A fair point. Those three may have been played in Gadgetzan, but I've not seen them in Un'Goro at all (only Quest or Miracle) and those three aren't being played enough right now to show up in the statistic websites I've looked at. If they are still good, why aren't they being played? I honestly don't know, but have some guesses on some of them:
A lot of the better Deathrattle minions rotated to Wild, but we can probably expect to see N'Zoth Rogue come back after another expansion or two widens the deathrattle pool. It was the closest to a late game archetype Rogue ever had, but it relied mostly on neutral cards.
Jade Rogue was the weakest of the Jade classes with the fewest Jade cards, even with Unearthed Raptor (now a Wild card) doubling up on the Deathrattle Jade minions.
The Water Package feels pretty strong, and I've played it in a Quest Rogue deck where it won me the game before I completed the quest. It should be able to stand on its own but I haven't seen it being actively used. Someone with more experience could probably explain why it isn't currently seeing play, but of the three I would expect to have seen this one.
@WraithM; there are a couple of archetypes that are under the radar for Rogue I think. Water is one of them, and then there's a lot of buzz about Tempo Rogue as well. The main issue I think is just that Miracle/Quest are just head and shoulders better as it is so that's what people would rather be playing with. It's kind of like Control Shaman, where it tends to just not get played even if it's perfectly fine as a deck.
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A fair point. Those three may have been played in Gadgetzan, but I've not seen them in Un'Goro at all (only Quest or Miracle) and those three aren't being played enough right now to show up in the statistic websites I've looked at. If they are still good, why aren't they being played? I honestly don't know, but have some guesses on some of them:
A lot of the better Deathrattle minions rotated to Wild, but we can probably expect to see N'Zoth Rogue come back after another expansion or two widens the deathrattle pool. It was the closest to a late game archetype Rogue ever had, but it relied mostly on neutral cards.
Jade Rogue was the weakest of the Jade classes with the fewest Jade cards, even with Unearthed Raptor (now a Wild card) doubling up on the Deathrattle Jade minions.
The Water Package feels pretty strong, and I've played it in a Quest Rogue deck where it won me the game before I completed the quest. It should be able to stand on its own but I haven't seen it being actively used. Someone with more experience could probably explain why it isn't currently seeing play, but of the three I would expect to have seen this one.
Nah, I didn't mean right now, that's why I used past tense. I was referring to your first sentence in your post, claiming that rogue only had Miracle as the only playable archetype in a long time and I simply wanted to remind about the other deck-types back in gadgetzan.
About your points - there isn't much to be discussed, because rogue really lost important cards after the second rotation and many decks, which were played before, don't have enough support. This also goes to the water rogue, because it lost Silent Knight, the 3 mana 2/1 charger and Azure Drake.
Nah, I didn't mean right now, that's why I used past tense. I was referring to your first sentence in your post, claiming that rogue only had Miracle as the only playable archetype in a long time and I simply wanted to remind about the other deck-types back in gadgetzan.
About your points - there isn't much to be discussed, because rogue really lost important cards after the second rotation and many decks, which were played before, don't have enough support. This also goes to the water rogue, because it lost Silent Knight, the 3 mana 2/1 charger and Azure Drake.
Ah, I see now where you are coming from. Rogue used to have Oil Rogue, too, so I certainly didn't mean to imply that is all they ever had. Those three decks could also have had more impact than I gave them credit for back in Gadgetzan, but for sure right now in the post Un'Goro meta they are not around as much.
On the topic of Water Rogue, I didn't realize Silent Knight, Argent Horserider, and Azure Drake were that important, having only recently experimented with Finja after getting it from a pack. It's an archetype I never got to experience much of because I only started playing Rogue rather recently after giving up on getting Preparation from packs and just crafting them.
@WraithM; there are a couple of archetypes that are under the radar for Rogue I think. Water is one of them, and then there's a lot of buzz about Tempo Rogue as well. The main issue I think is just that Miracle/Quest are just head and shoulders better as it is so that's what people would rather be playing with. It's kind of like Control Shaman, where it tends to just not get played even if it's perfectly fine as a deck.
What is Tempo Rogue? Is that a midrange archetype where you try to curve out as strong as you can while using tempo removal like the zero mana Backstab to get ahead?
Back on the topic of Quest Rogue and/or Miracle Rogue, I would have to agree that those are the strongest Rogue archetypes. Maybe future expansions will let some of these other 'hidden' archetypes come back into more popular play.
