That's not control rogue. Which is unsurprising, since there has never been a successful control Rogue in the history of this game.
"Wrong". I have lots of removal and stall the early and midgame till i can make a wall of big minions. That is the definition of control. Rez priest plays similarly, big minion control warrior plays similarly. The only thing that makes it different is lack of bard clears and instead just blocking the way with taunt.
Succesfull or not, Galakrond priest with Mindrender Illucia is so fun! You just have to read what the opponent wants to do and assess if giving them your hand won't be that much of a hassle.
This last game I read that a shaman was going to Totemic Axe a board with 3 totems. So I used up his axe and prevented him from buffing the totems for a turn, that gave me enough time to clear them before he could recover. And obviously amazing against combos (mage...).
You know what also feels great? Using Mindrender Illucia after they use Dragonqueen Alexstrasza and steal their 1 mana dragons. Also stole a Zephrys the Great by accident, obviously played it even without its battlecry just to waste it for the opponent.
I've played many games this evening and probably matched against DH only 2 times. Haven't seen Glide yet. I'm regularly matched against Highlander decks, Survival Druid, Totem Shaman and Spellpower Mage. Not so much aggro (the whole point of my deck was to counter them... eh...)
Succesfull or not, Galakrond priest with Mindrender Illucia is so fun! You just have to read what the opponent wants to do and assess if giving them your hand won't be that much of a hassle.
This last game I read that a shaman was going to Totemic Axe a board with 3 totems. So I used up his axe and prevented him from buffing the totems for a turn, that gave me enough time to clear them before he could recover. And obviously amazing against combos (mage...).
You know what also feels great? Using Mindrender Illucia after they use Dragonqueen Alexstrasza and steal their 1 mana dragons. Also stole a Zephrys the Great by accident, obviously played it even without its battlecry just to waste it for the opponent.
I've played many games this evening and probably matched against DH only 2 times. Haven't seen Glide yet. I'm regularly matched against Highlander decks, Survival Druid, Totem Shaman and Spellpower Mage. Not so much aggro (the whole point of my deck was to counter them... eh...)
Seems like HS matchmaking in a nutshell. You build a deck to counter said style of deck only to have most of your matches against decks where you aren’t the hard counter to your opponent. As a control priest player you should expect a lot of slower matches against other control decks.
That's not control rogue. Which is unsurprising, since there has never been a successful control Rogue in the history of this game.
"Wrong". I have lots of removal and stall the early and midgame till i can make a wall of big minions. That is the definition of control. Rez priest plays similarly, big minion control warrior plays similarly. The only thing that makes it different is lack of bard clears and instead just blocking the way with taunt.
No, if your win condition involves a Lorekeeper ordering your deck to then render three huge creatures free via Heistbaron, as was the suggestion in the post I responded to, you are playing a combo deck. A control deck's win condition is based on value generation. Yours is surviving long enough to play a sequence of cards (A "combination" if you will) that swings tempo in an irrecoverable fashion.
That's a combo rogue. Shudderwock had lots of removal too, and Shudderwock wasn't a control deck.
The distinction is in the win condition. As an easy comparison, consider current Galakrond priest. That's a control deck. The deck is basically unconcerned with which creatures come off the Galakrond hero power, it simply knows that sooner or later, the opponent will run out of answers if things go according to plan.
There has never been a successful control rogue. I seriously doubt there will be the first this expansion, but if there is, it's not the deck you described. There's really not a lot of grey area in the definitions of control and combo decks. In fact, the only deck I can think of that has ever blurred the line was the pre-nerf Raza/Anduin Priest.
The only reason that blurs the line is that sometimes it was necessary to combo Prophet Velen, Radiant Elemental, Mind Blast, Lyra the Sunshard, etc. in order to blitz the opponent down in combo fashion, whereas many games one was content to sit back and slowly chip away two life at a time with every card played.
But, again, the mention of having lots of removal demonstrates a clear and present misunderstanding of the distinction between control and combo. And no, before the centrists come in to take up this argument, it is NOT the case that all combo decks are a subset of control. I named the one deck I can think of that sort of falls into both categories; the vast majority do not.
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Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
That's not control rogue. Which is unsurprising, since there has never been a successful control Rogue in the history of this game.
