40 card control rogue seems really strong

I’ve always had problems trying to make control rogue, I tried using Reno, weird deathrattle stuff, N’zoth (which was actually pretty decent), but the main problem I’ve had with control rogue recently, is that you can’t actually slot in board clears well, they tend to be clunky and rarely actually work in time, however with the new card I’ve been able to slot in all 4 board clears rogue has aswell as enough defensive options/healing to sustain towards them consistantly thus far this is the best list I’ve gotten, shadowstep just isn’t great due to the mainly deathrattle-centric design

40 cards

Class: Rogue

Format: Standard

Year of the Hydra

2x (1) Buccaneer
2x (1) Gone Fishin’
2x (1) Paralytic Poison
2x (1) Shattershambler
2x (1) Swashburglar
2x (2) Amalgam of the Deep
2x (2) Fogsail Freebooter
2x (2) Jackpot!
2x (2) Tooth of Nefarian
2x (3) Death’s Head Cultist
1x (3) Flightmaster Dungar
2x (3) Plague Scientist
1x (3) Prince Renathal
2x (3) Pufferfist
2x (3) Sketchy Information
2x (3) Treasure Guard
1x (4) Ambassador Faelin
1x (4) Blademaster Okani
2x (4) Coilfang Constrictor
2x (4) Spice Bread Baker
1x (6) Crabatoa
1x (8) Ozumat
1x (8) Pirate Admiral Hooktusk
1x (8) Shadowcrafter Scabbs

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To use this deck, copy it to your clipboard and create a new deck in Hearthstone

One note I do have to make, be careful playing the shattershamblers too early, they tend to screw up the midgame if you tempo them out, of course there is a time and a place but generally I've found it to hurt more then help.

1 Like

whyyyyyyyyyyy!

How are you using it? with shattershambler only?

I think there is room for improvement: 40 cards and you couldn’t find a spot for Tess :cry:

I was exaclty wondering why you are using it: killing a taunt minion doesn’t seem like a good plan (it would die anyways) and Ozumat is… well, it’s ozumat :joy:

My instant change would be:
Ozumat → tess
shattershambler → reconnaisence

If only I had more dust, I would craft many new legendaries to play decks like this one: I am missin Hooktusk and Crabatoa, which are must have cards for decks like this

Honestly they aren’t that necesarry, the other board clears do their job better. And the deck is so slow that the alternatives for hooktusk are good but definitely not win conditions.

They may not be necessary, but if I am playing a 40 cards deck I want to play the best possible cards.
If I already have no options to make a decent 30 cards rogue deck, I won’t feel the need to had 10 more.

It’s not about power (40 cards are worse than 30, especially in rogue), it’s about variety and fun (hooktusk = fun :wink: just like ticketus :imp: ).
Anyone who plays a slow rogue is probably seeking fun games rather than a fast climb.

By the way, why are you playing shattershamblers :joy: I really can’t understand your choice, it just kills your own taunt minions with no benefit

Always felt like I ran out of board clears, and shattleshamblers are decently statted to take trades in early game with weapon, might replace them with assassinate though and cut oz for something else

40 cards ramp druid is the best deck IMO.

it’d be harder to draw guff but maybe

The decks I was losing to the most with my ramp druid were aggro decks. That +10 health will help druid a lot and you have some cards to help you find Guff anyway.

isn’t like half of what ramp druid needs for success a high density of good cards? I’m sure 10 health will help against aggro and midrange but won’t other ramp druids and possibly other lategame decks that druid outpaced later into the game win the lategame?

Edit: Just faced a 40 card ramp druid, control rogue can indeed outdo it decently reliably in the late game, ended up stealing a 27/27 ivus with hooktusk so that was certainly interesting, won me the game by itself, assassinate also works very nicely in a lot of scenarios so I went with that and findley.

how about the MVP of early game control decks: mistress of mixtures? (it’s a standard card now)

It has 3 major issues with it, for starters, the 3 damage it deals turn 2 (weapon+attack) doesn’t hit that many important breakpoints and the breakpoints it does hit are already covered by tooth, the 4 health gain also tends to not be very effective as either it’s early in the game where it dies and you don’t gain the 4 health, or you’re in the lategame not only is it generally not up to par with the alternatives but it also could end up healing the opponent if you try to swing and also it just plainly prevents the deathrattle package from working, which is the main source of cycle in the deck.