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Hearthstone: Heroes of Warcraft Game Guide by gamepressure.com

Hearthstone: Heroes of Warcraft Game Guide

Table of Contents

Rogue | Ready-made decks Hearthstone Guide

Last update: 23 September 2016

Neutral Cards (16) - Rogue | Ready-made decks - Ready-made decks - Hearthstone: Heroes of Warcraft Game Guide

Rogue - Basic Deck

Neutral Cards (16)

Rogue Cards (14)

Voodoo Doctor (1) x2

Backstab (0) x2

Rayorfen Hunter (2) x2

Deadly Poison (1) x2

Geomancer Kobold (2) x2

Sap (2) x2

Shattered Sun Cleric (3) x2

Fan of Blades (3) x2

Ogre Magi (4) x2

Hidden Blade (5) x2

Sen'jinu Shieldmasta (4) x2

Assassination (5) x2

Darkscale Healer (5) x2

Sprint (7) x2

Stormwind Champion (7) x2

 

It is a very good deck for new players. It focuses mainly on spell cards and buffing them with Spell Damage. It also has solid, but cheap, units and two weapon cards for the elimination of weaker units or attacking the hero directly.

The Beginning Stage: Use your cheaper units like the Rayorfen Hunter (2), to ensure yourself with control over the battlefield. Use the Backstab (0) and the hero for the elimination of the weaker units..

The Middle Stage: Start playing the units with Spell Damage and launch your attacks against the opponent's hero. If you need many cards, use the Sprint (7).

The Final Stage: Use the offensive cards to clear the opponent's side and use the Stormwind Champion (7), to buff the remaining units and deal the critical blow.

Strong points

Weak Points

+ A lot of offensive cards

+ Reliable units

+ Strong weapon cards

- Relatively weak offensive abilities of the minions

- Almost no healing cards

Standard

Miracle

Neutral cards(8)

Rogue cards(22)

Bloodmage Thalnos (2) x1

Backstab (0) x2

Earthen Ring Farseer (3) x1

Preparation (0) x2

Violet Teacher (4) x1

Conceal (1) x1

Leeroy Jenkins (5) x1

Cold Blood (2) x1

Azure Drake (5) x2

Deadly Poison (1) x1

Gadgetzan Auctioneer (6) x2

Sap (1) x2

 

Shiv (2) x2

 

Eviscerate (2) x2

 

Fan of Knives (3) x2

 

SI:7 Agent (3) x2

 

Edwin VanCleef (3) x1

 

Shadow Strike (3) x1

 

Tomb Pillager (4) x2

An offensive version of the Miracle deck, which allows you to use combination of Leeroy Jenkins (5) and Cold Blood (1). The majority of powerful strikes is based on Combination ability and the right spells. Apart from a lot of spells, the deck has many minions as well.

Beginning stage: The key to success is to obtain cards for Combination, and eliminate threat in the couple first turns. It's wise to keep Backstab (0), Sap (1) and SI: 7 Agent (3) in your hand (especially if you are starting with a coin). Use Fan of Knives (3) against aggressive cards.

Middle stage: try to keep your own minions in the game and eliminate hostile minions at the same time. If needed, use Eviscerate (2) in a combination. If there is a large threat in front of you, e.g. 7/7 minion, don't hesitate to use Shiv (2). The opponent will lose some pace and this is the best way to win. You may also play a buffed Edwin VanCleef (3).

Final stage: if you have Gadgetzan Auctioneer (6) in your hand, start drawing cards with some cheap spells. If possible, use Cold Blood (1), and deal additional damage and then play Conceal (1) to protect your own minions from destruction. If you need to deal additional damage, you can always play Leeroy Jenkins (5).

