The idea is to survive the early game and cycle as much as possible.
The win condition is to play Dr. Boom with two Gang Up when your deck is thin enough (less than 10 cards, better to be less than 6 or 7) and play balaced Dr. Boom until your opponent leaves the game.
Probably pretty bad against Face Hunter, but all Rogue archetypes are already bad in that matchup anyways. The deck should have about the same staying power as current Oil Rogue, but different win condition.
The advantage vs current Oil Rogue is no damage limit. 7 Dr. Boom can chew through 20 Control Warrior armor easily.
I feel that gang up boom might be a bit too slow and requires your opponent to not be doing much damage to you late game while you are hoping for you boom draw. I feel you need control of the board prior to making the gang up play or it is all for nothing.
Also I think sap and blade flurry are too important as tide turners to have at 1 in any rogue deck, also you seem to have enough deck cycling so I think double Auctioneer is a bit too much and will be cloggy more than helpful
I feel that gang up boom might be a bit too slow and requires your opponent to not be doing much damage to you late game while you are hoping for you boom draw. I feel you need control of the board prior to making the gang up play or it is all for nothing.
Also I think sap and blade flurry are too important as tide turners to have at 1 in any rogue deck, also you seem to have enough deck cycling so I think double Auctioneer is a bit too much and will be cloggy more than helpful
Hey macbx_jfc, I'm also someone that thinks Gang Up will be a great card in Rogue (as you can see from my posts in the card discussion). Although I think some cards have to be changed in your list.
Basic concept:
As you stated, the goal is to survive and follow up with Gang Up.
This would lead me to the following changes/thoughts to your list:
No Dr. Boom or other late game legendary. Gang Up is the win conditions itself. Against aggro we don't want to copy Dr. Booms, against Control we will see enough minions from the opponent we can Gang Up.
Maybe only 1 Violet Teacher. We don't want to burn to much spells into her. Not sure abouth this though.
Hey macbx_jfc, I'm also someone that thinks Gang Up will be a great card in Rogue (as you can see from my posts in the card discussion). Although I think some cards have to be changed in your list.
Basic concept:
As you stated, the goal is to survive and follow up with Gang Up.
This would lead me to the following changes/thoughts to your list:
No Dr. Boom or other late game legendary. Gang Up is the win conditions itself. Against aggro we don't want to copy Dr. Booms, against Control we will see enough minions from the opponent we can Gang Up.
Maybe only 1 Violet Teacher. We don't want to burn to much spells into her. Not sure abouth this though.
I like the 1 Sprint to add consitency and the 1 Shiv. I also like the 1 Sabotage but I'm not sure if there will be room in the end.
I never thought about Gang Up being the win condition itself but I think it make sense. Against aggro, survival is winning itself. Against control, we can just copy whatever valuable legendary the opponent plays. If the opponent doesn't play any valuable legendaries, we can Gang UpViolet Teacher or Loatheb to win the game.
I still think 2 Violet Teacher is better. We may not want two but we need 2 to draw one. Same reason why some people run 2 Lay on Hands in the deck.
Trade Prince Gallywix is definitely an interesting option. If you play Gallywix on an empty board, your opponent is almost guaranteed to give the initiative back to you because he can't remove it with a spell. I think that matches the survival priority of Gang Up deck. A 5/8 body is also great for 6 mana so it's possible to keep him alive for another turn.
I'm not sure about Dark Iron Skulker. I'm currently having a really pessimistic view of that card. 5 mana is too high to combo with anything and 2 damage to all undamaged enemy minions is not going to cut it by itself unless you're against Face Hunter. Well. We will see how good he turns out to be.
If I'm not mistaken, both Gang Up and [card]Emperor Thaurissan[/card] are in the first wing of BRM, so it's possible to test this idea as soon as tomorrow, which is really nice.
When i heard about gang up first thing that came to mind is stealing some shield maidens from warriors or other beneficial buff cards from other classes late game. if someone plays rag late game and we are well into our decks our chances of drawing rag to contest the other rag's damage is very high. not to mention preparation being able to give potential removal of the other ragnaros without leaving it up to rngesus. this card has very interesting potential. I look forward to testing this. We could even do some vs testing.
I've been experimenting with what I call Mech Rattle. I like the synergy that Dr. Boom has with Baron Rivendare and/or Kel'Thuzad If you can get it it's a great Combo. Then fill out the rest with whatever. As far as I know I'm the only one running this combo. I've gotten all three once or twice, but even with Dr. Boom + one of the others it's pretty good.
