Haven't called anyone an idiot; having a poor understanding of a class or trying to deliberately do something counter-intuitive with it is not a matter or intelligence and I don't mind it at all. I've myself spent quite some time with another player trying to make non-mill Kingsbane deck work immediatly after K&C's release; we made a guide for it here and did our best to update and answer our bagillions of comments. I also had a blast playing Reno Jackson Rogue decks, in Standard and Wild.
What I'm criticizing here is the choice of Myra's Unstable Element as a draw engine in durdly decks that want to play intricate combos. Sprint, Gadgetzan Auctioneer and basically every other controllable draw engine helps you get your synergy pieces with basically no risk; without putting yourself on a Fatigue clock, and without being a useless draw until turn 10+.
You'd never think about playing Aluneth in your Exodia Mage decks, right ? Well running Unstable Element in a deck with a slow win condition is exactly the same.
No wonder Myra's Unstable Element is having poor stats when 2/3 of the players are using it to durdle with whacky rabbits, Malygos pieces or value, instead of Burst and tempo-efficient cards.
That's pretty astonishing considering how people quickly got the hang of Aluneth and The Soularium.
The average playerbase, proving every expansion how little of a clue they have about how to play the Rogue class.
people with a degree in Hearthstone that are saying to us what we have to think
You do realize you're supposed to have a functionning critical sense right ? I guess if you can't argue with anything they say then they're technically making a lot of good points, but... I mean, I regularly disagree with Gaara for example, and hearing his arguments generally reinforce my disagreement, because I see in what we think differently.
Yeah but it doesn't MAKE or BREAK anything, it's just a big good minion, like Lich King or Hadronox. Hit the swarming methods instead so it's less of a tool for enabling that.
There you go. Late-game rewards for certain angles of attack aren't that oppressive when you don't spend the whole early game trying not to get overrun, yet still fail regardless and insta-loose if they have the reward in hand.
In fact, I might readapt the guide in a week or so. I'm taking some time to test how the new cards interact with Miracle and Tempo Rogue right now, and simply made the + Cheap Shot // + Cutthroat changes to update the deck with WW. That said, very few cards rotated out in the end, so I don't feel like the list is completely outdated or something =)
Cutthroat Buccaneer was an obvious inclusion but I'm also really loving Cheap Shot. In a deck with so much situational but tempo-efficient removals, having an extremely flexible card to soften the board and setup the perfect trades or just spend your turn killing all of their guys to stall when you don't need the Tempo pushes produced by Eviscerate and Sap, that is just nuts. Rogues are very well known to end up with some very awkward hands that either force them to play passively and get behind on tempo, or throw away their stuff hoping for the best and loosing the game if they topdeck badly, and the versatility of this Echo card completely counteracts that. After having played a dozen of games with Cheap Shot, the card really feels like a glue holding all your situational removals together, and making your games more stable.
But anway yeah : I'll probably work on a new guide soon :)
I'm personally also pretty hyped up by the Wild potential of Tess Greymane in a not-clunky Tempo Rogue shell. Apart from the power potential & stuff, there's the fact that Tess's worst enemies are opposing Rogues, and since everyone has been spitting on the Wild Rogue decks for so long for whatever reasons, the class is much less popular than in Standard ;-)
I like the direction your list is taking right now, but there are a few things I would argument on :
- My main issue is with the absence of the Pirate package (Southsea Deckhand, Patches the Pirate, Ship's Cannon and Southsea Captain). Although it takes a lot of slots, it's so effective against the opposing proactive decks that I consider it necessary to have any edge against all of those Aggro Pallies. They also make all of those "slow" Thief curve plays more affordable Tempo-wise, because you won't play them as much from behind on the board (sure, 2/2 for 2s and 3/3 for 3s aren't horrible, but they aren't great Tempo plays either, while the Aggro opponents are playing all-out on Tempo). They also make up for some really pressuring openers that just can't get ignored by Big Priests and Cube/Giants Lock, unless they are okay with loosing to Loatheb or Sap ;-)
- To complement the Pirate package, Piloted Shredder would also be great. It's a powerful nuisance, and the turns 1-3 Pirate nonsense -> turn 4 Shredder -> turn 5 Loatheb curve is really hard to come back from.
