I don’t play weapon rogue for that reason. While I’ve watched someone on stream play it, and there are certainly decisions to be made, those are based on the fact they’re not going to last longer than four or five turns against the meta aggro decks.
They need the 16 damage dagger or they will lose to the 26/32 worth of stats (~6 minions) played on turn five or six at the latest. In full knowledge a follow up is coming that will do unavoidable “trample” damage from the mutalisks, hydralisks and lurkers. Not accounting for bug girl’s hero power.
The starship decks have power as well, but you can at least live until turn 7 to 10 consistently. Those decks typically run weapon removal or various elemental freeze effects.
I have been thoroughly enjoying an archon/templar rogue deck. However, I do not use any of the rotating cards. My deck consists of whizbang, perils and the great dark beyond. The list has not been easy to use in the meta. I have been working on many variations of the list for a couple weeks. I did hit legend with the deck.
I am constantly taking out and putting in different cards. I have recently been using HSReplay to evaluate different statistics and other builds. I am testing Oh Manager, pressure points, and sharp shipment. In this list, I have dropped backstabs and shadowsteps. But I’ll still be trying different variations to see what I like and enjoy.
There are many difficult matchups and straight counters. Naturally a viper will simply ruin my combo if it hits the right thing. I can simply lose just board pressure anyway. If I have a shadowstep and get dirty rat’d, I can at least pick a minion back up. Warrior cards like bomb boss also end my game immediately. If I have any important cards left in my deck, I am about to lose nine total cards between my board, hand and whatever’s remaining. If they play that one card, the game is done.
Other matchups like hero power druid are a race. I never trade with their minions and I just hit their face. Every turn they get 4 more hero power damage. Usually by turn 7, they are going to hit me with 20+ damage if a single minion is on the board. Which will likely happen if they have a Chrono Boost.
The very first minion a hunter plays can become unstoppable. If they banana it out of my initial spell damage range. I would have to wait until turn 6 to play a dark Templar. I’ll be dead by then. They also play that one rushing minion that’s buffed and will do 20 to 30 damage to my hero if I have a minion on the board. So in some ways, I can’t even play cards. Or playing any of my cards can lead to a losing game state simply because they exist on the board.
The matchup against death Knight is very similar where I basically just ignore the investor. I need to kill them before they kill me. Some trades here and there are fine, but by turn 6 they’re gonna have around 30/30 worth of stats across 6 minions and as rogue I have no way to deal with that board. Not to mention a couple turns after that, their hero power will kill me or they will play a couple other minions that do combination damage from attacking. Also, I can’t exactly play my Templar into their banelings, which can also have reborn. Now that they have one health, it may be even more difficult. I will have to see. Once their banelings got over 5 or 6 health I wouldn’t kill them by playing Templar and was able to make archons safely. Now that they have one health, they will instantly pop killing my Templar. Fan of Knives is one of the worst cards you can run in rogue at the moment so I will see what I can do.
Meteor shaman you have no chance. You should just concede and move on. Starship/Terran shaman you have more of a chance, but their board gets so wide so fast with high enough stats that you often die to the poke. Their deck is also incredibly consistent draw, whereas the rogue needs time and has a very weak early game.
I have never lost against any warrior. Those poor souls. (I don’t count the bomb boss ones. I’ve already forgotten about those games. Their one card combo said: u no)
Against any of these decks if I can get out 2 Eredar Skulker’s with either a lucky comet or shadowstep in hand, I can do 8 to 18 damage around turn four. They will have stealth the whole time and very few classes have early AOE to deal with that. Druid and shaman have the most consistent early answers, and to some extent mage. However, if they don’t have those cards they will take so much damage from those minions. Death Knight is the funniest because they actually have no capacity to deal with those stealth minions. It’s funny to watch them rope while trying to figure out how to deal with them. They made that bed, I’ll make them lay in it.
I will coin a Eredar Skulker on turn 1 and then on turn 2 play just a preparation alone to spellburst it and trigger stealth. It’s worth the damage. However that is why I usually run Lucky Comet when using Skulkers. You can also discover them off Lucky Comet and that is how you reach the higher damage range.
Normal: 1/3 → 3/3 → 5/3
Lucky comet: 1/3 → 5/3 → 7/3
I have Shadowstepped the first one played on turn 1, prep out a lucky comet and play two Skulkers with combos activated. One Skulker will have the Lucky Comet buff. You do not have to play the minion discovered off Lucky Comet. ANY combo minion played next will double trigger.
2x (0) Preparation
2x (1) Dig for Treasure
2x (2) Eredar Skulker
2x (2) Eviscerate
2x (2) Oh, Manager!
1x (3) Overplanner
2x (3) Pressure Points
2x (3) Swarthy Swordshiner
1x (3) Talgath
2x (4) Chrono Boost
2x (4) Dubious Purchase
2x (4) Sharp Shipment
1x (4) Sonya Waterdancer
2x (5) Sandbox Scoundrel
2x (6) Dark Templar
2x (6) High Templar
1x (7) Artanis
AAECAZurBASKqAaPzwa16gaT9AYN958EvZ4GracGs6kGtrUGs8EGjNYGpOEGn+UG8+YGi/QGjfQGy/gGAAA=