The problem as with all setups is mana cost and death. So you need what I call GTFO cards or cannon fodder. Since assassinate cost 5 thats out, so instead just fill with mechs. I would use Gang Up on Mechwarper Then take out all the two and three drop mechs. Mechanical Yeti and Piloted Shredder also work well with Baron Rivendare and there are some beefy late game mechs with Force-Tank MAX and the unreliable but sometimes amazing Clockwork Giant
Maybe this could work with replacing mechs with dragons?
Currently 7-3 (6-4) with the deck. Lost to 2 Face Hunter and a combo Druid went turn 9 Emperor, turn 10 FoN+FoN+Innervate+SR. 6-4 in parentheses because there was a Paladin had perfect draw/topdeck and felt that he had a need to BM -- setting me at 1hp and but not finish (he was at 29hp). I topdecked Flurry, cleared the board, and played 3 consecutive Tirion for next 3 turn. That poor Pally never draw his 2nd Consecration and lost the game. That was pretty funny.
I haven't done any climbing this season and is currently at rank 16, but I think this is a viable idea even at high rank if fine tuned.
Another 10 games and 6-4 this time. Every game I'm winning, except one, is on back of ridiculous Emperor + Auctioneer draw synergy. By the time I Gang Up big guys, I'm already winning the game. This is awkward.
5 game win streak (72% win rate now) but all due to the drawing power of Emperor and Auctioneer. It's probably better to play something like Malygos Miracle instead of Gang Up.
I found that 2x Gang Ups have been bad in my decks. It's a total late game card but it's completely dead in my hand till there's a viable target sitting on the board. Many times I drew into two of them. Having 2 dead cards in your hand is never going to be a good tempo gain. In practice there is only one time I could think of where a second gang up could have won me a game that I otherwise lost. Also keep an eye out for better targets than Boom.
Some game winning Gangs I've made have been:
Emerald Drakes, via my opponents Yseara. 4 mana beastly bodies gave me plenty of many left to control the board.
Killed an opponents Thaddius twins. The second one I silenced then ganged up before killing. That gave me 3 creatures to summon Thaddius with in my deck.
Tirion. Rogue swinging Ashbringer!
Antique Healbot. This kept me floating high enough to come back from the burst of a mech mage. Only time I ever cast the spell midgame.
I run one Mystic due to the high amounts of hunters and mages I see in the 10-20 grind. I hit that guy once against a secret mage. I stole his counterspell and ganged her up. Opponent conceded.
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The idea is to survive the early game and cycle as much as possible.
The win condition is to play Dr. Boom with two Gang Up when your deck is thin enough (less than 10 cards, better to be less than 6 or 7) and play balaced Dr. Boom until your opponent leaves the game.
Probably pretty bad against Face Hunter, but all Rogue archetypes are already bad in that matchup anyways. The deck should have about the same staying power as current Oil Rogue, but different win condition.
The advantage vs current Oil Rogue is no damage limit. 7 Dr. Boom can chew through 20 Control Warrior armor easily.
The disadvantage is poor board clear. There is no more Blade Flurry with Tinker's Sharpsword Oil.
Viable? Any thoughts?
Meta changes the moment you switch your deck.
I feel that gang up boom might be a bit too slow and requires your opponent to not be doing much damage to you late game while you are hoping for you boom draw. I feel you need control of the board prior to making the gang up play or it is all for nothing.
Also I think sap and blade flurry are too important as tide turners to have at 1 in any rogue deck, also you seem to have enough deck cycling so I think double Auctioneer is a bit too much and will be cloggy more than helpful
Id say try -1 Gadgetzan Auctioneer, 1x Sap or Blade flurry
I think one Sap is fine but two Blade Flurry is probably a better idea. Maybe I should cut Sabotage for a Tinker's Sharpsword Oil as well just for the huge BF turning turn.
Meta changes the moment you switch your deck.
Hey macbx_jfc, I'm also someone that thinks Gang Up will be a great card in Rogue (as you can see from my posts in the card discussion). Although I think some cards have to be changed in your list.
Basic concept:
This would lead me to the following changes/thoughts to your list:
- senti
I never thought about Gang Up being the win condition itself but I think it make sense. Against aggro, survival is winning itself. Against control, we can just copy whatever valuable legendary the opponent plays. If the opponent doesn't play any valuable legendaries, we can Gang Up Violet Teacher or Loatheb to win the game.
I still think 2 Violet Teacher is better. We may not want two but we need 2 to draw one. Same reason why some people run 2 Lay on Hands in the deck.
