This weapon is a 3/4, allowing it to deal 12 damage over four turns under normal circumstances. There's a better target for this spell, though: Assassin's Blade. Deadly Poison is able to add +2 attack to your weapon, making it great for using in a pinch, letting you do a maximum of 6 damage over two turns. Using it equips your hero with a 1/2 weapon, allowing you to constantly make bold trades with enemy minions - it's also the bane of any paladin who likes to use their own hero power. Until now, not much mention has been made of the rogue's hero power, Dagger Mastery. It also has a chilling effect on the warlock, who often uses cards with harmful battlecries. If a priest has spent several cards buffing a single minion, Sap will invalidate their efforts, working like a soft version of a silencing card. On the surface, this sounds underwhelming, but it can brush aside a minion with taunt long enough for you to deal with any threats lurking behind it. It returns a minion to your opponent's hand, forcing them to fall behind and spend the mana to play the same minion once more (best used on big, costly minions).
The rogue has an arsenal of thematically appropriate spells to use, and the ones from the basic set are all pretty good choices that see play in rogue decks of all kinds.īackstab is an 0 mana card that deals 2 damage to an unharmed minion - allowing you to shut your opponent down early on, if in your opening hand, and play a minion of your own, seizing tempo early on. Rounding out the minions section of the deck are a pair of sturdy Boulderfist Ogres and a Stormwind Champion, whose buff ability gives your more fragile minions some staying power. It's big benefit is, once again, the +1 spell damage that it brings to the table, allowing you to squeeze that little bit more value from your spell cards. As a 4/4 body for 4 mana, it's a little underpowered, but still big enough to dispatch most small and mid-sized minions. If your Kobold Geomancer was removed earlier, or would be in danger of being removed right away if played, the Ogre Magi is a good option. Your two taunt minions, the 3/3 Ironfur Grizzly and the 3/5 Sen'jin Shieldmasta, are also solid choices for the cleric's +1/+1 buff. You have the Shattered Sun Cleric to buff minions, allowing you to make or survive some trades that were previously just out of reach. Kobold Geomancer can be played in a pinch, or if you have been very unlucky with your draw, but should be reserved for playing right before a spell, as its presence gives you +1 spell damage. With 3 attack, it is also more than a match for other popular early game choices like Snowchugger. The Acidic Swamp Ooze shines in this deck, immediately shutting down a warrior's Fiery War Axe. There are cards included in this deck that will boost your spell damage, making board-clearing possible, but this should not be counted on. You need to upset your opponent's momentum and hinder them with spells, while using your hero power to make smart trades with your opponent's minions. In this case, the basic rogue deck plays into one of the strengths of the class: single-target removal. The DecklistĪs I've been driving at, the goal of this deck is to keep the tempo going. Generally - very generally - aggro decks will want to have the tempo, while control decks are best suited to playing slightly behind it. At the very beginning of the match, whoever goes first has tempo - they dictate the flow of gameplay by doing something that the second player needs to react to. Tempo is a term used to describe, in a nutshell, who the proactive player is and who's the reactive one. This deck aims to ease you into playing as rogue by sidestepping the more intricate combinations and trickier cards in favor of tempo.
#HEARTHSTONE ROUGE CARD FIVE MANA PROFESSIONAL#
This decklist comes from Sheng, a professional Hearthstone player who actively engages directly with the Hearthstone community. or a pop, which is the noise my spine made while trying to replicate the pose of the portrait. Everything should, after all, end with a bang.
#HEARTHSTONE ROUGE CARD FIVE MANA SERIES#
The rogue is the last in this series of basic deck guides.