Quest rogue will be nerfed. This is the worst nerf that blizzard could make. It will simply destroy quest rogue, making quest rogue very week agaist aggro and it will not change how quest rogue will rape controls. In my opinion the nerf should be done in totally opposite way. Making something: play 3 minions with the same name and your minions will became 4/4.(even reducing the mana cost of cristal core). With a nerf like that quest rogue will be stronger agaist aggro and weeker agaist control (4/4 is not a big issue for a control deck, reducing the strange shape/win of quest rogue). So blizzard thank you again, when you don't know how treat a nerf you simply destroy the card. And in any case quest rogue has not a win/rate like mage or paladin or warrior that require a nerf, so fuck again blizzard.
Lul, 3 minions and reward cost discounted, are you serious dude? Why bother? Let's make it directly 1 drop "your minions are 4/4". Dont worry, your beloved super skilled QR will keep destroy control. You are just gonna get wrecked by aggro more often and brutally
Interestingly Sunkeeper Tarim changes them to 3/3 instead of keeping them 5/5.
Spells and Battlecry effects like Sunkeeper Tarim, Aldor Peacekeeper, Keeper of Uldaman, Humility, and Hunter's Mark all can change the stats from the Crystal Core 5/5 baseline just like they can on normal minions. It is Transform Effects which end up creating new minions as 5/5's that has most people confused because the Crystal Core makes all of their minions as 5/5's. Honestly the card text needs to update to reflect that, but because only Hex, Polymorph, and Mystic Wool actually mention stats I'm not sure they will. I personally think they should have a red highlight to show the change in interaction after your opponent plays the Core, which would be a nice quality of life enhancement for those cards now that the Core is a thing. Other cards that summon token minions for your opponent like Cornered Sentry or Leeroy Jenkins to name a few could also benefit from that.
If quest rogue will be nerfed will fall in tier 9 (actually is tier 3) and nobody will play it.
Oh no, if they nerf an uninteractive deck that actually ENCOURAGES people to play more aggro decks, people might not play it as much. Well my heart just bleeds hearing that.
I think you're talking about 3 iceblock (generating more than 2 obviously, so sometimes 3, or 4 iceblocks i have seen to be fairly common the real card screaming for an unplayable status) freeze your board for at least 5 or 6 fucking turns a game mages. Talk about "uninteractive deck" eh? at least the rogues only wasted less than 5 minutes of your time if you didn't concede on the portrait , only scrubsand psychopaths play mages now (now that priests can't steal half your game and wipe the other half after standard). bad guy blizz will never nerf mages though.
A fair point. Those three may have been played in Gadgetzan, but I've not seen them in Un'Goro at all (only Quest or Miracle) and those three aren't being played enough right now to show up in the statistic websites I've looked at. If they are still good, why aren't they being played? I honestly don't know, but have some guesses on some of them:
@WraithM; there are a couple of archetypes that are under the radar for Rogue I think. Water is one of them, and then there's a lot of buzz about Tempo Rogue as well. The main issue I think is just that Miracle/Quest are just head and shoulders better as it is so that's what people would rather be playing with. It's kind of like Control Shaman, where it tends to just not get played even if it's perfectly fine as a deck.
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About your points - there isn't much to be discussed, because rogue really lost important cards after the second rotation and many decks, which were played before, don't have enough support. This also goes to the water rogue, because it lost Silent Knight, the 3 mana 2/1 charger and Azure Drake.
On the topic of Water Rogue, I didn't realize Silent Knight, Argent Horserider, and Azure Drake were that important, having only recently experimented with Finja after getting it from a pack. It's an archetype I never got to experience much of because I only started playing Rogue rather recently after giving up on getting Preparation from packs and just crafting them.
~38% voted "bad" or "dust it" xD
Changed my vote to "Dust it!". Have 3 copy of it (one golden) as f2p player, lol. Do you belive how lucky I am? 4 legedaries of my choice #feelgoodman
Finally, I can play Priest again in Standard. (QR was never that big of an issue in Wild, even though some popped up here and there)
You can play Priest in Standard anyway.
Interestingly Sunkeeper Tarim changes them to 3/3 instead of keeping them 5/5.
I am not a Mage player, just thought my avatar would go with my name.
'How many Blizzard employees do you need to fix a lamp? It does not matter, because they cannot balance the ladder.'
Check out my homebrewn Paladin deck.
And Freeze Mage still exits because of the f!! 2 cost.
I HATE THIS CARD!
Batata é Vida!