looks like the ****** boy thijs deck to me......and if all you are facing is 60 percent aggro in those ranks switch to a deck that beats aggro 80% of the time or better yet play the deck you know and win with until you hit legend. I never switch the deck I won with when I cared to reach legend. You will eventually find a way to win more vs aggro if you keep playing it. I can beat odd pally players with odd rogue way more than the matchup stats say because I played that deck to legend with hundreds of games. All it takes is one fuck up by the other player or not drawing a card giving me an instant win in a bad match-up
Well, I could switch to Zoolock or Murloc Shaman and beat them at their own game... but I wanted to try out something new. I've played Odd-Paladin for a long time and AGGRO just seems boring to me now. It just always plays the same, there is nothing fun about it. I mean, with the above Deck I always have different ways to approach things. It feels a bit like a control Deck, simply because I have options.
With Aggro I do not have options, I either win early or I lose.
Edit: I could add Hungry Crab, but that would only work against Murloc-Shaman.
I'm basically winning against anything but pure Aggro-Decks (Murloc-Shaman, Zoolock). I want to keep this post compact, the overall guide of this deck is in its description. I just wanted to hear some opinions on how I could improve this deck against AGGRO-Decks. I tried to use Fan of Knives but its not enough, especially because Murloc and Zoolock typically buff their minions to 2+ life.
The way I'm dealing with it right now, is to either get a Mountain Giant on the board as early as possible and than buff it with Sunfury Protector or do the same play with Edwin VanCleef. It works sometimes, but in some AGGRO-Deck match-ups the pressure is too high before I can play this combo.
Sometimes I can discover a good AoE with Hench-Clan Burglar, but that's not reliable either.
My question towards fellow Rogue players is: How do I deal with Aggro? The deck has a really solid W/L Ratio against Bomb-Warior and other mid/late Game Decks but it has a poor W/L Ratio against AGGRO. It would be great if I could improve this, as it prevents me from climbing any higher than ~Rank 4-5.
Alright, I added 2x Pilfer to further increase the value of Underbelly Fence. Did not change much at the core idea of the deck. I think that Togwaggle's Scheme or Lab Recruiter comes down to personal preference, I'm slightly leaning towards the latter.
I think that one Togwaggle's Scheme that sits in your hand for a few turns is more than enough. Two would pollute the deck too much, as we ideally don't want to sit on cards during the early game and there is not enough card draw to compensate it.
Thanks for the feedback. Yeah, the whole idea behind Lab Recruiter was the 3/2 body. I guess we will have to see if ditching it will make a difference. The Pogo-Hoppers have to be drawn and I don't really see proper board-presence in the early game due to all the reshuffles.
Lackey's are quite strong on their own, they can discover spells and give minions more attack + rush etc. I think that a 1/1 Body with a good effect is better than a random card from my opponent.
Togwaggle's Scheme needs 3 turns to be equal with Lab Recruiter. Yeah, it costs less... but it cannot be played early and I rather have a 2-cost at turn 2 that shuffles 3 than a 1-cost at turn 5 that probably only shuffles 3 (because it was not a starter).
I think that this (and maybe slight variances of it) will be the "ODD-Pala" deck of the new Meta.
Fiendish Circle is basically a double-tap (Baku) Pala-Hero Power and Rafaam's Scheme has really high value if it is played after 4+ turns. Chances are quite high that Jumbo Imp can hit the board around turn 5.
Looks interesting on paper and I will definitely try something similar as well (maybe add a silence or 2 or something like Mojomaster Zihi or another tech card).
I would probably ditch Spirit of the Bat for a silence... but I remain skeptical as the pressure is really high and all cards (hand + deck) will be transformed into legendaries on turn 7 (or 8 with plot-twist) anyway.
Will a discounted jumbo imp be buffed by flying carpet? I assumed it would only work for cards that have a base cost of one, but i may be wrong.
Yes, it would be buffed by flying carpet, however the carpet does sadly not buff the imps as they are summoned (not played). That's why I ditched it for Impferno, which does the same but needs a established board for it to work.
The 1 cost imps and murlocs from hogsteed do not trigger the magic carpet because they are summoned, not played. RIP
Well, I did expect this but thanks for clearing it up. Than I will apply my backup plan by switching Magic Carpet with Impferno and Mecharoo with Scarab Egg.
Its still a pretty powerful deck, but more vulnerable to board clears.
The new Imp synergy seems pretty promising and cards like Fiendish Circle which previously have not seen any serious play, are now quite playable. There are couple of cards which synergize with 1-cost Imps:
We are talking about insane early game pressure. Knife Juggler with 4-5 summoned imps can easly clear early game boards and Grim-Rally can ensure that the board can survive small AoE Spells. Evil Genius can kill one of the IMP's and the Lackeys can discover Impferno or other situational cards, maybe even another Grim Rally.