"Wrong". I have lots of removal and stall the early and midgame till i can make a wall of big minions. That is the definition of control. Rez priest plays similarly, big minion control warrior plays similarly. The only thing that makes it different is lack of bard clears and instead just blocking the way with taunt.
No, if your win condition involves a Lorekeeper ordering your deck to then render three huge creatures free via Heistbaron, as was the suggestion in the post I responded to, you are playing a combo deck. A control deck's win condition is based on value generation. Yours is surviving long enough to play a sequence of cards (A "combination" if you will) that swings tempo in an irrecoverable fashion.
That's a combo rogue. Shudderwock had lots of removal too, and Shudderwock wasn't a control deck.
The distinction is in the win condition. As an easy comparison, consider current Galakrond priest. That's a control deck. The deck is basically unconcerned with which creatures come off the Galakrond hero power, it simply knows that sooner or later, the opponent will run out of answers if things go according to plan.
There has never been a successful control rogue. I seriously doubt there will be the first this expansion, but if there is, it's not the deck you described. There's really not a lot of grey area in the definitions of control and combo decks. In fact, the only deck I can think of that has ever blurred the line was the pre-nerf Raza/Anduin Priest.
The only reason that blurs the line is that sometimes it was necessary to combo Prophet Velen, Radiant Elemental, Mind Blast, Lyra the Sunshard, etc. in order to blitz the opponent down in combo fashion, whereas many games one was content to sit back and slowly chip away two life at a time with every card played.
But, again, the mention of having lots of removal demonstrates a clear and present misunderstanding of the distinction between control and combo. And no, before the centrists come in to take up this argument, it is NOT the case that all combo decks are a subset of control. I named the one deck I can think of that sort of falls into both categories; the vast majority do not.
You talk as if control-combo decks aren't a thing. A deck can be both. Old school control warrior had a combo as a win condition, it was still a control deck. Most combo decks run a control style package. You need to get out more.
That's not control rogue. Which is unsurprising, since there has never been a successful control Rogue in the history of this game.
"Wrong". I have lots of removal and stall the early and midgame till i can make a wall of big minions. That is the definition of control. Rez priest plays similarly, big minion control warrior plays similarly. The only thing that makes it different is lack of bard clears and instead just blocking the way with taunt.
No, if your win condition involves a Lorekeeper ordering your deck to then render three huge creatures free via Heistbaron, as was the suggestion in the post I responded to, you are playing a combo deck. A control deck's win condition is based on value generation. Yours is surviving long enough to play a sequence of cards (A "combination" if you will) that swings tempo in an irrecoverable fashion.
That's a combo rogue. Shudderwock had lots of removal too, and Shudderwock wasn't a control deck.
The distinction is in the win condition. As an easy comparison, consider current Galakrond priest. That's a control deck. The deck is basically unconcerned with which creatures come off the Galakrond hero power, it simply knows that sooner or later, the opponent will run out of answers if things go according to plan.
There has never been a successful control rogue. I seriously doubt there will be the first this expansion, but if there is, it's not the deck you described. There's really not a lot of grey area in the definitions of control and combo decks. In fact, the only deck I can think of that has ever blurred the line was the pre-nerf Raza/Anduin Priest.
The only reason that blurs the line is that sometimes it was necessary to combo Prophet Velen, Radiant Elemental, Mind Blast, Lyra the Sunshard, etc. in order to blitz the opponent down in combo fashion, whereas many games one was content to sit back and slowly chip away two life at a time with every card played.
But, again, the mention of having lots of removal demonstrates a clear and present misunderstanding of the distinction between control and combo. And no, before the centrists come in to take up this argument, it is NOT the case that all combo decks are a subset of control. I named the one deck I can think of that sort of falls into both categories; the vast majority do not.
blah blah blah. Wrong. I generate just as much resources as any control deck. Wand thiefs for mage spells. Miscreants for all kinds of stuff. potion of illusion to get more value out of my current minions on board, galakrond for infinite lackeys. I can outlast any control deck with my control deck. It is not a one hit kill combo deck, and it doesn't even need polkelt to win ya dingus. It is just one way to win. Anka can also reduce colossus, you can also shuffle khartuts just to survive, you can just win by outvaluing.
