Fun deck, though a bit weak in its original form. (1-2 at rank 25)
I was looking for a cheap rogue deck, as I haven't played much hearthstone the last year or two.
After these replacements, the deck is performing much better. It plays for more value than trying to obtain combos, which is difficult without card draw:
Southsea Deckhandx2 > Journey Belowx2: With little card draw, this deck doesn't need so many one-drops and Journey Below can help fill out your curve whenever or give you a better chance late-game.
Assassinate > Trade Prince Gallywix: Assassinate isn't a great card. Gallywix gives you a beefy minion and some extra spells. Many people don't have Gallywix, so other possible cards may include Cairne Bloodhoof, Thistle Tea, Sprint, or any other good 5-6 drop.
Blade Flurryx1 > Fan of Knivesx1. Blade Flurry is clunky at 4 mana, and you don't always really want to destroy your weapon. Fan of Knives can take out tokens and gives this deck some much needed card draw.
Tinker's Sharpsword Oilx1 > Cutthroat Buccaneerx1: Tinker's Oil is another clunky 4 mana card that is not always easy to play properly, and is less needed for burst without Southsea Deckhand. This gives the deck another minion to establish board presence while still buffing your Kingsbane.
From the card choices section in the guide: "I felt like the main reason that Sea Giant was being played before was due to the high amount of zoo mirrors and secret paladins. Nowadays Sea giant is often a dead card or a 8/8 for 7 or 8 mana. I felt like horserider fills a good role in this burst oriented list as flexible trading minion in the early to mid stages of the game or as a finisher in the late stages when you don't draw Leeroy. "
While Sea Giant can be powerful, you really don't want your hand clogged in this deck. The deck already has several situational cards such as Defender of Argus, Soulfire, Leeroy Jenkins, Power Overwhelming etc.) Plus, it forces your opponent to use their hard removals on 2 or 3 mana creatures, pretty satisfying haha.
Zoo tramples all over this deck, and that's about half of my matchups. They just have too much early board presence and a never ending draw engine, so whether you trade or go face it seems a lose-lose.
I've played about 15 games with this deck so far and gone from rank 8 to 6, and I would have to say yes to the Upgrade! if it fits your curve/plan for the next few turns. Weigh your options and the potential risk/return of leaving that 1/1 on the board versus playing another card and/or saving the Upgrade! for later. I usually just use it if I need it and don't have any other weapon cards in hand (or a decent chance to draw one).
You'll often waste Upgrade! and N'Zoth's First Mate's weapon charges when you need to equip something else, which isn't ideal but is often the best play.
Most definitely yes for the turn two Faerie Dragon play (if you don't need to play a weapon to clear a minion on the board). I've won games with simply the tempo of having that 3/2 on the board on turn two. That little guy can sneak in 6, 9, or even 12+ damage when left alone, and you have 3 additional damage you can trade with as needed that you wouldn't have had if you just held him.
I believe the deck should be played as an aggro deck, not a combo deck. Even though there's synergy and combos to be had, there's not really any specific combo you're reaching for, just depends on your hand and how to best utilize it.
Hope this helped. Anyone can add me if they want help or just to chat.
1
Needs an empty deck for the deathrattle to trigger.
0
Fun deck, though a bit weak in its original form. (1-2 at rank 25)
I was looking for a cheap rogue deck, as I haven't played much hearthstone the last year or two.
After these replacements, the deck is performing much better. It plays for more value than trying to obtain combos, which is difficult without card draw:
Southsea Deckhandx2 > Journey Belowx2: With little card draw, this deck doesn't need so many one-drops and Journey Below can help fill out your curve whenever or give you a better chance late-game.
Assassinate > Trade Prince Gallywix: Assassinate isn't a great card. Gallywix gives you a beefy minion and some extra spells. Many people don't have Gallywix, so other possible cards may include Cairne Bloodhoof, Thistle Tea, Sprint, or any other good 5-6 drop.