If the opponent manages to clear the board, chances are that you had an Jumbo Imp on hand, which will now be a 3-4 cost minion. If you have Leeroy Jenkins on hand, you can go for Spirit of the Bat + Rafaam's Scheme and buff your Leeory if your opponent clears the board, probably reaching lethal territory with a 9-10 attack Leeroy Jenkins. Most standard-AoE spells are now below 3 damage, which means that the chance is high for Spirit of the Bat to significantly buff your hand.
If he does not clear the board, buff the imps with Impferno, which will yield equal damage as well and if that's augmented with Leerory's base damage... well, GG.
One of the lackey variants ([Witchey Lackey]) has the ability to transform a minion into a minion that costs 1-more. An ideal target for Leeroy Jenkins and since the Lackey only costs 1 mana, you can play them both together at 6 mana, which means that even if your Leeroy is not buffed by the Spirit of the Bat, you get 6 damage + 1 6-cost minion for 6 mana, which is quite amazing with cards like Reckless Rocketeer and Argent Commander.
The current standard-pool for 6 mana is pretty decent:
Overall this deck provides insane early game pressure and if the opponent can somehow survive the early game, simply play Arch-Villain Rafaam and finish him off. If you don't have him on hand at turn 7, chances are that you have Plot Twist on hand, which enables you to play him a turn later (most of the time).
Aranasi Broodmother is simply a filler card, meant to passively heal you and can be quite valuable in combination with Plot Twist and can probably save your game against match-ups like Spellhunter or other face-decks. Basically a zero-cost heal that later transforms into a legendary xD
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This will be my ladder deck once the expansion goes life, I can imagine that most early decks can not withstand the pressure. Sure, I will probably change some things around, by discovering new synergies or weaknesses, but the decks looks pretty powerful on paper.
Yes, I don't run any silence in this deck... but its meant to be a deck that kills the opponent on turn 7-8 and after that you will only have legendary-minions anyway... which makes it pretty useless to add silence minions to the deck.
There wasn’t a single person at the fireside gathering that could tell you what was up with the legendaries ? Or does everyone at fireside gatherings speak exclusively in hearthstone emotes.
There were 4 players in that private fireside gathering. None of them had purchased the 80€ pack. Meanwhile i noticed a lot of people in these foruns refering they had opened Golden Legendary cards so doubt come to my mind and i asked here.
Are you one of those pricks that hide behind a computer to say something you think is funny hoping some moron will cheer you? You look like one...
I don't think that you are in a position to call others a moron.
I think this is a good card to be used on voodoo doll. It kills a minion and gives 2 1-cost (discover a spell) lackeys for 5 mana. The lackeys and/or the voodoo doll + evil genius can be copied by barista as well.
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I've removed the Guide for older versions to keep things more clear.
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Well, I could switch to Zoolock or Murloc Shaman and beat them at their own game... but I wanted to try out something new. I've played Odd-Paladin for a long time and AGGRO just seems boring to me now. It just always plays the same, there is nothing fun about it. I mean, with the above Deck I always have different ways to approach things. It feels a bit like a control Deck, simply because I have options.
With Aggro I do not have options, I either win early or I lose.
Edit: I could add Hungry Crab, but that would only work against Murloc-Shaman.
0
This is the homebrew deck I'm currently using:
I'm basically winning against anything but pure Aggro-Decks (Murloc-Shaman, Zoolock). I want to keep this post compact, the overall guide of this deck is in its description. I just wanted to hear some opinions on how I could improve this deck against AGGRO-Decks. I tried to use Fan of Knives but its not enough, especially because Murloc and Zoolock typically buff their minions to 2+ life.
The way I'm dealing with it right now, is to either get a Mountain Giant on the board as early as possible and than buff it with Sunfury Protector or do the same play with Edwin VanCleef. It works sometimes, but in some AGGRO-Deck match-ups the pressure is too high before I can play this combo.
Sometimes I can discover a good AoE with Hench-Clan Burglar, but that's not reliable either.
My question towards fellow Rogue players is: How do I deal with Aggro? The deck has a really solid W/L Ratio against Bomb-Warior and other mid/late Game Decks but it has a poor W/L Ratio against AGGRO. It would be great if I could improve this, as it prevents me from climbing any higher than ~Rank 4-5.
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Guess someone did cast a Time Warp on me.
Thanks for clearing things up :)
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Alright, I added 2x Pilfer to further increase the value of Underbelly Fence. Did not change much at the core idea of the deck. I think that Togwaggle's Scheme or Lab Recruiter comes down to personal preference, I'm slightly leaning towards the latter.
I think that one Togwaggle's Scheme that sits in your hand for a few turns is more than enough. Two would pollute the deck too much, as we ideally don't want to sit on cards during the early game and there is not enough card draw to compensate it.