Well I mean if you're willing to stretch definitions that far, I suppose any deck is an aggro deck in that at some point it does damage, even if that is by forcing fatigue damage thru making the opponent live that long. But, in the fairly useful style of categorizing decks into the triumvirate of aggro, control, and combo . . . there isn't really much debate about what decks fall where.
Again, unless you somehow are trying to build a "pure" combo deck in which you have the combo pieces and nothing but varieties of cantrips and tutor cards, every combo deck will have removal, or life gain, or freeze mechanics, or armor gain, or something that gears towards keeping oneself alive until the combo can be enacted. That in no way makes a deck a control deck. In fact, I did a disservice to the topic by suggesting that having a bunch of removal is somehow even suggestive of control. It isn't.
Also, it's important to note that ANY deck may find itself playing a control role in any given game, but that does not make the deck control. Whether a deck is considered aggro/control/combo is based solely around how it is INTENDED to win games. That is why I say there is no successful control rogue. Though it is true, the Galakrond rogues today may find themselves fighting a value game deep into fatigue, that is not the intended win condition, and the reason I know that is true is the frequent inclusion of Edwin Van Cleef, Questing Adventurer, and Heistbaron Togwaggle. These cards are all very aggressive options, and clearly evidence a desire to beat down the opponent.
In any case, I made an offhand comment that has grown well beyond the scope of the OP, so I shall drop it. Hope everyone is having a solid first day with the new cards.
P.s. Jesus people, nearly every class is capable of putting two damage into the opponent's board by turn 3 or 4. Quit acting as if the Gibberling druid is an impossile matchup and adjust your deck accordingly
EDIT: Posted before I saw the "blah blah blah wrong" response. Well argued, my dude. Always nice to see some mutual respect and weight given to a fellow poster's ideas. In any case, I haven't seen the decklist, I took my cue from your own original description of the deck, which is combo beyond a shadow of a doubt. But since you insist on being rude, I'll just point out I said there's never been a "successful" control rogue and defined what I meant by the term. Your homebrew doesn't come close to fitting the bill yet, so I have no idea why so defensive. Who knows, though? I'm sure Lorekeeper/Heistbaron/Big Rogue will be all the new rage come HCT time.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
I had quite a bit of success with this Galakrond Priest deck. It's very good against stuff like Tempo DH and Zoolock. I have also won a lot of games against Survival of the Fittest Druid. You just have to get Shadow Word: Ruin and Headmaster Kel'Thuzad in your hand at the right moment.
I had quite a bit of success with this Galakrond Priest deck. It's very good against stuff like Tempo DH and Zoolock. I have also won a lot of games against Survival of the Fittest Druid. You just have to get Shadow Word: Ruin and Headmaster Kel'Thuzad in your hand at the right moment.
I'm also having success with Galakrond Priest. You have a nice deck. However, I would remove Poklkelt and Vectus (and maybe a SW:D) to add more early game survivability (Raise Dead, Wild Pyro for example).
I've had some good wins thanks to Veilweaver. If you mulligan with it and buffs/raise dead. Just play it early (turn 2 or 1 with coin). Some players will scramble and use many resources to kill it, or they leave it alive.Then you just Raise Dead and snowball from there. Raise Dead is also nice for Spellburst.
I had quite a bit of success with this Galakrond Priest deck. It's very good against stuff like Tempo DH and Zoolock. I have also won a lot of games against Survival of the Fittest Druid. You just have to get Shadow Word: Ruin and Headmaster Kel'Thuzad in your hand at the right moment.
I'm also having success with Galakrond Priest. You have a nice deck. However, I would remove Poklkelt and Vectus (and maybe a SW:D) to add more early game survivability (Raise Dead, Wild Pyro for example).
I've had some good wins thanks to Veilweaver. If you mulligan with it and buffs/raise dead. Just play it early (turn 2 or 1 with coin). Some players will scramble and use many resources to kill it, or they leave it alive.Then you just Raise Dead and snowball from there. Raise Dead is also nice for Spellburst.
