to be the aggresor and keep the pressure by ignoring the other enemy heroes minions and going for the hero with your charge creatures and rogue direct damage. This will result in him either forcing his attention on stoping the charge creatures or trying to kill you before you do him.
If each creature gets one hit to the enemy hero due to its charge mechanic before dying that equals to 20+ damage just from charges; after that they serve their purpose and can be terminated. Its not about swarming its literally charge, hit then die. The direct rogue damage can fill the 10-15 damage which means only 40% of the minions need to get the hit on the hero for this deck to win.
While I understand your reasoning behind this deck, ignoring enemy heroes minions and going for the hero with your charge creatures and direct rogue damage is not as viable as you think, it really is situational because you might end up being counter by heavy control decks which momentarily are the main attraction.From my experience, which I may be totally wrong is that the game works as Board Control>Card Advantage>Health.Also your card draw potential is very limited to only 2x Shivs which will lead to Top-decking.
Murumi played an amazing direct-damage rogue, beat me multiple times convincingly. (Granted, Direct Damage vs Warlock borders hard-countered)
- Played two Vanishes, two saps for board control - Only minions I saw were two Leper Gnomes and a Wolf Rider - Two Blade Flurry + Two Poison for max board clear/damage - Ran both Perditions Blade and Assassin's Blade - Two Sinister, Two Head Cracks for direct damage - Two assassinates to clear big minions
That's all I really recall. Basically, the board clear is insane with Blade Flurry and deals extra damage on top of it (Basically nukes you for 10 damage). Two Evis, two Sinister for direct damage and Perditions Blade as well. Sap/Vanish clears entire board and sets up some pretty neat stuff. Leper Gnome gets enemy down to lower life. Assassinate for big targets.
On turn one turn, I got Poison and attacked for 5, Blade Flurry to clear my board and 5 more damage, Evis, then Shiv'd. Fun stuff. Probably the most interesting deck I've played in a long time that punishes the aggro meta for lack of taunts.
Hi guys,
I had an idea today regarding a pure charge minion centered deck with pure direct rogue damage. The idea is to be the aggresor and keep the pressure by ignoring the other enemy heroes minions and going for the hero with your charge creatures and rogue direct damage. This will result in him either forcing his attention on stoping the charge creatures or trying to kill you before you do him.
If each creature gets one hit to the enemy hero due to its charge mechanic before dying that equals to 20+ damage just from charges; after that they serve their purpose and can be terminated. Its not about swarming its literally charge, hit then die. The direct rogue damage can fill the 10-15 damage which means only 40% of the minions need to get the hit on the hero for this deck to win.
While I understand your reasoning behind this deck, ignoring enemy heroes minions and going for the hero with your charge creatures and direct rogue damage is not as viable as you think, it really is situational because you might end up being counter by heavy control decks which momentarily are the main attraction.From my experience, which I may be totally wrong is that the game works as Board Control>Card Advantage>Health.Also your card draw potential is very limited to only 2x Shivs which will lead to Top-decking.
Ive seen this work. But as far as a deck depending on top deck goes - this is pretty much it.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Murumi played an amazing direct-damage rogue, beat me multiple times convincingly. (Granted, Direct Damage vs Warlock borders hard-countered)
- Played two Vanishes, two saps for board control
- Only minions I saw were two Leper Gnomes and a Wolf Rider
- Two Blade Flurry + Two Poison for max board clear/damage
- Ran both Perditions Blade and Assassin's Blade
- Two Sinister, Two Head Cracks for direct damage
- Two assassinates to clear big minions
That's all I really recall. Basically, the board clear is insane with Blade Flurry and deals extra damage on top of it (Basically nukes you for 10 damage). Two Evis, two Sinister for direct damage and Perditions Blade as well. Sap/Vanish clears entire board and sets up some pretty neat stuff. Leper Gnome gets enemy down to lower life. Assassinate for big targets.
On turn one turn, I got Poison and attacked for 5, Blade Flurry to clear my board and 5 more damage, Evis, then Shiv'd. Fun stuff. Probably the most interesting deck I've played in a long time that punishes the aggro meta for lack of taunts.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post