In all seriousness, looks fun, though I suspect it could use more card draw, and the relative lack of minions makes this deck particularly weak to early game 4 attack minions.
I think the main problem with the quest is that Warlock's discard package is composed primarily of early-game minions and burn, promoting an aggressive play-style, so Lakkari Sacrifice is too slow to fit the theme. Either it needs to be faster (ie. 4 discards to activate, as others have mentioned), or Blizzard would have to push discard synergy for control archetypes (something like an AoE that triggers when discarded, or more cards like Clutchmother Zavas and Silverware Golem that reduce the drawback of discarding cards.
To be fair, if they're making the counter unlimited, I actually AM pretty curious about how they plan to fit stupidly high win counts into the UI. Someone's probably at or approaching 6 digits by now.
Traditionally, Dirty Rat has been successful primarily in decks that have access to inexpensive hard removal, allowing them to handle any big threats that may pop out. With Rogue, your hard removal options are mostly 5+ mana, require you to take a ton of damage (Envenom Weapon), or don't actually kill the minion and deny its battlecry or combo potential (bounce effects).
There might be a list out there that uses cheap poisonous minions like Patient Assassin and Stubborn Gastropod that might work with Dirty Rat, but otherwise I don't think it'd fit in any conventional Rogue deck right now.
If the Rogue quest gets nerfed, Blizzard will probably refund you the dust, so I don't think it's a problem. As you mentioned, the deck is very cheap, and you'll probably want the 2 x Preparation for basically every Rogue deck you'll ever play in the future anyway.
That said, I do think that the Warrior quest deck is the stronger one of the two. People complain a lot about Quest Rogue because it sometimes has unbeatable god draws, but I honestly don't think the deck is as good as people think it is. Most games (when they don't have a crazy double Shadowstep opener), they lose to any deck that can establish early tempo, Quest Warrior, or even Priests running Dragonfire Potion. I currently have a 75% win rate against them using Garden Rogue, and I haven't made any efforts to tech against them at all.
Just keep the board clear and establish tempo as early as possible. I've currently got a 75% win rate against them at Rank 2 NA with a list similar to this one.
The meta I'm seeing on ladder is the most diverse its been in 2 years of playing Hearthstone. I've regularly been seeing every class represented - here is the breakdown for the last 40 games I've played (Rank 4 to Rank 2 NA):
Admittedly, this small sample size may not be statistically significant, but I think 14 archetypes in 40 matches is pretty good, especially when you consider that it's high enough of a rank on ladder that I'd usually be facing nothing but T1 decks and their best counters. It's also nice that, contrary to some of the complaints I've been seeing, it doesn't feel like a game of rock-paper-scissors like the previous meta. Admittedly, I could see it feeling like that if you're playing something with polarizing matchups like Pirate Warrior or Freeze Mage, but I'm personally having a lot of fun with my Garden Rogue list.
I find that the point of Patches is to not fall too far behind in the early game against all the other decks that are running Patches.
Rogue doesn't have access to much AoE (unless you're planning to tech in an Abomination or something...), so it's hard to play catch-up against a lot of the snowball-y aggressive decks (Pirate Warrior, Zoo, Hunter, Token Druid, Murloc anything, etc), especially in a list like this which doesn't run SI:7 Agent. Patches helps a lot with early trades to keep you alive long enough for you to regain tempo.
My fingers are crossed for the possibility of some kind of Magma Rager elemental synergy concede deck. That single win out of 27 losses against Pirate Warrior will be glorious.
It would be nice if this all turned out to be a clever way for Blizzard to get training data to improve their adventure boss AI, so we'll have less silly plays like turn 2 Power Overwhelming on their only minion or something.
I personally stick to the "Well Played" or "Thanks" emotes at the end of all of my games, because none of the "Greetings" emotes make sense (other than Valeera if you're trying to BM). "Well Played" for interesting games; "Thanks" when your opponent played like a monkey's behind (so you can't honestly congratulate them on playing well, even ironically), and/or when my meta-countering deck crushes whatever auto-pilot deck is taking over ladder at the moment (Secret Paladin, Combo Druid, Midrange Shaman, Pirate Shaman/Warrior, etc).
4
Not dirty enough without Dirty Rat. 0/10.
In all seriousness, looks fun, though I suspect it could use more card draw, and the relative lack of minions makes this deck particularly weak to early game 4 attack minions.
