Arcane Giant Control Rogue (UPDATED FOR UN'GORO)
- Last updated Jun 9, 2017 (Un'Goro Launch)
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Wild
- 9 Minions
- 21 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Mill Rogue
- Crafting Cost: 4140
- Dust Needed: Loading Collection
- Created: 9/10/2016 (Karazhan)
- richardlias
- Registered User
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- 6
- 15
- 26
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Battle Tag:
PARENTHISITE#1616
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Region:
US
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Total Deck Rating
68
It's pretty simple, remove enemy minions until you can play Arcane Giant --> Gang Up.
Gadgetzan Auctioneer is very good late-game to pull out your Arcane Giants.
Swashburglar + Shadowstep gets a lot of early game card generation and also speed up the Arcane Giant turn.
It's good to know that Arcane Giant still costs 0 if it gets put back into your hand. A good win condition against control to keep in mind is having Arcane Giants on field, attacking, and Sapping/Vanishing your opponents minions away and spamming them back on
I relate this deck to how handlock was before the meta changed aggro. I hoped to keep myself alive against aggro and out-value other control decks, and it actually works surprisingly well.
If I were to improve this deck, it would be to have more healing, because it loses to being chipped down by enemy hero power. Antique Healbots would help the deck a lot, if you wish to switch to wild.
Cards you should put in your deck to replace cards you don't have
if you don't have Preparation, I strongly recommend that you craft it. You could use Counterfeit Coin instead, but it's just not the same.
Bloodmage Thalnos->Azure Drake
If you have any thoughts/criticism, please comment!
Edit: I have changed this deck a little over time, it might not exactly match the text above if I have left something out!
If you liked this deck, please check out my others!
Pretty nice deck, but i have not access to tomb pillagers, what cards can replace it? Tried out barnes, but often he summons 1/1 giant or SI. Now i run calmar pirate, but that not even close)
This is a really rad decklist, reno mage had no idea how to react. I'd suggest with all the decklists out there that Beneath the Grounds be a good tech choice; it gives you more board, and doesn't let their no duplicates activate. Good card.
Beneath the grounds is indeed a good tech vs control, and i did include it, but removed it since i seem to win long games anyway out of the sheer difficulty for them to counter giants. I replaced it for more draw or something. But it is a good replacement for shaku.
Also, if you are interested i have a deck which uses beneath the grounds for that exact purpose
Hit me with it. Always looking for cool Rogue decks.
Thanks, looks good. I've seen Firebat pilot an Arcane Rogue deck, his choices are pretty interesting. He cuts the Shaku, Burgle, Swashburglar package and instead favors heavy draw like Shiv, Fan of Knives, Azure Drake, and Novice Engineers with Shadowstep to draw towards his win condition.
But he runs only full removal, he cut his Saps, which sometimes when I play the deck is iffy because I can't sap something like a taunt, but you draw towards your gang-up (single) and giant (single) and your gadgetzan auctioneers very, very fast. Of course, Firebat loves to draw half his decks because those Edwin turns become really strong, I actually crafted him just so I could pull off those early game threat turns. I'd highly recommend it, I found the decklist on hearthpwn, lemme link it: http://www.hearthpwn.com/decks/718097-firebat-gang-up-arcane-giant-rogue-from-january
Interesting to note is that if your opponent figures out what you're doing, the Kazakus potions can really throw a wrench in your plan. Of course you can still use Edwin to bait out those desperate potions, but sometimes it's Shaman and he just Hex and totem, which SUCKS.
I can try! Even though wild seems to be full of things rogue can't deal with, especially after bladeflurry nerf. As for how it does, i usually get a win streak to rank 15, about where it rests.
Can anyone give suggestions to improve its early game, other than the obvious patches? (i don't have him but could include in list anyway)
just swapped 8 cards out. These changes add a little swashburglar shadowstep value combo and 2 sprints. This version seems to work much better against aggro, and still has more than enough late game.
so I've just added in shaku, because I've tried him a lot, and he always seems to impress me. This deck does well enough surviving through the early game, so you can usually tell whether you will win or lose by turn 5, since sometimes you just run out of things to do until you draw your finisher. Shaku really helps with keeping up with the card-dashions, and any spells you get from him go towards the giant discount.
I've changed my mind about yogg. If i can even survive to turn 10 without another removal: 90% of the time it helps, but half of that is either temporary or killing barely enough stuff to keep me alive on board. I replaced it with assassinate in my personal deck, took out deadly poison, added another sap and si:7. This change makes a better guarantee about its survival and is more mana efficient. But yogg is super fun.
I have a positive win rate with this deck after testing it with 30 games. agree with you, this deck isn't going to get you to legend. But you will have some legendary games with it. I made it to be one of the only control decks that even work right now, and you can easily win against aggro if they aren't token(i know thats like 80% of aggro decks and aggro is most of the meta. More often than not token/deathrattle can't do enough damage to kill me before i vanish) but that means most of my wins with it are against aggro. And if you get in a control match, losing is very unlikely. Otk paladin is still a thing, and this wins against that. Just sap his warleaders before he can suicide them and force him to heal himself until you can get the vanish combo. I hope that the next expansion will bring some real control cards, like cards with passive debuffs to all minions, then this deck can really thrive.
I'll check out kripp's deck and see if i can improve mine.
I think otherwise. To me, cutpurse is rogue's version of Darnassus Aspirant. But 1 health is sacrificed to enable combos and choose when you get the mana. Coin it out on turn 1 if you go second. It works well with both gadgetzan and arcane giant. The only other thing wrong with cutpurse is you can't trade and still get the coin value. However, this deck has plenty of removal, and having more mana enables you to have much more removing power to keep it alive. Cutpurse is not good late game, like darnassus, but if you survive to the late game and you draw it, you won't lose.
Pretty weak against aggro
Not a Mid-range Shaman... UPVOTE.
But good job dude
Thanks! I greatly appreciate any support and suggestions!
amazing job man! Love ur deck