Another 'balanced' Rogue OTK deck - turn 8

Again, another ‘fun and interactive’ deck. I fight the board, feeling confident. Have full control of the game. Nope. You’re still dead, because.

3 fully discounted Archons. Game.

https: //hsreplay. net/replay/RWCUUGfnyyitC78VpWaiJJ

How these interactions exist in the first place blows my mind.

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Hate to break to you, but that deck should be aiming for a T7 OTK, which is possible.

Welcome to hearthstone 2025? I guess.

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My man here calling anything unfair while playing zerg DK :rofl:

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Zerg DK doesn’t OTK combo.

No it doesn’t, it just overwelms with great constant preasure and at anytime you could had top decked a Viper and it was over for the Rogue. That’s where card games chance factors in, You actually played the match right as far as I can tell in the replay, that doesn’t always means that you should win cus your opponent also played right based on his build of the deck.
Sometimes one player gets the aces dude, just take your L and move on, doubt you face that Protoss rogue deck every two matches, something that I and many players can’t say about Zerg DK.

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You’re missing the point. It’s not about winning or losing (that will always happen). I’m addressing the fact that you cannot interact with the deck (and face decks / OTK combo rarely interact with the board in the first place ). It’s that fact that makes playing vs them not fun or fair at all. It’s bad game design when a player can solo for the win. That’s what I’m talking about. If your argument is ‘just wait until you get a Viper before they can combo’ that’s off the mark by a mile. ‘Just tune your deck so you can beat this specific other deck and become worse against all others’ kinda logic is flawed logic. I don’t care if I have to lose vs counter-decks as long as they feel like there’s some interaction going on. That’s it.

Playing Viper or Dirty Rat is technically interacting with their deck.

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Your feeling of an interaction is: I want to screw their game plan and not compromise anything of mine while doing so.
Why is any player gonna try to trade with your minions when that only furthers your game plan? Flood with very sticky well stated minions, set deathrattles, that enhance said minions, until you win via resource attrition or with your flood of agressive minions.
Sounds really fair and noble from your side the type of gameplay you discribe as fun right?

5 Likes

The problem with this deck is not the otk pieces but the burn damage from swordshiner, photon cannon and zealot is enough to swing the game to a rogue advantage. This deck is fairly easy to play then most OTK decks since you got the card draw and tempo parts covered for early game with Chrono boost, void ray and burn cards.

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It’s not the ‘game plan’ that is the problem. I’m fine with combo decks as long as there are ways you can interrupt them. If their deck has 500 removals AND all the combo pieces do 30+ damage in a turn (OTK) then it is not fair play in my book. Having to ‘hit a lucky Viper’ or dirty rat doesn’t seem reasonable enough. So if you don’t get a Viper you’re dead because you screwed up by not getting a Viper ? It’s biased flawed logic.
It’s the absurd power of the combo that makes no sense. I don’t mind being hit by a buffed Leeroy to the face. At least that can be stopped by Taunts. Triple Archon damage cannot.

Just rogues being rogues playing solitaire. Like they always do.

there is one card in standard that let you interact with infestor, and it’s deafen

otherwise, interaction with the zerg DK is literally “don’t interact with board and blow up his face or you flippin die, moron”

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Royal Librarian. You’re new to the game I see.

The game hasn’t been this boring in years… Why complain about rogue… Every deck is implementing a braindead one dimensional low bar strategy from terran/zerg/protoss/dungar druid/weapon rogue. Complaining about rogue is missing the completely bigger picture that they’ve designed an awful game with one dimensional strategies which is set to continue post rotation with the boring hero power decks.

my bad for not remembering the completely unplayable neutral silence card that’s too slow to stop Infestor + Death Growl, gee, my bad king, take your :1st_place_medal: victory in our intellectual debate, bro!

You are going go to love Aessina OTK mage :pinched_fingers:

Oh yeah, I forgot about shaman meteor merry-go-round!

We have so much fun together as I watch their deck empty all over my face! Not a thing I can do about it! Those aren’t even cards in their hand! You could say the deck is playing itself.

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Protoss will be spammed for the next week to!

Game needs to be as braindead as possible so people dont give up on it. Asteroids, garrotes, eruptions, 16 damage daggers. No thinking allowed. Or required. Spam cards and decks do the rest by themselves.

2 Likes

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

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