Whizbang Thief Rogue

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Intro: Not expecting this to be super good once the meta settles (it's currently two days into the new expansion). This was originally intended just to be a fun deck, and I honestly thought all the weapon cards would make it feel clunky (and they certainly do feel like the kind of thing that won't be good in two weeks). For now, though, it's been surprisingly effective and incredibly fun, with TONS of decisions and player agency! The deck went 10-3 across its two versions, allowing me to hit legend. Version 2 (the current version) cut Swashbucklers for Sonya Waterdancer and a second copy of Mic Drop, as well as swapping Instrument Tech for Raiding Party. That choice literally enabled the final win to hit legend--if you watch the replay, please don't scream too loudly at the misplays (like I said, lots of decisions to make, and I'm no pro)!

Game plan: The idea is to take advantage of the current lack of Rustrot Viper and E.T.C., Band Manager, build a gigantic weapon that heals you every turn, and win through eventually outvaluing your opponent until you're able to hit them enough in the face that they explode.

Mulligans: Since the game plan revolves entirely around Spectral Cutlass, I've been hard mulliganing for either Instrument Tech or Spectral Cutlass. If you already have one or both, weapon buffs and non-Rogue card generators are also fine to keep.

Gameplay: Super simple... get the cutlass out ASAP, start buffing it up as much as you can, and just play normal Thief Rogue otherwise. Don't overvalue Shadowstep or Breakdance--there's no need to hold onto them for super Tess Greymane or Drilly the Kid or The Azerite Scorpion value. Bouncing Velarok Windblade or Sonya Waterdancer to keep them from dying is perfectly fine--your game plan is outvaluing the opponent and hitting them in the face with a big lifesteal weapon, not winning on board (we discover our solutions to opposing boards.

Matchups: Handbuff Paladin seems to give us the hardest time--since we don't usually stack armor, a windfurious Leeroy Jenkins can pretty easily finish us off, even when we are able to keep the board clear. The way to win this matchup seems to be to maximize face damage and be a lucky human being. Handbuff Death Knight can also be challenging--even with our incredible value, The Headless Horseman's upgraded hero power will eventually wear you down. Other than that, every other matchup feels either highly favorable (looking at you, Odyn Warrior!) or neutral (e.g. Plague DK).

And... that's all I can think of. Hope you enjoy it if you try it!

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