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    posted a message on Eggro rogue (legend)

    this deck was made before wing 3 came out so it's kind of out dated. it still does well but since the meta changed to aggro shaman it's been rough. but mulligans depend on the match up. in general always keep poison, cold blood, egg, raptor and leaper gnome. keep abusive and deckhand vs paladin, hunter, and warlock or vs everything if you have coin egg into one drop cold blood. keep coldlight and shredder vs warrior. if you know the mage is freeze and the warlock is slow like reno hand lock or maly, keep cold light to mill them. keep evic vs tempo mage, hunter, zoo or maly loc. usually you don't keep sap but if you already have a good hand, keep vs secret pali and druid. i might have missed a little but that should be fine

    Posted in: Eggro rogue (legend)
  • 1

    posted a message on Arch-Thief Rafaam

    do that with rogue and prep. throw in a cold blood lol

    Posted in: Arch-Thief Rafaam
  • 0

    posted a message on S17 kolento's aggro rouge

    no deckhand or flurry? can you link a vod of him playing it?

    Posted in: S17 kolento's aggro rouge
  • 0

    posted a message on Beneath the Grounds

    2-that's what i meant by replacing it's self. sorry for the confusion.

    3- i'm just saying it has no synergy with it. if you want to vanish to reuse an effect and act like a shadow step.

    4- that would make it a win more card. i just dont think it's worth the deck space in mill.it needs a deck with a different win condition imo but it is still all theory

    Posted in: Beneath the Grounds
  • -3

    posted a message on Beneath the Grounds

    This card is bad in mill rogue for many reasons.

    1- decreases the consistency to an already inconsistent deck. adding more cards that do nothing immediately when played and doesn't help with getting cold light, surviving, or thinning your opponents deck (the opposite actually).

    2- hinders the decks' main win condition.  sure adding cards to their deck doesn't matter if when they draw it and it cycles but the whole point it to make them over draw to run out of resources against you so you're coldlights have no positive effect to the opponent with 10 cards in their hand. if you make them overdraw ambushes, you're basically giving them a chance to draw better cards and you are less likely to get them to fatigue beacuase you added the abushes in the their deck while contracting the benefit of deathlord. the card it self could be an alternate win condition but sacrificing the consistency of the main one for an inconsistent one is redundant. i can only see it being played after the opponent is already in fatigue or don't have enough cards in hand to mill it to guarantee the full effect goes off for 3 4/4's in one turn. (which i agree is viable but very situational meaning it has to sit in your hand the whole game. i actually want to see this happen so much) but triple coldlight lethal is enough and you can't even do that if your board is full. let's say you get 6 4/4's that's 24atk but you have to get through taunts and might pop an ice barrier +1 damage through fatigue when they start thier turn. but that requires set up and you usually want to use your mana that late in the game just to survive and actually get them to fatigue.  3 cold light during fatigue is 21 damage + 7 when they start their turn so 28 total and that's with having no board. 

    3- you don't wan't to vanish/shadow step your 4/4s. every other minion has sub synergy with cards like vanish and shadow step (other than thalnos). even returning a deathlord making it full health with taunt is more valuable as it has more possible health gain or take off a silence. you usually don't want to fill up your board either as it can make you overdraw with vanish.

    4- you're usually not looking to be aggressive. 4/4's are versatile bodies for trading but mill has very efficient removal as it is. that's why cards like dancing swords and mukla aren't played in mill anymore other than just plain back firing which this card is capable of doing as well. on the other hand those cards as well as this card can fit in a more aggressive style deck not looking to fatigue but to go face to take advantage of the big-ish bodies. (in theory. they might still be bad)

    Posted in: Beneath the Grounds
  • 0

    posted a message on [TGT] Aggro Rogue ft. Beneath the Grounds

    jeeves gets you burst damage. you don't have to rely on beneath. it's primarily a draw card. getting your opponent to draw was a negative before but now it's a bonus. same with cold light. you can run shadow step without jeeves that's fine. i like different draw options. we'll see if beneath is even worth running.

    Posted in: [TGT] Aggro Rogue ft. Beneath the Grounds
  • 0

    posted a message on [TGT] Aggro Rogue ft. Beneath the Grounds

    then jeeves has no negative effect if your the only one drawing from it. it's a different deck your talking about. playing a raw beneath is like playing wild growth. you have to gain back the loss of tempo somehow before to get value.if you prep it while playing a minion it should be fine. it still needs to be tested and it's all still theory but i've tried aggro rogue with 2 shadowsteps before and it's more stable without it. i'm assuming you haven't tried out tinkers with jeeves yet and you should try it. and you assume you always have beneath set when you play cold light which isn't always the case. if you prep it out when you coldlight or jeeves then you have a good set up

    Posted in: [TGT] Aggro Rogue ft. Beneath the Grounds
  • 0

    posted a message on [TGT] Aggro Rogue ft. Beneath the Grounds

    if anything i'd put in shadow step for a prep and a jeeves for something like loatheb, leeroy or another aggressive card. i did say coldlight was a viable target for shadow step if you read my comment and is the only viable target in this deck. it's not like mill rogue where it has the ability to stall out and wait for coldlights. in aggro, shadow step needs multiple targets and only using it for coldlight isn't worth it. mr yagut ran 1 shadow step his current aggro list and no jeeves. nostam ran 0 and no jeeves. in my theory prep and beneath would make jeeves viable again. if not i'd replace jeeves completely. also getting a nerubian with jeeves by making your opponent draw is alot better that making them draw with coldlight since it's summoned at the end of their turn and they don't have a chance to remove it

    Posted in: [TGT] Aggro Rogue ft. Beneath the Grounds
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    posted a message on [TGT] Aggro Rogue ft. Beneath the Grounds

    Not since the Leroy nerf has shadow step been reliable on aggro rogue. It's only viable target is cold light and shadow stepping for 2-4 damage for a charge minion isn't worth the inconsistency. Removing thinkers also means removing a blade flurry removing your huge swing mechanic and preps making beneath the grounds less impacfull because you want it out asap. Since it does nothing when you play it, worse case scenario you losing alot of tempo when playing it on turn 3 by its self because it is aggro after all

    Posted in: [TGT] Aggro Rogue ft. Beneath the Grounds
  • 0

    posted a message on [TGT] Aggro Rogue ft. Beneath the Grounds

    not for an aggro deck. jeeves atleast gives board presence and gives them something to kill. if they don't you have something to buff. you can't always hope for prep so getting to turn 7 just to draw might just get you killed. if anything jeeves can be a loatheb, leeroy, or another aggressive card to not risk drawing 2 jeeves but risk not drawing into it which isnt too bad. still needs to be tested.

    Posted in: [TGT] Aggro Rogue ft. Beneath the Grounds
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