0
1
Probably going to rotate between Token Druid and Miracle Rogue depending on what the local meta looks like.
0
I think the main problem with the quest is that Warlock's discard package is composed primarily of early-game minions and burn, promoting an aggressive play-style, so Lakkari Sacrifice is too slow to fit the theme. Either it needs to be faster (ie. 4 discards to activate, as others have mentioned), or Blizzard would have to push discard synergy for control archetypes (something like an AoE that triggers when discarded, or more cards like Clutchmother Zavas and Silverware Golem that reduce the drawback of discarding cards.
2
To be fair, if they're making the counter unlimited, I actually AM pretty curious about how they plan to fit stupidly high win counts into the UI. Someone's probably at or approaching 6 digits by now.
0
Traditionally, Dirty Rat has been successful primarily in decks that have access to inexpensive hard removal, allowing them to handle any big threats that may pop out. With Rogue, your hard removal options are mostly 5+ mana, require you to take a ton of damage (Envenom Weapon), or don't actually kill the minion and deny its battlecry or combo potential (bounce effects).
There might be a list out there that uses cheap poisonous minions like Patient Assassin and Stubborn Gastropod that might work with Dirty Rat, but otherwise I don't think it'd fit in any conventional Rogue deck right now.
0
If the Rogue quest gets nerfed, Blizzard will probably refund you the dust, so I don't think it's a problem. As you mentioned, the deck is very cheap, and you'll probably want the 2 x Preparation for basically every Rogue deck you'll ever play in the future anyway.
That said, I do think that the Warrior quest deck is the stronger one of the two. People complain a lot about Quest Rogue because it sometimes has unbeatable god draws, but I honestly don't think the deck is as good as people think it is. Most games (when they don't have a crazy double Shadowstep opener), they lose to any deck that can establish early tempo, Quest Warrior, or even Priests running Dragonfire Potion. I currently have a 75% win rate against them using Garden Rogue, and I haven't made any efforts to tech against them at all.
0
Just keep the board clear and establish tempo as early as possible. I've currently got a 75% win rate against them at Rank 2 NA with a list similar to this one.
8
The meta I'm seeing on ladder is the most diverse its been in 2 years of playing Hearthstone. I've regularly been seeing every class represented - here is the breakdown for the last 40 games I've played (Rank 4 to Rank 2 NA):
Admittedly, this small sample size may not be statistically significant, but I think 14 archetypes in 40 matches is pretty good, especially when you consider that it's high enough of a rank on ladder that I'd usually be facing nothing but T1 decks and their best counters. It's also nice that, contrary to some of the complaints I've been seeing, it doesn't feel like a game of rock-paper-scissors like the previous meta. Admittedly, I could see it feeling like that if you're playing something with polarizing matchups like Pirate Warrior or Freeze Mage, but I'm personally having a lot of fun with my Garden Rogue list.
0
I find that the point of Patches is to not fall too far behind in the early game against all the other decks that are running Patches.
Rogue doesn't have access to much AoE (unless you're planning to tech in an Abomination or something...), so it's hard to play catch-up against a lot of the snowball-y aggressive decks (Pirate Warrior, Zoo, Hunter, Token Druid, Murloc anything, etc), especially in a list like this which doesn't run SI:7 Agent. Patches helps a lot with early trades to keep you alive long enough for you to regain tempo.
4
My fingers are crossed for the possibility of some kind of Magma Rager elemental synergy concede deck. That single win out of 27 losses against Pirate Warrior will be glorious.
1
Nice survey. Another +1 about multi-checkbox answers, but otherwise, I'm looking forward to seeing the compiled results.
0
Just wrote one up for you. Hope it helps!
12
It would be nice if this all turned out to be a clever way for Blizzard to get training data to improve their adventure boss AI, so we'll have less silly plays like turn 2 Power Overwhelming on their only minion or something.
0
I personally stick to the "Well Played" or "Thanks" emotes at the end of all of my games, because none of the "Greetings" emotes make sense (other than Valeera if you're trying to BM). "Well Played" for interesting games; "Thanks" when your opponent played like a monkey's behind (so you can't honestly congratulate them on playing well, even ironically), and/or when my meta-countering deck crushes whatever auto-pilot deck is taking over ladder at the moment (Secret Paladin, Combo Druid, Midrange Shaman, Pirate Shaman/Warrior, etc).