Thanks for your Advice ;)
I added Vectus because I got him golden and wanted to try him out. He's not bad, so I just decided to leave him there. Polkelt is a card I'm not sure about, seems strong, but he doesn't really do anything by himself. He is very cool in control matchups though, so maybe I will leave him be for now. Genuinely I have also tried a different variation with Raise Dead and Flesh Giant, but genuinely the deck I have seen the most is the new Combo Druid and I prefer to have more Big minion removals than early board control.
I will obviously try to tinker with it more and test different options, for now I'm just trying to squeeze as many new cards as possible into my decks ;P
Im playing Galakrond Priest with some new cards it works @ Diamond 4 atm.
The biggest challenge is the Mulligan atm, cause Druid, Shaman and Paladin have two different archtypes.
I loose 50% of my Matches just because i keep the wrong cards (Mulligan).
No Shadow Word Death vs Ramp Druid is like suicide, but its a completely dead card vs swarm. Same shit with Paladin and Murlocs or Libram or Shaman with Spellpower or Totems, even Warrior can be everything right now, its unpredictable.
How do you mulligan for druid? I hard mulligan for Mindrender, then use it before opponents turn 4. You usually get their Innervate/Lightning Bloominto Overgrowth. They just concede
Well I mean if you're willing to stretch definitions that far, I suppose any deck is an aggro deck in that at some point it does damage, even if that is by forcing fatigue damage thru making the opponent live that long. But, in the fairly useful style of categorizing decks into the triumvirate of aggro, control, and combo . . . there isn't really much debate about what decks fall where.
Again, unless you somehow are trying to build a "pure" combo deck in which you have the combo pieces and nothing but varieties of cantrips and tutor cards, every combo deck will have removal, or life gain, or freeze mechanics, or armor gain, or something that gears towards keeping oneself alive until the combo can be enacted. That in no way makes a deck a control deck. In fact, I did a disservice to the topic by suggesting that having a bunch of removal is somehow even suggestive of control. It isn't.
Also, it's important to note that ANY deck may find itself playing a control role in any given game, but that does not make the deck control. Whether a deck is considered aggro/control/combo is based solely around how it is INTENDED to win games. That is why I say there is no successful control rogue. Though it is true, the Galakrond rogues today may find themselves fighting a value game deep into fatigue, that is not the intended win condition, and the reason I know that is true is the frequent inclusion of Edwin Van Cleef, Questing Adventurer, and Heistbaron Togwaggle. These cards are all very aggressive options, and clearly evidence a desire to beat down the opponent.
In any case, I made an offhand comment that has grown well beyond the scope of the OP, so I shall drop it. Hope everyone is having a solid first day with the new cards.
P.s. Jesus people, nearly every class is capable of putting two damage into the opponent's board by turn 3 or 4. Quit acting as if the Gibberling druid is an impossile matchup and adjust your deck accordingly
EDIT: Posted before I saw the "blah blah blah wrong" response. Well argued, my dude. Always nice to see some mutual respect and weight given to a fellow poster's ideas. In any case, I haven't seen the decklist, I took my cue from your own original description of the deck, which is combo beyond a shadow of a doubt. But since you insist on being rude, I'll just point out I said there's never been a "successful" control rogue and defined what I meant by the term. Your homebrew doesn't come close to fitting the bill yet, so I have no idea why so defensive. Who knows, though? I'm sure Lorekeeper/Heistbaron/Big Rogue will be all the new rage come HCT time.
Your definition of combo is wrong. Combo is a combination of cards that create a lethal play. That is it, cheat Maly out do 30+ damage 1 turn, combo.
Building a wall, healing, creating copies and cheating said copies out are value and long game plays. The definition of control.
Also, rogue N'Zoth wants a word with you... Huge heals, long game, taunt wall, removal... Feels kinda value/controllish.
Kingbane rogue? Heal, removal late game win? It's a very control styled deck.
Mech rogue? Huge heals, removal, value...
Nope no control rogues in Hearthstone a history...
Well I mean if you're willing to stretch definitions that far, I suppose any deck is an aggro deck in that at some point it does damage, even if that is by forcing fatigue damage thru making the opponent live that long. But, in the fairly useful style of categorizing decks into the triumvirate of aggro, control, and combo . . . there isn't really much debate about what decks fall where.