- In term of cards to remove, I haven't been convinced by Elven Minstrel that much in Wild Tempo Rogues. You have so much creatures in Tempo Rogue that you can't count on him to tutor a finisher, meaning it's most likely going to be a low-tempo Value card that needs a combo activator. But since you already have a ton of value generation off of the Thief creatures, it simply isn't needed imo.
- Tinker's Sharpsword Oil is too much clunky imo if you don't have either a ton of early drops and a very quick game plan including Cold Blood, Leeroy Jenkins, etc., or a Kingsbane game plan, or 2 Preparation and some Sprint/Gadgetzan Auctioneer, and even then, I think it's a bit too spread apart and old school for today's "standards". I think that with the Thief cards, your objective is rather to endlessly play fair creatures, with a few efficient Tempo gains here and there, and then eventually make them run off of answers or make a huge Tempo swing with Ethereal Peddler's discounted cards and/or Tess Greymane. With this game plan, Oil really doesn't fit imo because it suddenly generates a lot of damage potential, and then when they remove your buffed creature you don't have enough burst to finish them off with your buffed weapon because you don't play Leeroy & Co. And that's what happens when you're ahead; when you're behind and don't have board control, the card just doesn't do anything since you can't try to rush them in two turns or can't abuse the weapon buff with a Lifesteal Kingsbane for example :)
Here's what my build looks like atm, hope it can be helpful ! :
Nah. You'll most likely ask yourself : "Do I wanna play a defensive Warlock, copying multiple Voidlords through Cube, yaddi-yaddi-yadda, or do I want to play a class that can just Sap the Voidlord out and burst the Warlocks down before they get to put the clumsy card back on the board ?"
That's why it's completely pointless to compare cards/classes that do not do the same things at all...
Funnily enough, this crap was most likely the prototype for K&C's Rogue legendary weapon... And receiving abandonned-class-legendary drafts as real epics for the new expansion doesn't feel really good...
At least I guess the petty ATK could lead to assume that new weapon buffs are coming up, which would be much needed since the 4-mana weapon-pirates are rotationg out...
7
"Hey there, so as expected we nerfed the 5-mana staple that everyone was playing therefore that doesn't impact Standard that much.
We also nerfed Wild Druids, period, although we decided not to touch on Standard Druid at all.
And we decided to exterminate Tempo Mage at the root for no reason, even if it hasn't been a dominant archetype since GvG. Just because we can.
Oh, and don't forget to keep playing the game and buying packs !"
So apparently they secretly have most of MTGA's shares and deliberately want their players to stop caring about HS...
2
Haven't called anyone an idiot; having a poor understanding of a class or trying to deliberately do something counter-intuitive with it is not a matter or intelligence and I don't mind it at all. I've myself spent quite some time with another player trying to make non-mill Kingsbane deck work immediatly after K&C's release; we made a guide for it here and did our best to update and answer our bagillions of comments. I also had a blast playing Reno Jackson Rogue decks, in Standard and Wild.
What I'm criticizing here is the choice of Myra's Unstable Element as a draw engine in durdly decks that want to play intricate combos. Sprint, Gadgetzan Auctioneer and basically every other controllable draw engine helps you get your synergy pieces with basically no risk; without putting yourself on a Fatigue clock, and without being a useless draw until turn 10+.
You'd never think about playing Aluneth in your Exodia Mage decks, right ? Well running Unstable Element in a deck with a slow win condition is exactly the same.
8
No wonder Myra's Unstable Element is having poor stats when 2/3 of the players are using it to durdle with whacky rabbits, Malygos pieces or value, instead of Burst and tempo-efficient cards.
That's pretty astonishing considering how people quickly got the hang of Aluneth and The Soularium.
The average playerbase, proving every expansion how little of a clue they have about how to play the Rogue class.
3
Hench-Clan gets removed asap because it's bonkers, dude.
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In fact, I might readapt the guide in a week or so. I'm taking some time to test how the new cards interact with Miracle and Tempo Rogue right now, and simply made the + Cheap Shot // + Cutthroat changes to update the deck with WW. That said, very few cards rotated out in the end, so I don't feel like the list is completely outdated or something =)
Cutthroat Buccaneer was an obvious inclusion but I'm also really loving Cheap Shot. In a deck with so much situational but tempo-efficient removals, having an extremely flexible card to soften the board and setup the perfect trades or just spend your turn killing all of their guys to stall when you don't need the Tempo pushes produced by Eviscerate and Sap, that is just nuts. Rogues are very well known to end up with some very awkward hands that either force them to play passively and get behind on tempo, or throw away their stuff hoping for the best and loosing the game if they topdeck badly, and the versatility of this Echo card completely counteracts that. After having played a dozen of games with Cheap Shot, the card really feels like a glue holding all your situational removals together, and making your games more stable.
