My creation for a card that interacts with Hero Powers (and weapons):
EDIT:
Made him a 5/8 instead of a 5/9.
Spells do not proc his effect; attacks with your hero through the use of e.g. Claw/Heroic Strike/Seal of Light however do.
7
My creation for a card that interacts with Hero Powers (and weapons):
EDIT:
Made him a 5/8 instead of a 5/9.
Spells do not proc his effect; attacks with your hero through the use of e.g. Claw/Heroic Strike/Seal of Light however do.
55
Lockbox of Rogue minions, spells, and weapons. Expect fun, interesting, and at times, gimmicky cards.
"Decorated with grace and elegance, Rogues take pride in making each and every one of their kills a sight to behold. With tricks more than what their sleeves can fit, Rogues are armed with the deadliest traps* and sharpest blades. *Not actual traps, visit the Hunter class for those."
General cards with no particular theme, or aesthetic.
Card Name |
Image |
Description |
---|---|---|
First Blood |
A simple yet efficient card, that I think can act as a combo enabler as well as a comeback mechanic. Can be said to be similar to the Warlock's Mortal Coil. Generally I'd consider drawing a card more costly than equipping a 1/2 weapon, as such the damage output of First Blood has been increase as compared to Mortal Coil. | |
Widow's Wick |
An old idea that I had thought of sometime back. Can help you regain the board after a Muster for Battle or Imp-losion. Can deal a lot of damage when combined with weapon buffs and has a handsome amount of durability to ensure that it does. | |
Knife Juggle |
Just something to counter a turn 2 Shielded Minibot. Creation of salt? Maybe.
|
Masquerade |
An interesting tool that can be used to deal a huge amount of face damage to your opponent if he leaves behind a strong minion on the board. | |
Blackmarket Sentry |
This card is based of off Shado-Pan Rider. It has low on curve stats, but if you combo it, it becomes a Chillwind Yeti for 3 mana.
|
Dual Wield |
A new idea to Hearthstone, the ability to equip two weapons, and attack with each. Could be fun to have the ability to equip both Assassin's Blade and attack with it and have a Poisoned Blade that loads up in the background... Hey!! It's called Theorycrafting... |
Blade Enchantress Zevha |
The buff applies only to the weapon you currently have equipped. Could work as a 4 drop in a tempo-based Rogue. A stronger Chillwind Yeti, which might actually be run now since Piloted Shredder won't be in standard. |
|
|
Sen'jin Dagga' Juju |
Let us solve this healing problem once and for all, aye? Well, mon, dis fine lil' juju potion' may no' solv' da probl'm fullee, bu' it will decr'ease, ya, mon. Troll dialect aside, I think of this card to be the Power Word: Glory of Rogue. Functions quite similarly, has a combo to make it even better. Really promotes Rogues playing weapons with high durability instead of just their Hero Power. Also is a low cost spell, which is always a plus side for Rogue. |
Mahnoor Snowblade |
|
Could give Rogue a bit more survivability. Seems not too OP imo, however if I were to nerf it, then the "Talwaar" could have less durability. All in all, a Tirion-ish Rogue card that acts similar to an Ice Block combined with Gorehowl. 2complex4me
|
Shadowy Sentinel |
An attempt at combining two different Rogue archetypes (Mech & Deathrattle), to possibly form one strong one. The Deathrattle can belong to any collectible card in the game, ranging from Haunted Creeper's to Sneed's Old Shredder's to even a board wipe on your part from Abomination. So, the RNG range is huge, and could possibly even be broken, but since your don't know what deathrattles you get, there's no literal way of playing around them. |
Power "Candy" |
The kind of candy your parents warned you not to eat as a kid. Strong effect at first, but you better be prepared to deal with the "side effects". Seems balanced imo. Compare it with Tinker's. Here's the side effects:
|
Persuade |
Fun combination of Entomb and Corruption. I could not find better wording for this without it sounding weird, help appreciated. |
C. Lumbus |
Famous for his ability to turn small items into strong artifacts, C. Lumbus can find his way into an interesting Rogue deck with Cutpurses and Tomb Pillagers. More coins in the future means more synergy for this guy. Has good stats for the cost, because the effect is too linear to be consistent and needs prior set up. |
