Backspace Burglar
- Last updated Sep 23, 2016 (Karazhan)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3060
- Dust Needed: Loading Collection
- Created: 9/20/2016 (Karazhan)
- Aezuriel
- Registered User
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- 4
- 18
- 41
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
99
Well guys, I'm back with another This time I'm trying out a rebuild of Backspace Rogue, updated to new cards.
For those unfamiliar, Backspace Rogue was a metadeck built around the Facehunter/Miracle Rogue phase of Hearthstone. Hallmarks were pure raw aggression, Coldlight Oracles for keeping stuff in your hand while you had control of the board, and bombastic finishes with a Charge minion (usually Leeroy Jenkins), Cold Blood, and/or Shadowstep. At its height, Backspace Rogue would typically close games around turn 6/7, and if they went on much longer, you probably lost.
Since then, cards have changed, decks have changed, and people have forgotten just how aggressive a rogue deck can be. So here is a deck built on the same premise, but with a few more tricks up it's sleeve.
Burgle effects work with Coldlight Oracle and Loot Hoarder to keep plenty of options in your hand while you apply as much pressure as possible. Youthful Brewmaster steps up to the plate with Shadowstep to give you some re-use capabilities with your Combo Cards, Swashburglars, Abusive Sergeants or Oracles. Undercity Valiant double's up with SI:7 Agent and a dash of spot removal to keep your opponent off-tempo long enough to close the game. Sap and Leeroy Jenkins make up your end game trump to deliver the final, last ditch blow. Ethereal Peddler makes a guest appearance as an efficient body at the top of your curve, that can give you more tempo options by discounting any opponent class cards that may get stuck in your hand.
Overall the deck is not quite as fast as the original, but it is hella-fun, and may be where a true "burgle" deck is heading in our aggressive meta.
Mulligain Guide: (in brief, excerpted from comments)
On the play, 1 and 2 drop curve and combos. On the draw Defias Ringleader.
Usually you want 1-drops minions / combo pieces, Though it matters if you are starting with the coin. The original was one of the few decks that could have a better start with the coin thanks to Defias Ringleader. Double one drop minions can be good now too, especially with Bladed Cultist.
When in doubt, try to make a plan for your 1st 3 turns. If your plan looks like T1: Nothing, T2:Heropower ... you should consider pitching completely. This isn't supposed to be a long plan deck.
Sample Plans:
T1: Argent Squire -- T2: Swasburglar + Bladed Cultist -- T3: Coldlight Oracle (shadowstep)
This has basically everything you could ask for in this deck. A fast start with extra value, and the ability to dig into your deck and keep tempo.
T1: Coin + Defias Ringleader -- T2: Undercity Huckster (or) Youthful Brewmaster -- T3: Backstab + SI:7 Agent
Amazing coin start with solid follow up turns.
T1: nothing -- T2: Swashburglar + Bladed Cultist -- T3: 1-drop + Undercity Valiant
Not the fastest start, but I might opt for this if I am vs someone who can hero power away my 1/1. It has the benefit of drawing out my opponent's start and developing my hand, while keeping the road clear for my dudes.
T1: Swashburglar -- T2: Youthful Brewmaster -- T3: Swashburglar (replay) + 2-drop
Another "slower" start that keeps you on curve while developing your options
At turn 4 don't have any card at hand, and your oponent are laughting at you. Very inconsistent
Mulligan guide? I always get confused as to what are the optimal times to use shadowstep and panda and burn through my hand pretty fast trying to maximize damage.
On the play, 1 and 2 drop curve and combos. On the draw Defias Ringleader.
Usually 1-drops minions / combo pieces, Though it matters if you are starting with the coin. The original was one of the few decks that could have a better start with the coin thanks to Defias Ringleader. Double one drop minions can be good now too, especially with Bladed Cultist.
When in doubt, try to make a plan for your 1st 3 turns. If your plan looks like T1: Nothing, T2: Heropower ... you should consider pitching completely. This isn't supposed to be a long plan deck.
You also have to remember that sometimes you are going to make plays that look and feel bad, like double one drops that die to hero power. Don't wimp out. Many times the wining play is to keep them tapping that hero power or spending removal, instead of developing their board.