Blade Flurryx1 > Fan of Knivesx1. Blade Flurry is clunky at 4 mana, and you don't always really want to destroy your weapon. Fan of Knives can take out tokens and gives this deck some much needed card draw.
Tinker's Sharpsword Oilx1 > Cutthroat Buccaneerx1: Tinker's Oil is another clunky 4 mana card that is not always easy to play properly, and is less needed for burst without Southsea Deckhand. This gives the deck another minion to establish board presence while still buffing your Kingsbane.
Tinker's Sharpsword Oilx1 > Naga Corsairx1: See above.
2
Beat on first try, nice deck. :)
0
Only one deathrattle
2
Loot Hoarder or Kobold Geomancer are classic replacements.
Other options include (in no particular order) Novice Engineer, Cabalist's Tome, Ragnaros the Firelord, Gnomish Inventor, Blizzard, Flamestrike, Faceless Summoner, Acidic Swamp Ooze, Ethereal Conjurer, Spellslinger, Leeroy Jenkins[/card], and Archmage Antonidas
3
I'm 19-18 playing today and yesterday with this deck on ranks 4-5 (mostly 4) North America.
What you conclude from that is up to you.
1
Came back to using this deck now that there's less zoo, and have been doing rather well at ranks 9-5. Thanks for the deck and writeup.
0
Dat Freudian slip
0
From the card choices section in the guide: "I felt like the main reason that Sea Giant was being played before was due to the high amount of zoo mirrors and secret paladins. Nowadays Sea giant is often a dead card or a 8/8 for 7 or 8 mana. I felt like horserider fills a good role in this burst oriented list as flexible trading minion in the early to mid stages of the game or as a finisher in the late stages when you don't draw Leeroy. "
While Sea Giant can be powerful, you really don't want your hand clogged in this deck. The deck already has several situational cards such as Defender of Argus, Soulfire, Leeroy Jenkins, Power Overwhelming etc.) Plus, it forces your opponent to use their hard removals on 2 or 3 mana creatures, pretty satisfying haha.
0
Acidic Swamp Ooze, a second Ravaging Ghoul, Slam, or Sylvanas Windrunner are some possible substitutes, depending on what match ups you're facing. Someone also had success with a second Drakonid Crusher.
0
Zoo tramples all over this deck, and that's about half of my matchups. They just have too much early board presence and a never ending draw engine, so whether you trade or go face it seems a lose-lose.
0
Decent deck, it should curve out fairly well and the Innervate + 3 Wraths is really nice.
It would've been good to get a Swipe or two but, you can't have it all. :)
Just do some good early trading to try to get out the big guys later. Good luck!
1
Welcome to the game. :)
I hope you enjoy it as much as I have over the past few years.
Add me to chat/for help or whatever if you wish.
johnmyster#1294
0
I've played about 15 games with this deck so far and gone from rank 8 to 6, and I would have to say yes to the Upgrade! if it fits your curve/plan for the next few turns. Weigh your options and the potential risk/return of leaving that 1/1 on the board versus playing another card and/or saving the Upgrade! for later. I usually just use it if I need it and don't have any other weapon cards in hand (or a decent chance to draw one).
You'll often waste Upgrade! and N'Zoth's First Mate's weapon charges when you need to equip something else, which isn't ideal but is often the best play.
Most definitely yes for the turn two Faerie Dragon play (if you don't need to play a weapon to clear a minion on the board). I've won games with simply the tempo of having that 3/2 on the board on turn two. That little guy can sneak in 6, 9, or even 12+ damage when left alone, and you have 3 additional damage you can trade with as needed that you wouldn't have had if you just held him.
I believe the deck should be played as an aggro deck, not a combo deck. Even though there's synergy and combos to be had, there's not really any specific combo you're reaching for, just depends on your hand and how to best utilize it.
Hope this helped. Anyone can add me if they want help or just to chat.
Tag is johnmyster#1294
0
I've never had a disenchant regret.
I don't disenchant cards I don't have max copies of, unless there's full dust value involved (nerfs).