Mafia Lady Lydia |
After her failed rebellion against King Varian Wrynn, Lady Lydia needed to Conceal herself and her goons because the Stormwind Knights were looking to Execute her. In any case, this is a Loatheb-like effect which is very much needed now that Standard is coming. |
Asha'Alor Agent |
Strong taunt for 6 mana that restores at least 8 damage to your hero over time. Possibly over powered, but Rogue does need something like this. |
Demonic Mischief |
Rogues really remind me of those weird Dungeon-y fellows who hide and do weird experiments. One of those experiments may be summoning weird creatures from the Twisting Nether! Hence, this card. |
"As the looming threat of the Old Gods has resulted in an imminent war against the dark forces, the world of Azeroth calls for a new breed of hero. When glimmers and rays of the holy light fade, and the calls of nature answer to none, Azeroth is in need of heroes who take matters into their own hands, now more than ever. Will you be able to suppress the forces of the Old Gods?"
Focus on the uses of Toxins, and other such themes introduced in .
So, what's new?Let's start the new season by introducing the main theme around it: The Toxins. With the release of, Rogues got to see a a new and interesting weapon in their arsenal. That being, the corrosive Toxins. The Toxins are 5 1-Mana cards that are available to the player via different methods, thus far, only Xaril, Poisoned Mind. Gaze at these 1 Mana Monstrosities!
Similar to Spare Parts, these Toxins all of different effects. While some are used for helping our own selves, others can be used for inflicted damage and causing problems for the enemy. The theme that I decided to choose while making cards was to use these as "Chemicals" created in Pandaria, by the Klaxxi, namely, Xaril, Poisoned Mind. These are then shipped all round the world, causing some people to become addicted to them, while others smuggle them to sell them for profitable prices. One thing to keep in mind is that these Toxins are more or less used to add flavor to existing decks, rather than creating decks of their own. Being just 1-Mana spells, the Toxins themselves will not be able to create a Toxin-archetype, however combo'd with cards like Gadgetzan Auctioneerr and Malygos, these Toxins can cause the enemy player to become... well... toxic. Something else that might tickle your fancy is some good ole' Cursing. No, not the swearing type, the evil long lost hexes type. Also, there's Dragons. Yeah. ... Just bear with me please.
|
Zehn'Gen's Bucko |
Your generic 2-drop to help you gain those Toxins early on. Though unlikely, it can attack multiple times, thus giving you a lot of Toxins. Change: Stealth removed for Balance. Stats inverted. |
Toxin Addict |
Likely with the mass of production of Toxins, there's bound to be people who use them a bit too much. This card can help you gain strong tempo even on Turn 3 by playing a single Toxin, thus this going to 0 Mana, and then you playing something else with the remaining 2 mana. |
Chemical Factory |
Xaril alone, won't be able to handle all that much work load, considering how nuts people are over these Toxins, thus creating a Chemical Factory, doesn't sound too bad of an idea, eh? This makes it so your Toxins have more of an impact when played, Change: Costs just 1 mana. |
Recipe for Disaster |
For those days, when you just don't feel like there's enough Toxins in your deck. Could be used in some sort of rush-Rogue deck, that aims to draw as many cards as possible. The chances of most of your spells becoming Kingsblood Toxin or Briarthorn Toxin is there, so this could be played. The 4 Mana is a hurdle however, that most Aggro decks don't dare pass. |
Black Market Vendor |
The Black Market of Pandaria strikes again! Can help you get a few more Toxins in the mid-game. Will almost always give at least 1 Toxin, as even if your opponent gets the Coin, this triggers, if they played it. Gets more and more value as you play more coins. |
Overdosed Zombie |
The ultimate late-game Toxin card. Incredibly weak card as it comes to stats, however it rewards you with 5 Toxins, one of each. If you look at it as 5 cards drawn from Auctioneer it doesn't sound too bad. Could even be good to make sure you get a certain kind of Toxin, if you happen to not be getting that one. |
