Short answer: Depends on your definition of work.
I constructed a control rogue deck that will technically out-fatigue a control warrior (it has c'thun ontop of Kaz), and has a lot of methods to counter questlines, however after about 20 games of refining the deck i got a whole entire 5% winrate (surprisingly the one game I won was against a questline priest) so, wouldn't recommend trying, stalling overall loses you tempo and as powerful as evasion is it doesn't change the fact that the enemy is building a board that you have a whole 2 ways in total to clear.
doesn’t seem like a good idea, honestly… The class just doesn’t have a good support for that archetype for now. Rogue doesn’t have a great deal of powerful spells and/or big minions to fight for late game…
I think the most you can do is a reasonable “ok” mid-range deck using Scabbs.
I mean your not wrong, it was a terrible idea on my part but I mean, you got the mulligan advantage I guess? No one expects a 33 turn match with a rogue.
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hahahahah that’s for sure
This deck definitely will be certainly unexpected to your opponents
But meanwhile Control isn’t the most favorable archetype for Rogue now, I’m having a lot of fun playing a mid-range deathrattle Rogue. I use Loan Shark to get coins and cheat high cost cards like Onyxia, Scabbs and Smokescreen
Far from being meta, but sure is a fun deck to play
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they recently nerfed a strong control rogue card: cloak of shadow.
The class isn’t meant to be control, in fact the card I mentioned above had success in an aggressive deck.
In wild you can play a control rogue, thanks to reno jackson and a combo that lets you replay your minions infinetly (it’s called shadowcaster).
Valeera DK is also a strong card in a value late game deck.
In standard there isn’t much you can do to play control rogue
if I understood correctly, your wincondition is reaching fatigue, having more cards than your opponent so they will die before you and playing treasures and chtun in case you need more stuff.
This may have been a good strategy some years ago, but now fatigue decks are mostly unplayable, because decks are fast and have reliable win conditions.
Maybe your deck can have some success against other non refined decks, but if you are planning to use it in ladder, I think 5% winrate is already a generous result.
But I see you already came to this conclusion
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Is this wild or Standar?
I have a C’thun Rogue deck in standar. And it works fine for me (by that i mean 40+% win rate).
I wouldnt call it a “full control deck” but it has a lot of control tools: The C’thun pieces, the destroy a minion spell that gets cheaper for any extra card in your deck, I also run secrets with Blackjack Stunner and obviously Hero Scabbs. All of those are control tools. But it is more a tempo deck. It has a deathrattle pack plus Drek’thar.
I can either go for the late game or aswell I can gain the board and defeat defeat an aggro match.
It kinda works in wild with the neutral healing available there. In my experience, control Rogue will always be some kind of mid-range tempo deck because the class lacks any hard aoe removal. I am counting vanish as soft aoe removal because resources return to hand.
I love value burgle Rogue decks too. I don’t think they can be considered control though cause they only really beat fatigue control decks lol
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I mean this is a fun meme deck I like to play that is controllsh for a rogue deck in standard.
enemy draw
Class: Rogue
Format: Standard
Year of the Gryphon
2x (0) Preparation
2x (0) Shadowstep
2x (1) Secret Passage
2x (2) Far Watch Post
2x (2) Reconnaissance
2x (2) Swindle
2x (3) Banana Vendor
2x (3) Death’s Head Cultist
1x (3) King Mukla
2x (4) Fishy Flyer
2x (4) Southsea Scoundrel
2x (5) Burning Blade Acolyte
2x (6) Claw Machine
1x (6) Mr. Smite
1x (8) Shadowcrafter Scabbs
1x (9) N’Zoth, God of the Deep
2x (12) Clockwork Giant
AAECAZvDAwSb2AO/gAT7igSYoAQNqssDh9QD590DsOEDuuED9egD9+gDmOoDlO8D9p8E958E2KAEuqQEAA==
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simple answer: N O control without armor or healing simply isnt viable
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OK somehow I started getting a winstreak with the control rogue deck, so I’ll post it here if anyone wants to try it themselves, so far the winning pattern is getting down to about 8 hp then getting down the moargs and healing and swinging the game in your favor, the opponents tend to have to use their whole hand to clear the moargs or other healy minions you slam on the board so then you have much more removal then them and win off that, turn 18~ seems to be the general point you win off tempo.
Control Rogue
Class: Rogue
Format: Standard
Year of the Gryphon
2x (0) Shadowstep
2x (1) Armor Vendor
2x (1) Blackwater Cutlass
2x (1) Brain Freeze
2x (1) Paralytic Poison
2x (1) Secret Passage
2x (2) Encumbered Pack Mule
2x (2) Plagiarize
2x (2) Reconnaissance
2x (3) Coerce
1x (3) Death’s Head Cultist
1x (3) Flightmaster Dungar
2x (3) Shroud of Concealment
1x (4) Kazakus, Golem Shaper
1x (5) Shadow Hunter Vol’jin
1x (8) Kazakusan
2x (8) Mo’arg Forgefiend
1x (10) C’Thun, the Shattered
AAECAYO6Aga/4APg5QP86AOY6gPX+QOEsAQMqssDx84DitAD5dMDkuQDrOsD/u4DiPQDzPkDvYAE9p8EuqQEAA==
To use this deck, copy it to your clipboard and create a new deck in Hearthstone