Again, unless you somehow are trying to build a "pure" combo deck in which you have the combo pieces and nothing but varieties of cantrips and tutor cards, every combo deck will have removal, or life gain, or freeze mechanics, or armor gain, or something that gears towards keeping oneself alive until the combo can be enacted. That in no way makes a deck a control deck. In fact, I did a disservice to the topic by suggesting that having a bunch of removal is somehow even suggestive of control. It isn't.
Also, it's important to note that ANY deck may find itself playing a control role in any given game, but that does not make the deck control. Whether a deck is considered aggro/control/combo is based solely around how it is INTENDED to win games. That is why I say there is no successful control rogue. Though it is true, the Galakrond rogues today may find themselves fighting a value game deep into fatigue, that is not the intended win condition, and the reason I know that is true is the frequent inclusion of Edwin Van Cleef, Questing Adventurer, and Heistbaron Togwaggle. These cards are all very aggressive options, and clearly evidence a desire to beat down the opponent.
In any case, I made an offhand comment that has grown well beyond the scope of the OP, so I shall drop it. Hope everyone is having a solid first day with the new cards.
P.s. Jesus people, nearly every class is capable of putting two damage into the opponent's board by turn 3 or 4. Quit acting as if the Gibberling druid is an impossile matchup and adjust your deck accordingly
EDIT: Posted before I saw the "blah blah blah wrong" response. Well argued, my dude. Always nice to see some mutual respect and weight given to a fellow poster's ideas. In any case, I haven't seen the decklist, I took my cue from your own original description of the deck, which is combo beyond a shadow of a doubt. But since you insist on being rude, I'll just point out I said there's never been a "successful" control rogue and defined what I meant by the term. Your homebrew doesn't come close to fitting the bill yet, so I have no idea why so defensive. Who knows, though? I'm sure Lorekeeper/Heistbaron/Big Rogue will be all the new rage come HCT time.
Your definition of combo is wrong. Combo is a combination of cards that create a lethal play. That is it, cheat Maly out do 30+ damage 1 turn, combo.
Building a wall, healing, creating copies and cheating said copies out are value and long game plays. The definition of control.
Also, rogue N'Zoth wants a word with you... Huge heals, long game, taunt wall, removal... Feels kinda value/controllish.
Kingbane rogue? Heal, removal late game win? It's a very control styled deck.
Mech rogue? Huge heals, removal, value...
Nope no control rogues in Hearthstone a history...
None of the decks you mentioned is a control deck, all of them loses hard to aggro. Odd Rogue, Odd Paladin and Heal Zoo were the worst matchups (like 10% favoured for Rogue) for Kingsbane Rogue before nerf, the strongest it ever was. Mech Rogue and DR Rogue both had same problems. In fact, Rogue has always been very good at shitting on control decks but loses to pure aggro.
Even if we assume that Rogue is the best control class of all time, it still doesn't matter because Control Rogue is total garbage right now.
Combo is a combination of cards that generates a strong play, it doesn't have to be lethal automatically. Like when Druid does a Kael'thas turn summoning 2 5-drop beasts and giving all his minions +4/+4 is one turn, that is the very definition of a combo
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"Wrong". I have lots of removal and stall the early and midgame till i can make a wall of big minions. That is the definition of control. Rez priest plays similarly, big minion control warrior plays similarly. The only thing that makes it different is lack of bard clears and instead just blocking the way with taunt.
Running highlander control shaman with all the spell synergy and spell generating minions. Small dragon package too. Doing pretty well. 17-5 today.
Succesfull or not, Galakrond priest with Mindrender Illucia is so fun! You just have to read what the opponent wants to do and assess if giving them your hand won't be that much of a hassle.
This last game I read that a shaman was going to Totemic Axe a board with 3 totems. So I used up his axe and prevented him from buffing the totems for a turn, that gave me enough time to clear them before he could recover. And obviously amazing against combos (mage...).
You know what also feels great? Using Mindrender Illucia after they use Dragonqueen Alexstrasza and steal their 1 mana dragons. Also stole a Zephrys the Great by accident, obviously played it even without its battlecry just to waste it for the opponent.
I've played many games this evening and probably matched against DH only 2 times. Haven't seen Glide yet. I'm regularly matched against Highlander decks, Survival Druid, Totem Shaman and Spellpower Mage. Not so much aggro (the whole point of my deck was to counter them... eh...)