Trade Prince Gallywix is definitely an interesting option. If you play Gallywix on an empty board, your opponent is almost guaranteed to give the initiative back to you because he can't remove it with a spell. I think that matches the survival priority of Gang Up deck. A 5/8 body is also great for 6 mana so it's possible to keep him alive for another turn.
I'm not sure about Dark Iron Skulker. I'm currently having a really pessimistic view of that card. 5 mana is too high to combo with anything and 2 damage to all undamaged enemy minions is not going to cut it by itself unless you're against Face Hunter. Well. We will see how good he turns out to be.
Combining your and Kinslayer15's advice, I think I will cut one [card]Gadgetzan Auctioneer[/card], one Sabotage and Dr. Boom for one more Sap, Trade Prince Gallywix and one Blade Flurry to see how this idea turns out.
If I'm not mistaken, both Gang Up and [card]Emperor Thaurissan[/card] are in the first wing of BRM, so it's possible to test this idea as soon as tomorrow, which is really nice.
Meta changes the moment you switch your deck.
When i heard about gang up first thing that came to mind is stealing some shield maidens from warriors or other beneficial buff cards from other classes late game. if someone plays rag late game and we are well into our decks our chances of drawing rag to contest the other rag's damage is very high. not to mention preparation being able to give potential removal of the other ragnaros without leaving it up to rngesus. this card has very interesting potential. I look forward to testing this. We could even do some vs testing.
I've been experimenting with what I call Mech Rattle.
I like the synergy that Dr. Boom has with Baron Rivendare and/or Kel'Thuzad If you can get it it's a great Combo. Then fill out the rest with whatever.
As far as I know I'm the only one running this combo. I've gotten all three once or twice, but even with Dr. Boom + one of the others it's pretty good.
The problem as with all setups is mana cost and death. So you need what I call GTFO cards or cannon fodder. Since assassinate cost 5 thats out, so instead just fill with mechs. I would use Gang Up on Mechwarper Then take out all the two and three drop mechs. Mechanical Yeti and Piloted Shredder also work well with Baron Rivendare and there are some beefy late game mechs with Force-Tank MAX and the unreliable but sometimes amazing Clockwork Giant
Maybe this could work with replacing mechs with dragons?
Some update.
Currently 7-3 (6-4) with the deck. Lost to 2 Face Hunter and a combo Druid went turn 9 Emperor, turn 10 FoN+FoN+Innervate+SR. 6-4 in parentheses because there was a Paladin had perfect draw/topdeck and felt that he had a need to BM -- setting me at 1hp and but not finish (he was at 29hp). I topdecked Flurry, cleared the board, and played 3 consecutive Tirion for next 3 turn. That poor Pally never draw his 2nd Consecration and lost the game. That was pretty funny.
I haven't done any climbing this season and is currently at rank 16, but I think this is a viable idea even at high rank if fine tuned.
Meta changes the moment you switch your deck.
Another 10 games and 6-4 this time. Every game I'm winning, except one, is on back of ridiculous Emperor + Auctioneer draw synergy. By the time I Gang Up big guys, I'm already winning the game. This is awkward.
Meta changes the moment you switch your deck.
5 game win streak (72% win rate now) but all due to the drawing power of Emperor and Auctioneer. It's probably better to play something like Malygos Miracle instead of Gang Up.
Meta changes the moment you switch your deck.
gang up + Dr.boom=concede
RIP yogg-saron good things don't last forever :(
I found that 2x Gang Ups have been bad in my decks. It's a total late game card but it's completely dead in my hand till there's a viable target sitting on the board. Many times I drew into two of them. Having 2 dead cards in your hand is never going to be a good tempo gain. In practice there is only one time I could think of where a second gang up could have won me a game that I otherwise lost. Also keep an eye out for better targets than Boom.
Some game winning Gangs I've made have been:
Emerald Drakes, via my opponents Yseara. 4 mana beastly bodies gave me plenty of many left to control the board.
Killed an opponents Thaddius twins. The second one I silenced then ganged up before killing. That gave me 3 creatures to summon Thaddius with in my deck.
Tirion. Rogue swinging Ashbringer!
Antique Healbot. This kept me floating high enough to come back from the burst of a mech mage. Only time I ever cast the spell midgame.
I run one Mystic due to the high amounts of hunters and mages I see in the 10-20 grind. I hit that guy once against a secret mage. I stole his counterspell and ganged her up. Opponent conceded.