Toxic Rings |
An interesting thing to note is that, the Toxins, by themselves do not have any synergy with weapons or the Rogue Hero Power. That being said, something like this, could be useful to ensure you have a good flow of Toxins throughout the game. |
Batch # 2: Curses, Secrets 'n' Sentries! |
Gathering Intel |
Could be interesting. There's a bit of RNG here, since you could be given a Paladin secret, with 2 other Mage Secrets, but for 1 Mana, you can't really complain. |
Curse of the Silithid |
Could help Deathrattle Rogue make some good trades. Your 1/1s from Haunted Creeper aren't too strong, but using this could have them turn into Mini-Maexxnas. For 3 mana, it is quite expensive, though, as it requires the Rogue to already have board presence. |
Under-King Anub'et'kan |
The Deathrattle Rogue legendary that we deserve. 7 Mana allows it to be combo'd with Unearthed Raptor, however finding activators for all these eggs might prove to be difficult. Rogue decks might start running Raid Leader or Stormwind Champion... who knows. |
Curse of Blindness |
Yet another Curse card for Rogues. Like the previous one, this interacts with minions, however unlike friendly, this time it makes it difficult for enemy minions to attack correctly. Quite a niche, however may force aggro decks to make some unwanted trades. |
Blend |
A simple, yet effective one. It's an Ice Block-ish effect for 2 mana. It's weaker than Ice Block in the sense that even though your hero has stealth, it doesn't make them Immune. They can die still to random effects or stuff like Sinister Strike that doesn't require targeting. Plus, you can't pre-play this, it needs to be played exactly before the turn you need protection. |
Elite Sentry Poe |
Alright, here's another Pandarean for all those Panda-lovers out there. He's the main guard, and the most elite sentry at the Black Market. Poe's strength comes from the fact that he's has almost on curve stats, thus, by using your Hero Power, he effectively becomes Spell Damage +2. Furthermore, if you use bigger, badder weapons, then Poe's value sky-rockets! Rogue's could definitely find a use for him, I feel. |
Batch # 3: Dragonz Shenaniganz |
Recently the Old Gods dropped by our not-so-little corrupted friend the Scaled Nightmare. While neutral this card screams Rogue to me, because in order to truly reap the benefits of its insane effect, the Stealth mechanic needs to be included in someway or the other. Alone, I feel the card will range from weak to mediocre, but using cards like Conceal and Cold Blood will make the card possibly be great or insanely strong (wishful thinking, but yeah). Rogue's one of the classes that got absolutely no dragon support from the start, let's change that shall we? |
Lil' Hatcher |
Pretty basic card, weak stats for the cost but it's effect is quite The Mistcaller-ish. It probably won't stick for more than one turn, but if it does then you'll be miles ahead when you play on curve. |
Crimson Drake |
This is the last card I made, from the 6 original cards made in this batch. While it doesn't follow the theme of the "Scaled-Buff Rogue" I want to make with these Dragons, it's the kind of card this deck could really use to survive. Sitting beside a Twilight Drake will certainly cause your opponent to go into a fit. |
Drakonid Spellbreaker |
This effect can go in a lot of general Rogue decks, even those that have nothing to do with Dragons. The effect is slow, I'd say, but it's a 5 mana 5/5, so you have all the time in the world. (Counting in Rogue-timings, of course!) |
Sinestra, Prime Consort |
Sinestra is the mate of Deathwing, mother to Nefarian and Onyxia. This is her in her human form. She's a very strong sorceress and thus I decided to relate her with spells. In the past we've seen cards like Baron Rivendare and Brann Bronzebeard double up our Deathrattles and Battlecries, but how about a minion that triggers our spells twice? I created this card with the Scaled Nightmare and Cold Blood Combo in mind, but this card has the possibility to be insane in ANY Rogue deck. Imagine playing just a single Oil, but gaining the value of two? (Blade Flurry, won't work because the weapon will be already destroyed the second time, so hold on you OTK-complainers.) Honestly, this card might be my favorite in the batch, if not the entire thread, simply because of the possibilities, man. Imagine 6 Nerubians with Beneath the Grounds, or 6 copies with Gang Up. Ughghgh. *Theorycrafting flux* |