Advantages

Disadvantages

+ Various offensive methods

+ Good control

+ A very fast and unpredictable deck

- Fully dependent on spells and Combination

- Only for more experienced players

Wild

Aggressive Rogue

Neutral Cards (7)

Rogue Cards (23)

Mana Addict (2)

Backstab (0) x2

Novice Engineer (2) x2

Shadowstep (0) x2

Knife Juggler (2) x2

Conceal (1)

Questing Adventurer(3) x2

Adrenaline Rush (1) x2

 

Patient Assassin (2) x2

 

Defias Ringleader (2) x2

 

Sap (2) x2

 

Stun (2)

 

Eviscerate (2) x2

 

SI: 7 Agent (3) x2

 

Edwin VanCleef (3)

 

Perdition's Blade (3)

 

Fan of Blades (3) x2

 

Assassination (5)

It is a strongly offensive Rogue deck, meant to be used by the more experienced players. Most of the strong attacks of this deck are hidden in the Combo ability and appropriate spell cards. The number of minions is not too high, which is why this is a deck for purely offensive use and charging on the enemy hero.

The Beginning Stage: The key is to gather the appropriate cards for the Combo and hold back until the right moment. Try to hold control using your hero power and the weaker of the cards.

The Middle Stage: Time to have fun. There are many stunning combinations of cards that you can use in turns 6+7. The use of the Knife Juggler (2), Mana Addict (2) and the Questing Adventurer(3) may serve as an example. The later card is mainly a bait here. In the next turn, you can initiate the example combination: Backstab (0), Defias Ringleader(2), using the Shadowstep (0) on the previous card and use it again, to summon Edwin VanCleef (3), in the end, with 10/10. Additionally, the Mana Addict (2) is boosted to 6/3 and the Knife Juggler can throw 5 random blades. This is only one of the many possible combinations

The Final Stage: The aggressive profile of this deck will rather not let you wait until this stage. If this happens, though, try to determine the right combination and eliminate the largest threat, by using, e.g. the Perdition's Blade (3) or Assassination (5).

Strong points

Weak Points

+ Incredible offensive potential

+ Good control

+ To be used for fast-paced games

- Relies entirely on spells and combo cards

- To be used by more experienced players

Assassin

Neutral Cards (16)

Rogue Cards (14)

Elven Archer (1) x2

Backstab (0) x2

Novice Engineer (2) x2

Sinister Strike (1) x2

Knife Juggler (2) x2

Sap (2) x2

Demolisher (3) x2

Eviscerate (2) x2

Ironsmith Ranger (3) x2

SI: 7 Agent (3) x2

Gnomish Inventor(4) x2

Fan of Blades (3) x2

Gromdarda Commando (5) x2

Assassinate (5) x2

Nightblade (5) x2

 

Another strongly offensive deck for the Rogue, which focuses mainly on the direct spell damage. Has a good control of the battlefield and many ways for the elimination of the opponent. Its major shortcoming is that it lacks a reliable defense, although this has no meaning if the enemy does not manage to attack.

The Beginning Stage: You should focus, predominantly on obtaining cards and securing your control over the battlefield. Use Novice Engineer (2) and Gnomish Inventor(4) when the opportunity arises.

The Middle Stage: Eliminate the opponent's stronger units and use the remaining cards against the hero. Remember to use your spells in combinations and try to bring down the enemy's health as soon as possible.

The Final Stage: Keep the strong cards, like the Assassinate (5) for later, to eliminate the opponent's really strong units. Continue decreasing his health while attempting to keep relative control over the table.

Strong points

Weak Points

+ Strong offensive abilities

+ Very good spell cards

+ Decent minion cards

- Poor defense

- Relies on spells and combos strongly

- Weak towards the end of the game

Barber

Neutral Cards (16)

Rouge Class Cards (14)

Mechwarper (2) x2

Backstab (0) x2

Harvest Golem (3) x2

Deadly Poison (1) x2

Tinkertown Technician (3) x2

Blade Furry (2)

Mechanical Yeti (4) x2

Eviscerate (2) x2

Piloted Shredder (4) x2

Goblin Auto-Barber (2) x2

Azure Drake (5) x2

SI:7 Agent (3) x2

Sludge Belcher (5) x2

Tinker's Sharpsword Oil (4)

Argent Commander (6) x2

Assassin's Blade (5)

 

Sprint (7)

A rouge deck from the Tempo genre. It focuses on using every mana crystal as valuable as you can and on strong minions. It is fairly easy to construct this deck since it has almost only basic and common cards and only few rare cards.