Only a few minutes than we can start to build :)
(even-though, it feels like hours xD)
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Thanks for the feedback. Yeah, the whole idea behind Lab Recruiter was the 3/2 body. I guess we will have to see if ditching it will make a difference. The Pogo-Hoppers have to be drawn and I don't really see proper board-presence in the early game due to all the reshuffles.
Lackey's are quite strong on their own, they can discover spells and give minions more attack + rush etc. I think that a 1/1 Body with a good effect is better than a random card from my opponent.
Togwaggle's Scheme needs 3 turns to be equal with Lab Recruiter. Yeah, it costs less... but it cannot be played early and I rather have a 2-cost at turn 2 that shuffles 3 than a 1-cost at turn 5 that probably only shuffles 3 (because it was not a starter).
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Guide:
https://www.hearthpwn.com/forums/hearthstone-general/general-deck-building/232279-my-take-on-ros-warlock
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I think that this (and maybe slight variances of it) will be the "ODD-Pala" deck of the new Meta.
Fiendish Circle is basically a double-tap (Baku) Pala-Hero Power and Rafaam's Scheme has really high value if it is played after 4+ turns. Chances are quite high that Jumbo Imp can hit the board around turn 5.
I would probably ditch Spirit of the Bat for a silence... but I remain skeptical as the pressure is really high and all cards (hand + deck) will be transformed into legendaries on turn 7 (or 8 with plot-twist) anyway.
0
Yes, it would be buffed by flying carpet, however the carpet does sadly not buff the imps as they are summoned (not played). That's why I ditched it for Impferno, which does the same but needs a established board for it to work.
0
Well, I did expect this but thanks for clearing it up. Than I will apply my backup plan by switching Magic Carpet with Impferno and Mecharoo with Scarab Egg.
Its still a pretty powerful deck, but more vulnerable to board clears.
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I've received a golden Arch-Villain Rafaam in my pre-order, which made me want to build a good RoS Warlock deck. I came up with this:
The new Imp synergy seems pretty promising and cards like Fiendish Circle which previously have not seen any serious play, are now quite playable. There are couple of cards which synergize with 1-cost Imps:
Jumbo Imp
EVIL Genius
Grim Rally
Knife Juggler
We are talking about insane early game pressure. Knife Juggler with 4-5 summoned imps can easly clear early game boards and Grim-Rally can ensure that the board can survive small AoE Spells. Evil Genius can kill one of the IMP's and the Lackeys can discover Impferno or other situational cards, maybe even another Grim Rally.
If the opponent manages to clear the board, chances are that you had an Jumbo Imp on hand, which will now be a 3-4 cost minion. If you have Leeroy Jenkins on hand, you can go for Spirit of the Bat + Rafaam's Scheme and buff your Leeory if your opponent clears the board, probably reaching lethal territory with a 9-10 attack Leeroy Jenkins. Most standard-AoE spells are now below 3 damage, which means that the chance is high for Spirit of the Bat to significantly buff your hand.
If he does not clear the board, buff the imps with Impferno, which will yield equal damage as well and if that's augmented with Leerory's base damage... well, GG.
One of the lackey variants ([Witchey Lackey]) has the ability to transform a minion into a minion that costs 1-more. An ideal target for Leeroy Jenkins and since the Lackey only costs 1 mana, you can play them both together at 6 mana, which means that even if your Leeroy is not buffed by the Spirit of the Bat, you get 6 damage + 1 6-cost minion for 6 mana, which is quite amazing with cards like Reckless Rocketeer and Argent Commander.
The current standard-pool for 6 mana is pretty decent:
Cairne Bloodhoof
Illidan Stormrage
Eccentric Scribe
Damaged Stegotron
Mechanical Whelp
to name a few...
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Overall this deck provides insane early game pressure and if the opponent can somehow survive the early game, simply play Arch-Villain Rafaam and finish him off. If you don't have him on hand at turn 7, chances are that you have Plot Twist on hand, which enables you to play him a turn later (most of the time).
Aranasi Broodmother is simply a filler card, meant to passively heal you and can be quite valuable in combination with Plot Twist and can probably save your game against match-ups like Spellhunter or other face-decks. Basically a zero-cost heal that later transforms into a legendary xD
_______________________
This will be my ladder deck once the expansion goes life, I can imagine that most early decks can not withstand the pressure. Sure, I will probably change some things around, by discovering new synergies or weaknesses, but the decks looks pretty powerful on paper.
Yes, I don't run any silence in this deck... but its meant to be a deck that kills the opponent on turn 7-8 and after that you will only have legendary-minions anyway... which makes it pretty useless to add silence minions to the deck.
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I don't think that you are in a position to call others a moron.
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I think this is a good card to be used on voodoo doll. It kills a minion and gives 2 1-cost (discover a spell) lackeys for 5 mana. The lackeys and/or the voodoo doll + evil genius can be copied by barista as well.
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You should try out my battlecry zoolock build:
https://www.hearthpwn.com/decks/1253428-ros-zoolock-rafaams-clone-army