Sinestra, the Brood Mother |
Effect has been changed. I'll add a new description soon TM. |
Batch # 4: Flippin' Coins |
Lockbox of the Ancients |
Edit: Previously called Heads or Tails. Discovering a Legendary is pretty strong, so I think something of an RNG-aspect should be attached to it. The "Coin" in this is not the legit Rogue "Coin" we're used to. It's just used to indicate that there's 50% chance either of these effects take place. |
Pit Lurker |
Pretty cool card on curve. Like other Flip a Coin cards, this definitely has RNG-attached. Thing is, it's good on its own. The RNG extra effect makes it better or not, depending on luck. |
Elusive Assassin |
This minion is actually inspired from Genji from Overwatch! Genji has an ability which allows him to repulse any incoming damage, and this minion does something similar. When it takes damage, there will be a coin flip. If you win, then it will deal that much damage to a random enemy. Can prove to be great in some situations but a tad bit too much RNG for my own personal tastes. |
Sneak Attack |
A board clear for Rogues. You kind of need to win the Coin Flip here otherwise it ends up being a kind of worse Fan of Knives. Follows the Rogue aethetic of attacking first or "sneak attacking" because of the undamaged characters part. |
Dr. Ten Tickles |
The Coin Flipping Legendary! A 1 Mana 3/3 that lives if you win the Coin Flip but dies immediately if you lose, making it a gamble. You have a 50% chance of this being an awesome start, or a bad one. Making it a Legendary is essential here, because more than one of this annoying guy shouldn't be allowed in any deck! This is also last card from the Second Season! |
... AND that concludes Season 2. With a total of 25 23 cards, this Season got to see a lot of variety, ranging from Toxins, to Curses to Dragons! Alas, with the Old Gods gone, it needs to come to an end. Thanks for all the support guys, it's been a blast to make this season. See ya'll, next time.
1
Hey guys, mostly a new poster here, but out of curiosity, does the community feel like miracle rogue feels bad to play against? Every once in a while, when I am scrolling around on the forums I will see members saying cards like edwin, prep, or gadgetzan auctioneer need to go. Now, Blizzard already removed conceal during a span of time where miracle was not a tier 1 deck already and removing any of those other cards would probably kill rogue as a class. Currently, I don't even see many rogues, nor have during the last expansion (post Caverns nerf), the last time miracle was tier 1 was when it could abuse small time buccaneer, and that was really exclusively vs classes that weren't using it and couldn't use it more aggressively than miracle (shaman and warrior). Yet, I still see so much hate for rogue and miracle in particular, a class that seems very polarizing on the forums. People either believe rogue tends to get shafted with low power card releases, card removals (conceal, azure drake), or card nerfs (blade flurry rip), where the other side seems to want to see rogue's primary and nearly exclusive deck continually dismantled.
How do you guys feel about playing vs miracle or maybe just rogue in general? Does it feel toxic vs other decks that have been left untouched? Why do you believe it is so polarizing, or at least seems that way?
41
Just an attempt at making discard viable. Just like when we could transform a useless unit ,into a useful back then.
Edit: Forgot to make te card from warlock at first.
31
I can see it now... opponent plays C'Thun; your board gets wrecked but you live.
Then you play this. And basically sacrifice their C'Thun to appease your C'Thun.
Then you play your own monstrously huge C'Thun, and the servers crash.
C'Thun on C'Thun violence must end!
13
Well, imagine playing
and Master of Disguise in Round 10. Boom, 4 dmg the next turn, Cold Blood to 8 dmg, 16 dmg the following and 32 dmg the following turn... maybe that's the reason.