The weakest potential start I would CONSIDER keeping is (Going First) T1: nothing T2: Heropower(kill a minion) T3: Swashburglar into Youthful Brewmaster. Its a niche play that is weak in tempo, but sets you up T4: with 2 extra spells and lots of mana to combo your stuff
The more control oriented your opponent's deck is, the harder it can be to close depending on your draw order. Try to save a Defias Ringleader or Bilefin for board recovery. The bright side is that burglar effects give you a little more insurance vs control, though it is still based in RNG.
Hearthstone was starting to get dry for me playing all of the new decks. As an old school Miracle and Tempo Rogue player, this one hits the spot. So many possibilities!
Do you think Brann Bronzebeard would be too slow to play with this deck?
Status report: Lots of tough matchups in my first few games so I lost a few, but I just killed a Control Warrior by burgling Varian Wrynn and top-decking Leeroy. Pretty hilarious.
Brann is a hard choice here. If you are going to run him, you almost want to run him in conjunction with Shadowcaster. That by itself can make an interesting deck, but you find yourself at 2 sides of a dichotomy. Backspace wants everything up front: win fast, and sculpt for the finish if you have to -- Shadowcaster wants to create infinite endgame value on 1 cost critters.
By skewing your deck, bran actually makes it harder to close in the early game, and his benefit as a 2/4 3 drop is questionable.
Its not a question without debate as he can draw a lot of hate off your smaller minions. That said, I think his potential gain is not as important as the consistency of the total deck.
EDIT: Bear in mind that Brann only hits Battlecry, and not Combo.
Thoughts on Dark Iron Skulker instead of Ethereal Peddler in Shaman-heavy meta? Two damage to undamaged minions would do a number on midrange totem Shaman.
Ethereal peddler is foremost an efficient body for 5 mana that can keep the Tempo rolling with high cost burgled cards. It is absolutely appropriate to swap him out for Skulker if you feel the meta calls for it. My only caution is that peddler is also good at dealing with Thing from Below. Be sure you aren't trading one problem for another.
On the play, 1 and 2 drop curve and combos. On the draw Defias Ringleader.
Usually 1-drops minions / combo pieces, Though it matters if you are starting with the coin. The original was one of the few decks that could have a better start with the coin thanks to Defias Ringleader. Double one drop minions can be good now too, especially with Bladed Cultist.
When in doubt, try to make a plan for your 1st 3 turns. If your plan looks like T1: Nothing, T2:Heropower ... you should consider pitching completely. This isn't supposed to be a long plan deck.
You also have to remember that sometimes you are going to make plays that look and feel bad, like double one drops that die to hero power. Don't wimp out. Many times the wining play is to keep them tapping that hero power or spending removal, instead of developing their board.
The weakest potential start I would CONSIDER keeping is (Going First) T1: nothing T2: Heropower(kill a minion) T3: Swashburglar into Youthful Brewmaster. Its a niche play that is weak in tempo, but sets you up T4: with 2 extra spells and lots of mana to combo your stuff.
@chen
Shadowstep is easily one of the best cards in the deck., something you want to save if things get tight at the end. I was running 2 Youthful Brewmasters at one point too, trying to max out repetitions. But when games are really aggressive, small things don't stay alive long enough for you to wait for more mana or burn extra mana on recasts in the same turn. The 1 of Brewmaster is really good for getting one good trick in, while holding at least one shadowstep for endgame.
Unlike the original backspace, the burgle variant can find completely unexpected answers thanks to stealing opponent class cards... and there is something savagely satisfying about hitting tempomage with their own fireballs for the win.
@joker
One of the most insightful observations that backspace offers rogue it just now reliant you get on having all those cheap early removal spells. This hurts your tempo much of the time because you are looking for answers instead of playing threats. But eliminating almost all non-creature based removal gives us the room we need to really ratchet up the tempo of the game, much sooner than other variants. We still curve out well into mid game, but were doing so with combos and synergy.
In fact, one of the reasons this deck is so consistent is because with so many small pieces, filling out your curve is remarkably efficient with all but the worst of draws. The trade-off is a weakness to control decks... but those aren't as big of a deal in this Meta... so vive el wombo combo!
It's the first rogue deck without Eviscerate, amazing!
Also, some people used to run Edwin in Backspace. Its not strictly efficient, but its not bad. Just remember its more important to use him as an efficient body, and don't wait and over-invest in making him "as big as possible".
Awesome, thanks for the tips!
If you don't have Leroy, charge would be best. Reckless Rocketeer or Argent Commander.
Seems a really cool deck, any replacements for Leeroy? Sadly just crafted Edwin and i don't have enough dust for Leeroy.