I just ran into a Priest up in D4 that roped me every single turn from the start of the game. They were playing a Protoss Priest with Chillin Vol’jin.
I can easily wait out any rope as I am playing Adaptive Amalgam Death Knight. My deck has the specific capacity to continually reach 90-turns and tie the game. I have done it twice so far. Most people will either concede before then or I do eventually win using my Headless Horseman hero power and select undead. I won the hardest games ~20 turns before we tie (90 turn limit). I have “barely” taken out opponents with more than 200 armor who also had omega lifesteal from a demon (+58/58).
Once my end game is reached, Imbue Paladins can NEVER win— unless I misplay. kill Jaden has maybe a ~30% chance of winning through a charge dark gift based on how close we approach the 90-turn limit. Kill Jaden is the scariest as they can gain armor and lifesteal through different demons. Kill Jaden is the one I will most often tie or lose to. However, my deck does strongly into any control match up. This is why I play this deck: countering the controls that counter the aggro.
I also will not stand by and let the greediest control decks live without fear. Oh, you wanna play only legendary cards and invent new ones? —Warrior— OK, I’ve got something for you. Fight off my nuclear endless revitalizing, soft, cute, menacing hippos
As a primary midrange Rogue player, this brings immense satisfaction.
This deck is basically 100% loss to Protoss Mage unless I go over 100 Health. Even then Mage have opportunities to still kill me. The only thing this deck does is survive until using the hero power for three damage every turn.
This is one of the hardest decks I’ve ever played and often I’ll reach my turn limit while making decisions. I believe most people enjoy playing against it until the very final turns. I believe kill Jaden players also enjoy trying to overcome my endless healing since I don’t play any real minions.
That doesn’t mean it is the most enjoyable thing; fighting a player with 60+ health that must be burst down or will heal significantly. However it will take me ~10-30 turns past fatigue to kill you. You have some time to plan what you want to do and dig for card generation. You will essentially get to play your entire deck before my deck can win. I have lost plenty of times during my late game, it is not a supreme win condition.
Roping me? Please… some games have gone on longer than others players have ever been roped in their life.
Unfortunately, the Protoss Priest won
I had silenced their first mothership, and the second mothership never died. They got one High Templar off the first Mothership battlecry, and another High Templar off the second Mothership battlecry. I was unfortunate in drawing my combo pieces and took extra damage throughout the match. They had two Hallucinations in hand and summoned three Archons for lethal. Had they not been able to do that I likely would’ve won. I had been on a five game win streak prior to that Priest game.
This is not the only list I play, but it is very straightforward compared to the others. I use this one on my free to play EU account.
Braingill
2x (1) Adaptive Amalgam
2x (1) Orbital Moon
2x (2) Braingill
2x (2) Infested Breath
2x (2) Poison Breath
2x (2) Stranded Spaceman
2x (2) Troubled Mechanic
2x (3) Escape Pod
2x (3) Threads of Despair
2x (4) Royal Librarian
2x (4) Sanguine Infestation
2x (4) Sleepy Resident
2x (5) Ancient of Yore
2x (6) Airlock Breach
1x (6) The Headless Horseman
1x (0) Zilliax Deluxe 3000
1x (0) Zilliax Deluxe 3000
1x (4) Twin Module
1x (5) Perfect Module
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