2
Let's start this out by admitting that I love OTK decks. I've always been interested in setting up surprise kills and all the thought process involved. As such, I've tried a large number of OTK decks and have found some of them to be really fun and effective and others to be total flops. Here I'm going to break down each deck into their 30 damage combos and give some general comments. I'll put a (T) behind each card that has been reduced once by Thaurissan. I will only be counting combos that for sure can be done if you draw your whole deck, not combos that require RNG to do something (Maly out of portal, mindgames, etc.). Additionally, you cannot guarantee a second charge of Thaurissan so all cards will only be reduced once by him.
I only consider 30+ damage combos as real OTK's as many classes can top off to counter you. Warrior will always be a big counter for OTK so I've listed some combos that can breach the armor barrier.
1. Ancestor's Call Shaman
Combo: Ancestor's Call on Malygos --> Lightning Bolt/Crackle/Lava Shock/Frost Shock/Lava Burst
Pros: Huge variety on spell choice. Can pull off a win as early as T7. Can breach warrior armor by doing 45+ damage. Thaurissan isn't necessary for combo but can definitely help. Huge heal potential with Healing Wave. Flexibility in when you want to pull off combo if you include 2x Ancestor's Call and many spells. Massive AOE from Elemental Destruction and Lightning Storm. Can add in cards like Mekgineer Thermaplugg for giggles with AOE.
Cons: Not as much stall as other control decks. Frustrating hero power. Overload is a total pain to deal with. Predictable finisher after a few turns.
2. Sorc Apprentice Spell Mage
Combo: Sorcerer's Apprentice x2 --> Ancient Mage/Kobold Geomancer/Bloodmage Thalnos --> Frostbolt x2 --> Ice Lance x2 --> Roaring Torch x2 / Fireball
Pros: No need for Thaurissan reduction to pull off combo. Large amount of spells to choose from if you go with Thaurissan. Great stall tactics with Doomsayer, Ice Block and Freeze cards. Ability for tons of draw. Can put Alexstrasza in to help lower your opponent and put them in a panic.
Cons: Requires massive hand to pull off and is a pain to keep all the cards in there. Similar to Freeze Mage so it might be expected.
3. Velen Priest
Combo: Prophet Velen (T) --> Bloodmage Thalnos/Kobold Geomancer (T) --> Mind Blast x2 (T) --> Holy Smite (T)
Pros: Can be combined with Auchenai Soulpriest + heal shenanigans to lower your opponent. Can use Malygos for alternate finishing power. Tons of stall, heal and AOE abilities. Lots of draw. Often unpredictable and can be mistaken for fatigue priest.
Cons: Requires a number of cards to be reduced by Thaurissan. Lots of dead cards in hand at times. Very little flexibility in combo requires a lot of waiting for all the cards.
4.Gahz'rilla Hunter
Combo: Tundra Rhino (T) --> Gahz'rilla (T) --> Elven Archer/Arcane Shot x3 (T)
Pros: Can go as big as 96 damage with a fourth archer/shot meaning no warrior escapes. Hero power can help lower opponent. Some good control tools for hunter to stall. Extremely unpredictable finisher.
Cons: Requires a number of cards to be reduced by Thaurissan. Lots of dead cards in hand at times. Very little flexibility in combo requires a lot of waiting for all the cards. Requires there to be no taunts on board.
5. Druid Double Combo
Combo: Force of Nature (T) --> Arcane Golem --> Innervate --> Savage Roar x2 (T)
Pros: Some flexibility with Innervates on which charge minions to put in and which cards you need to Thaurissan. Fits well into traditional druid decks, giving you tons of opportunities to lower your opponent to lethal range without full combo.
Cons: Somewhat dependent on waiting around for proper Thaurissan opportunity. Requires that no taunts be in the way. Won't break huge warrior armor.