But anway yeah : I'll probably work on a new guide soon :)
2
I'm personally also pretty hyped up by the Wild potential of Tess Greymane in a not-clunky Tempo Rogue shell. Apart from the power potential & stuff, there's the fact that Tess's worst enemies are opposing Rogues, and since everyone has been spitting on the Wild Rogue decks for so long for whatever reasons, the class is much less popular than in Standard ;-)
I like the direction your list is taking right now, but there are a few things I would argument on :
- My main issue is with the absence of the Pirate package (Southsea Deckhand, Patches the Pirate, Ship's Cannon and Southsea Captain). Although it takes a lot of slots, it's so effective against the opposing proactive decks that I consider it necessary to have any edge against all of those Aggro Pallies. They also make all of those "slow" Thief curve plays more affordable Tempo-wise, because you won't play them as much from behind on the board (sure, 2/2 for 2s and 3/3 for 3s aren't horrible, but they aren't great Tempo plays either, while the Aggro opponents are playing all-out on Tempo). They also make up for some really pressuring openers that just can't get ignored by Big Priests and Cube/Giants Lock, unless they are okay with loosing to Loatheb or Sap ;-)
- To complement the Pirate package, Piloted Shredder would also be great. It's a powerful nuisance, and the turns 1-3 Pirate nonsense -> turn 4 Shredder -> turn 5 Loatheb curve is really hard to come back from.
- In term of cards to remove, I haven't been convinced by Elven Minstrel that much in Wild Tempo Rogues. You have so much creatures in Tempo Rogue that you can't count on him to tutor a finisher, meaning it's most likely going to be a low-tempo Value card that needs a combo activator. But since you already have a ton of value generation off of the Thief creatures, it simply isn't needed imo.
- Tinker's Sharpsword Oil is too much clunky imo if you don't have either a ton of early drops and a very quick game plan including Cold Blood, Leeroy Jenkins, etc., or a Kingsbane game plan, or 2 Preparation and some Sprint/Gadgetzan Auctioneer, and even then, I think it's a bit too spread apart and old school for today's "standards". I think that with the Thief cards, your objective is rather to endlessly play fair creatures, with a few efficient Tempo gains here and there, and then eventually make them run off of answers or make a huge Tempo swing with Ethereal Peddler's discounted cards and/or Tess Greymane. With this game plan, Oil really doesn't fit imo because it suddenly generates a lot of damage potential, and then when they remove your buffed creature you don't have enough burst to finish them off with your buffed weapon because you don't play Leeroy & Co. And that's what happens when you're ahead; when you're behind and don't have board control, the card just doesn't do anything since you can't try to rush them in two turns or can't abuse the weapon buff with a Lifesteal Kingsbane for example :)
Here's what my build looks like atm, hope it can be helpful ! :
0
Nah. You'll most likely ask yourself : "Do I wanna play a defensive Warlock, copying multiple Voidlords through Cube, yaddi-yaddi-yadda, or do I want to play a class that can just Sap the Voidlord out and burst the Warlocks down before they get to put the clumsy card back on the board ?"
That's why it's completely pointless to compare cards/classes that do not do the same things at all...
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Pretty cool interaction ! Although piling up conditional bad cards with some other conditional bad cards don't particularly make a good deck...
Especially when the combo doesn't win on the spot, and eats Silence, Ooze-effects, removals and trades...
2
Hey, look !
It's Kingsbane !
But it's terrible ! :D
Funnily enough, this crap was most likely the prototype for K&C's Rogue legendary weapon... And receiving abandonned-class-legendary drafts as real epics for the new expansion doesn't feel really good...
At least I guess the petty ATK could lead to assume that new weapon buffs are coming up, which would be much needed since the 4-mana weapon-pirates are rotationg out...
1
Oh, look. A Miracle Rogue card getting bashed by people using other classes standards.
How original.
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Yup. Changing his warding to simply « Rush » would actually be a nerf.
It’s already weak enough in constructed, no need to remove the cool niche Recruit/Cube combos your can make with it :p