Seems like HS matchmaking in a nutshell. You build a deck to counter said style of deck only to have most of your matches against decks where you aren’t the hard counter to your opponent. As a control priest player you should expect a lot of slower matches against other control decks.
No, if your win condition involves a Lorekeeper ordering your deck to then render three huge creatures free via Heistbaron, as was the suggestion in the post I responded to, you are playing a combo deck. A control deck's win condition is based on value generation. Yours is surviving long enough to play a sequence of cards (A "combination" if you will) that swings tempo in an irrecoverable fashion.
That's a combo rogue. Shudderwock had lots of removal too, and Shudderwock wasn't a control deck.
The distinction is in the win condition. As an easy comparison, consider current Galakrond priest. That's a control deck. The deck is basically unconcerned with which creatures come off the Galakrond hero power, it simply knows that sooner or later, the opponent will run out of answers if things go according to plan.
There has never been a successful control rogue. I seriously doubt there will be the first this expansion, but if there is, it's not the deck you described. There's really not a lot of grey area in the definitions of control and combo decks. In fact, the only deck I can think of that has ever blurred the line was the pre-nerf Raza/Anduin Priest.
The only reason that blurs the line is that sometimes it was necessary to combo Prophet Velen, Radiant Elemental, Mind Blast, Lyra the Sunshard, etc. in order to blitz the opponent down in combo fashion, whereas many games one was content to sit back and slowly chip away two life at a time with every card played.
But, again, the mention of having lots of removal demonstrates a clear and present misunderstanding of the distinction between control and combo. And no, before the centrists come in to take up this argument, it is NOT the case that all combo decks are a subset of control. I named the one deck I can think of that sort of falls into both categories; the vast majority do not.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
You talk as if control-combo decks aren't a thing. A deck can be both. Old school control warrior had a combo as a win condition, it was still a control deck. Most combo decks run a control style package. You need to get out more.
blah blah blah. Wrong. I generate just as much resources as any control deck. Wand thiefs for mage spells. Miscreants for all kinds of stuff. potion of illusion to get more value out of my current minions on board, galakrond for infinite lackeys. I can outlast any control deck with my control deck. It is not a one hit kill combo deck, and it doesn't even need polkelt to win ya dingus. It is just one way to win. Anka can also reduce colossus, you can also shuffle khartuts just to survive, you can just win by outvaluing.
Yep, Highlander Shaman is doing good for me
Well I mean if you're willing to stretch definitions that far, I suppose any deck is an aggro deck in that at some point it does damage, even if that is by forcing fatigue damage thru making the opponent live that long. But, in the fairly useful style of categorizing decks into the triumvirate of aggro, control, and combo . . . there isn't really much debate about what decks fall where.
Again, unless you somehow are trying to build a "pure" combo deck in which you have the combo pieces and nothing but varieties of cantrips and tutor cards, every combo deck will have removal, or life gain, or freeze mechanics, or armor gain, or something that gears towards keeping oneself alive until the combo can be enacted. That in no way makes a deck a control deck. In fact, I did a disservice to the topic by suggesting that having a bunch of removal is somehow even suggestive of control. It isn't.
Also, it's important to note that ANY deck may find itself playing a control role in any given game, but that does not make the deck control. Whether a deck is considered aggro/control/combo is based solely around how it is INTENDED to win games. That is why I say there is no successful control rogue. Though it is true, the Galakrond rogues today may find themselves fighting a value game deep into fatigue, that is not the intended win condition, and the reason I know that is true is the frequent inclusion of Edwin Van Cleef, Questing Adventurer, and Heistbaron Togwaggle. These cards are all very aggressive options, and clearly evidence a desire to beat down the opponent.
In any case, I made an offhand comment that has grown well beyond the scope of the OP, so I shall drop it. Hope everyone is having a solid first day with the new cards.