6. Miracle Malygos Rogue
Combo: Malygos (T) --> Sinister Strike x2 (T) --> Preparation --> Eviscerate (x2)
Pros: Flexibility in spell choice (Blade Flurry and Shiv work too). Preparation allows for you to not need Thaurissan on everything. Huge draw engine with Gadgetzan Auctioneer.
Cons: Not much in the way of defense. Not a ton of early plays. SS's and Preps often used to get Auctioneer engine going.
7. Everyfin Paladin
Combo: Everyfin is Awesome after you've lost: Bluegill Warrior x2 + Murloc Warleader x2 + Old Murkeye + Grimscale Oracle
Pros: Lets you push with early murloc aggression and come back with huge combo. Puts opponent on the defensive early on. Deck doesn't need to rely on OTK to finish.
Cons: Stopped by taunt. Need all required murlocs to die (and no more than the required amount) to guarantee OTK.
8. Rage Warrior
Combo: Raging Worgen --> Charge --> Inner Rage x2 --> Rampage --> Cruel Taskmaster
Pros: Quite flexible in that you can use another taskmaster, rampage or weapons to do extra damage. Doesn't require Thaurissan but could still benefit from it. Can benefit from warrior stall or can push with grim patron's and other threats.
Cons: Taunt stops it. Can be a decent number of cards to amass especially if you want to use them earlier on minions.
9. Warlock Faceless Golem
Combo: Arcane Golem --> Abusive Sergeant x2 (T) --> Power Overwhelming x2 --> Faceless Manipulator
Pros: Excellent card draw from warlock. Lots of flexibility in card use. Can use Leeroy Jenkins instead or finish with Darkbomb and Soulfire.
Cons: Taunt blocks it. Thaurissan needs to be used on at least some of the cards to OTK. Won't break huge warrior armor.
Concluding Remarks
Whew that was a lot of typing! Please vote in the poll or comment to add some more decks, variations, or pros and cons. Sorry I ran out of steam by the end so the earlier decks (which I see as more popular) have a bit more to them.
EDIT: I will add distinct decks to this list but if you've just found another way to combo with maly I'll perhaps keep that in the variations. Decks that have been explained in the comments will be added to the poll but I'll let you look through the comments to see how they work.
42
Dr. 10tacle
77
You have to cast the Elven Archers seperately, but it gives hunters a source of a ping- a slower, more expensive, but more powerful Muster for Battle if you will. Two of these and two Mountain Giants would go a long way to making control hunter viable- no hats required.
194
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1
The only think I can think to suggest other than abomination is running more single target removal that is tempo based. Make sure you are running both SI:7s and both backstabs, maybe even the C'thun Pandaren or an argent horseriders because they kill something and then stick to the board, like skulker.
If you really want an aoe effect for now, maybe try wild pyro, but I would say that is only good vs zoo.
1
Love/hate
Druid - Ancient of Lore/Mark of Nature
Hunter - Lock and Load/Cobra Shot
Mage - Water Elemental/Arcane Explosion
Paladin - Muster for Battle/Eye for an Eye
Priest - Confessor Paletress/Silence
Rogue - Backstab/Poisoned Blade
Shaman - Al'Akir the Windlord/Lightning Storm
Warlock - Hellfire/Mal'Ganis
Warrior - Gorehowl/Sea Reaver
1
Why is it that shaman still sucks after it got some really fine new cards from the latest expansion? I don't know the full answer to that but if I could add cards to hearthstone to help change the situation, these would be the cards I would add.
Clearly I am pushing totems, overload and murlocs.
I think the totem warder is an interesting card that helps to protect your big board of totems and give you serious trading value with the new Thunderbluff Valiant (I may rethink the balancing of this card in light of Thunderbluff V. since I made the card before TGT). Darkspear Shaman is another card that helps you build your totem board up even faster and even give you nice swings with free totem golems. The fire nova totem is yet another totem added to the totem collection which can generate nice tempo for a shaman deck as it is already a "weaponised" totem if that makes sense. Finally, totemic force is like power of the wild except for shamans. As it only works on totems I feel like its ok for the buff to be a bit bigger, although maybe +1/+2 is more appropriate.
