No hard removal, unless you count the weapon, no ways to deal with aggro, which just pump a lot of cheap minions (Rogue, Hunter, Warlock), unless you get the perfect hand. Twilight Drakex2, Mountain Giantx2, too many cards that work against first turn drops, unless your have a perfect starting hand with any combo of all the Crystology, Sandwasp Queen, or at the worst Jar Dealer. Glowstone Technician -- good on paper, but only works if you are already in control, at which point you don't really need it.
This certainly doesn't play as aggro (too many midrange cards) and this can't play as control, because, well, not anything much to control with.
As for midrange, if I don't count the perfect hand run, I seem to be pretty much screwed. So far 1 win out of 8.
Sorry, you are quite right. I mixed generated lackey with an earlier expansion card. On another note, I dropped both EVIL Recruiter and 1 Impbalming for 2x Magic Carpet and Dark Pharaoh Tekahn . That seems to work quite well, however Rafaam appears to be too unpredictable, unless played as last resort, really. I have lost some 2-3 games from around a 50% position, when played him.
Great zoo, much fun. The deck has been updated for Saviours of Uldum, however, much of the play guide still reflects old version (Kobold Lackey ?) I also would love updates for places of where to add Leeroy and other cards mentioned.
Wonderful deck. I only don't understand, how to play this against Secret Hunter.
Against other decks, even with mediocre hand, I can reasonably expect a close game, but with Secret Hunter, even if I have top draws, it is not clear what should be the strategy. Do you have any tips?
I haven't watched the video with explanations yet, but I think for a deck which must play aggro (as described by poster), there is way too steep mana curve.
this was the same problems with the rogue decks last meta I found. you needed key cards early or will loose. it is probably a problem with rogue in general I think and not many ways to work around. if you have something you find to be more refined though, I'd love to take a look.
I will play around yes, but in general, such a deck as Odd Rogue worked quite well last meta, didn't it? Can we really say that for rogue everything depends on initial hand?
I really like the premise of this deck, but it appears to rely way too much on the initial draw and also seems to be too top heavy.
If you get the initial conditions pat, you are ok, but as soon as you start with either heavier cards or combo cards only, you are dead.
Basically, while you have a 50% chance to draw a 0-3 cost card, the chances that you will have 2x 0-3 cost cards on initial draw, that will allow you to do something aggressive, are only 25%. Even with mulligan, you can only raise this to ~50%, so half the time, you will not be able to do much on the first 3 turns, unless your next draws are better.
When this deck works, it is great. When it doesn't you are up against a cubelocked Voidlord without any silencer, or without mass removal for Hunter's Emerald Spellstone.
I haven't watched the video with explanations yet, but I think for a deck which must play aggro (as described by poster), there is way too steep mana curve.
What's your experience with this deck against secret hunter? I feel that both for that and some other decks, there seems like a place to squeeze in 1 Hellfire or something like that.
0
No hard removal, unless you count the weapon, no ways to deal with aggro, which just pump a lot of cheap minions (Rogue, Hunter, Warlock), unless you get the perfect hand. Twilight Drakex2, Mountain Giantx2, too many cards that work against first turn drops, unless your have a perfect starting hand with any combo of all the Crystology, Sandwasp Queen, or at the worst Jar Dealer. Glowstone Technician -- good on paper, but only works if you are already in control, at which point you don't really need it.
This certainly doesn't play as aggro (too many midrange cards) and this can't play as control, because, well, not anything much to control with.
As for midrange, if I don't count the perfect hand run, I seem to be pretty much screwed. So far 1 win out of 8.
0
Sorry, you are quite right. I mixed generated lackey with an earlier expansion card. On another note, I dropped both EVIL Recruiter and 1 Impbalming for 2x Magic Carpet and Dark Pharaoh Tekahn . That seems to work quite well, however Rafaam appears to be too unpredictable, unless played as last resort, really. I have lost some 2-3 games from around a 50% position, when played him.
0
Great zoo, much fun. The deck has been updated for Saviours of Uldum, however, much of the play guide still reflects old version (Kobold Lackey ?) I also would love updates for places of where to add Leeroy and other cards mentioned.
0
Am I missing something, or is this easing up Archmage Antonidas play? You only need this and just one Sorcerer's Apprentice to generate 2, potentially even more Fireballs?
0
Don't forget about what cards rotate out of Standard. It may well be that there is nothing better than this card left for certain decks.
2
Wonderful deck. I only don't understand, how to play this against Secret Hunter.
Against other decks, even with mediocre hand, I can reasonably expect a close game, but with Secret Hunter, even if I have top draws, it is not clear what should be the strategy. Do you have any tips?
0
I will play around yes, but in general, such a deck as Odd Rogue worked quite well last meta, didn't it? Can we really say that for rogue everything depends on initial hand?
3
I really like the premise of this deck, but it appears to rely way too much on the initial draw and also seems to be too top heavy.
If you get the initial conditions pat, you are ok, but as soon as you start with either heavier cards or combo cards only, you are dead.
Basically, while you have a 50% chance to draw a 0-3 cost card, the chances that you will have 2x 0-3 cost cards on initial draw, that will allow you to do something aggressive, are only 25%. Even with mulligan, you can only raise this to ~50%, so half the time, you will not be able to do much on the first 3 turns, unless your next draws are better.
When this deck works, it is great. When it doesn't you are up against a cubelocked Voidlord without any silencer, or without mass removal for Hunter's Emerald Spellstone.
I haven't watched the video with explanations yet, but I think for a deck which must play aggro (as described by poster), there is way too steep mana curve.
2
I'd be surprised if it worked well for this deck, since some of the heavier cards such as Spirit of the Shark and Vilespine Slayer need combos.
1
What's your experience with this deck against secret hunter? I feel that both for that and some other decks, there seems like a place to squeeze in 1 Hellfire or something like that.
0
Isn't Corridor Creeper too early game dependant?