P.s. Jesus people, nearly every class is capable of putting two damage into the opponent's board by turn 3 or 4. Quit acting as if the Gibberling druid is an impossile matchup and adjust your deck accordingly
EDIT: Posted before I saw the "blah blah blah wrong" response. Well argued, my dude. Always nice to see some mutual respect and weight given to a fellow poster's ideas. In any case, I haven't seen the decklist, I took my cue from your own original description of the deck, which is combo beyond a shadow of a doubt. But since you insist on being rude, I'll just point out I said there's never been a "successful" control rogue and defined what I meant by the term. Your homebrew doesn't come close to fitting the bill yet, so I have no idea why so defensive. Who knows, though? I'm sure Lorekeeper/Heistbaron/Big Rogue will be all the new rage come HCT time.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
I have a good success with Control Warlock, really strong against all that midrange and aggro decks.
The only change is that I'm running 2x Tour Guide instead of Vectus and 1 Syphon, meta is more aggro-centric now
I had quite a bit of success with this Galakrond Priest deck. It's very good against stuff like Tempo DH and Zoolock. I have also won a lot of games against Survival of the Fittest Druid. You just have to get Shadow Word: Ruin and Headmaster Kel'Thuzad in your hand at the right moment.
Currently I see quite a lot of control warriors, so I would say its pretty viable
I'm also having success with Galakrond Priest. You have a nice deck. However, I would remove Poklkelt and Vectus (and maybe a SW:D) to add more early game survivability (Raise Dead, Wild Pyro for example).
I've had some good wins thanks to Veilweaver. If you mulligan with it and buffs/raise dead. Just play it early (turn 2 or 1 with coin). Some players will scramble and use many resources to kill it, or they leave it alive.Then you just Raise Dead and snowball from there. Raise Dead is also nice for Spellburst.
Thougt that the skillfloor was on the rise this time. I have to bow my head once again. The aggro-damage-out-of-hand mindlessness is staggering.
We make our world significant through the courage of our questions and the depth of our answers.
Thanks for your Advice ;)
I added Vectus because I got him golden and wanted to try him out. He's not bad, so I just decided to leave him there. Polkelt is a card I'm not sure about, seems strong, but he doesn't really do anything by himself. He is very cool in control matchups though, so maybe I will leave him be for now. Genuinely I have also tried a different variation with Raise Dead and Flesh Giant, but genuinely the deck I have seen the most is the new Combo Druid and I prefer to have more Big minion removals than early board control.
I will obviously try to tinker with it more and test different options, for now I'm just trying to squeeze as many new cards as possible into my decks ;P
Im playing Galakrond Priest with some new cards it works @ Diamond 4 atm.
The biggest challenge is the Mulligan atm, cause Druid, Shaman and Paladin have two different archtypes.
I loose 50% of my Matches just because i keep the wrong cards (Mulligan).
No Shadow Word Death vs Ramp Druid is like suicide, but its a completely dead card vs swarm. Same shit with Paladin and Murlocs or Libram or Shaman with Spellpower or Totems, even Warrior can be everything right now, its unpredictable.
i mostly faced Druids and Paladins on ladder.
How do you mulligan for druid? I hard mulligan for Mindrender, then use it before opponents turn 4. You usually get their Innervate/Lightning Bloominto Overgrowth. They just concede
Your definition of combo is wrong. Combo is a combination of cards that create a lethal play. That is it, cheat Maly out do 30+ damage 1 turn, combo.
Building a wall, healing, creating copies and cheating said copies out are value and long game plays. The definition of control.
Also, rogue N'Zoth wants a word with you... Huge heals, long game, taunt wall, removal... Feels kinda value/controllish.
Kingbane rogue? Heal, removal late game win? It's a very control styled deck.
Mech rogue? Huge heals, removal, value...
Nope no control rogues in Hearthstone a history...
None of the decks you mentioned is a control deck, all of them loses hard to aggro. Odd Rogue, Odd Paladin and Heal Zoo were the worst matchups (like 10% favoured for Rogue) for Kingsbane Rogue before nerf, the strongest it ever was. Mech Rogue and DR Rogue both had same problems. In fact, Rogue has always been very good at shitting on control decks but loses to pure aggro.
Even if we assume that Rogue is the best control class of all time, it still doesn't matter because Control Rogue is total garbage right now.
Combo is a combination of cards that generates a strong play, it doesn't have to be lethal automatically. Like when Druid does a Kael'thas turn summoning 2 5-drop beasts and giving all his minions +4/+4 is one turn, that is the very definition of a combo