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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)
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  • Battle Tag:

    PARENTHISITE#1616

  • Region:

    US

  • Total Deck Rating

    68

View 47 other Decks by richardlias
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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

+Sunfury Protector x2

Thistle Tea ->Sprint

 

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!