For murlocs, I added a spell which can nicely fill your hand with Murlocs. It is a very powerful draw spell but it could probably only be run in overload decks or murloc decks due to the hefty overload. The Murloc enforcer is partly a buff to neptulon and just another solid midrange minion to push a potentially more midrange murloc deck. I feel that with the siltfin spiritwalker that is how murloc shaman should be so I created this card.
I think totem golem is a step in the right direction for shaman but the problem is that if your opponent is able to deal with it on turn 2 (flame cannon, abusive sergeant, etc) you are at a serious disadvantage. Its a great big minion but it still only takes one hit to kill (unlike shielded minibot). So I created thundering boulderkin. It carries two overload so playing it on turn one means you skip your next turn completely. However, it takes more than one hit to kill so even if your opponent does kill it, you will still have something to do on the board the turn after. Also, I made an overload spell. I don't know why this card doesn't already exist. Allows you to do something like play Fire Elemental on turn 3 and pay for it over two turns. Of all these cards, I want that one to be created the most.
1
I have a silly spare parts/ gadgetzan rogue deck that I play with every now and again and I just had a really fun game which I thought I would share.
My opponent was a midrange paladin and my deck shares all the features with oil rogue that help against paladins so I was pretty confident. Going into the paladin's turn 6 I had a 6/6 Edwin VanCleef and an injured Mechanical Yeti. My opponent played Sylvanas Windrunner and I got a little bit worried. It was a great board to play Syl on.
I had a look through my hand and it was pretty bare. Both preps + fan of knives and a couple of spare parts. I have always thought Time Rewinder was one of the hardest spare parts to get value out of but this time it really shone.
I hit face with Edwin and then ran the yeti into Sylvanas. I time rewound Edwin back into my hand and preped the fan of knives to finish off syl and denying her the steal on Edwin. I had enough mana left over to replay Edwin, this time as an 8/8.
One time rewinder effectively dealt 6 damage, "silenced" sylvanas, and buffed a minion by +2/+2. Not bad really.
I don't normally like to write silly boasty threads like this but the game made me so happy and rounded off a little losing streak I'd been having. In order to justify it, I would like to hear your most valuable spare part stories.
2
The Kezan Tinkerer is designed to be an enabler for mech rogue decks, giving the class that one extra tool I think they need to make a viable mech deck. You get a guaranteed spare part, and its always Finicky Cloakfield, the most rogue-like of the spare parts! If you combo this card you can also give a friendly mech stealth for a turn which is great for ensuring your mechwarpers or iron senseis stick on the board just that little bit longer. The stats and effect are comparable to Tinkertown Technician but you get a little more reliability in exchange for a stat point and it being a class card.
If you like the card please vote for it, because you know like I do that rogue is the best class!
1
I always feel like the coin is more awkward in handlock. You can't tap on turn 2 and 3 because you will end up overdrawing on turn 4. Coin twilight drake is a strong play of course but probably weaker than a turn 4 twilight drake having already gone first.
7
I hope you and MagicAmy are very happy together
5
A rogue card that is similar to Mortal Coil. It isn't a persistent minion but it has synergy with Cold Blood and other attack buffs.
3
I like this list a lot, thanks for posting. I used to play something similar but recently I have been thinking about replacing feral spirits with another 3 drop. Harvest Golem and Spider Tank are the ones I keep coming back to (not for mech synergy but because they have good stats and no overload). What do you think about this?
Also, what do you think of Neptulon in this deck?
1
I don't mind the decks that warlock has. Handlock, demonlock, zoo all of them. I am happy they are in the game and if I am in a good mood I enjoy playing against it win or lose. However, Gul'dan is so ugly. Its not even an orc thing. I can appreciate that Garrosh and Thrall have a certain handsomeness about them but Gul'dan's face and voice could curdle milk. I don't like the lore character either so that doesn't help.