Hearthstone: Next Level Play (Rogue)
Hello everybody, Geek Generation here.
I’ll use the rogue deck list i used for last season to talk about some, in my opinion, rather counter intuitive plays but would give an overeall stronger game.
2 x Backstab
1 x Cold Blood
2 x Deadly Poison
2 x Betrayal
1 x Blade Flurry
2 x Eviscerate
1 x Assassinate
1 x Sprint
2 x Argent Squire
2 x Acidic Swamp Ooze
2 x Defias Ringleader
2 x Ironbeak Owl
2 x Youthful Brewmaster
2 x Questing Adventurer
2 x SI:7 Agent
2 x Chillwind Yeti
2 x Spiteful Smith
The thing to note about the deck is that without the Coin card, the only realistic turn 2 drop is Youthful Brewmaster. Which doesn’t make for a very strong turn 2 opening. The ability to play Coin into Defias Ringleader on turn 1 may make the deck seem like a highly aggressive deck. But the truth is, it really is more of a mid range deck. Which makes Argent Squire a rather poor choice of cards as it is often more important to keep the 1 drop for fueling Combo rather than playing it as a turn 1 aggressor.
Consider the following hand.
Assuming that you draw those 5 mana costing cards and your opponent plays nothing, such that the your only probable play on turn 2 is Dagger Mastery. The question remains, do you attack your opponent with the dagger to push for damage?
My answer would be no. The reason is that the need for mana for such a deck is rather tight at the beginning. More often than not, you might draw into Deadly Poison or need to use the dagger twice on two different turns for the purposes of killing enemy minions. If your dagger runs out of durability, you might lose the opportunity to seize initiative.
As an example to illustrate my point, i’ll postulate a sequence of plays from the above starting hand.
Opp Turn 1 pass.
Turn 1 pass.
Opp Turn 2 pass.
Turn 2 Dagger Mastery. Attack opponent for 1, durability drops to 1.
Opp Turn 3 plays Raging Worgen.
Turn 3 Attack with Dagger, dagger fades, play Coin and Si7: Agent.
Opp Turn 4 plays Dragonling Mechanic.
At this point, if you hadn’t attack on turn 2, your dagger would still be around to help the Agent finish off the mechanic and there would still be 4 mana available to perform combos. On the other hand, if you do not have the dagger anymore, 2 mana would be wasted on getting the dagger back and initiative is very likely to be lost as any combo that you would’ve played is delayed to the next turn.
In my opinion, for most rogue decks, attacking with the dagger every turn is a mid to late game activity rather than an early game activity. Early game, you’d want to conserve the durability for use in killing minions.
So much for now, Geek Generation out.