Early game: Start with playing Mechwarper (2) to receive the mana cost reduction for your other Mechs such as Harvest Golem (3) or Mechanical Yeti (4). Use Backstab (0) to clean the 3/2 minions or connect it with your hero power's dagger to kill a 2/3 minion. Try to play Tinkertown Technician (3) as fast as you will have a Mech on a board to give a 4/4 minion instead of 3/3 and a Spare Part as well.

Midgame: Play Azure Drake (5) to receive a bonus card and Spell Damage +1. Protect your weaker minions with Sludge Belcher (5) who will provide you two minions with Taunt with one card. Remember about the Combo ability from some of your cards suck as Eviscerate (2) or SI:7 Agent (3). You may activate them with cheap cards like Backstab (0), Deadly Poison (1) and Harvest Golem (3).

Late game: Arm yourself with Assassin's Blade (5) and power it up with Deadly Poison (1), Goblin Auto-Barber (2) and Tinker's Sharpsword Oil (4). Use this strengthened weapon to either damage your enemy or clean some strong minions. If your enemy will gain control over the board use the Blade Furry (2) spell on strengthened weapon to deal a lot of damage and clean his side of the battlefield. If you control the board or have not a lot of cards in your hand problem use Sprint (7) to draw four more cards.

Strong points

Weak points

+ Smoothly passing through consecutive turns

+ Good connection of strong minions, buffing spells and offensive spells

+ Good card draw

- Rather weak in the later parts of the game

- Using weapons may kill your hero fast what may be a problem since this deck offers no cards which may heal you

Combo Rogue

Neutral cards (9)

Rogue cards (21)

Southsea Deckhand (1) x1

Backstab (0) x2

Bloodmage Thalnos (1) x1

Preparation (0) x2

Piloted Shredder (4) x2

Deadly Poison (1) x2

Antique Healbot (5) x1

Blade Flurry (2) x2

Azure Drake (5) x2

Sap (2) x2

Loatheb (5) x1

Goblin Auto-Barber (2) x1

Emperor Thaurissan (6) x1

Eviscerate (2) x2

 

S1:7 Agent (3) x2

 

Fan of Knives (3) x2

 

Tinker's Sharpsword Oil (4) x2

 

Sprint (7) x2

This is a Tempo type Rogue deck, which means that the most important thing is using the mana that you have in every round in the most efficient way. The deck is not expensive to collect, but playing it the proper way may take hours of practice.

Beginning phase: Try to draw cards that will allow you to survive the beginning of the game: Backstab (0), Deadly Poison (1), Goblin Auto-Barber (2), S1:7 Agent (3). When playing against a Paladin or against a Zoo type deck, keep Fan of Knives in your hand.

Middle phase: Try to clear the table of enemy minions. Keep your units on the table to be able to buff them with Tinker's Sharpsword Oil (4) and thus dealing a lot of damage to the enemy. To effectively clear the battlefield of all the enemy units, you can use the Azure Drake (5) or Bloodmage Thalnos (1) + Deadly Poison (1) or Tinker's Sharpsword Oil (4) to increase the weapon damage (if you have two weapon charges, first attack enemy hero if it's possible) and use Blade Flurry (2) to deal AoE damage. If you lack cards and the situation on the table allows it, use Preparation (0) + Sprint (7) to draw additional cards and save some mana.

Ending phase: At this stage of the game, you should probably already have cards that you can use to burst the enemy, like for example Deadly Poison (1) or Tinker's Sharpsword Oil (4), Eviscerate (2). These cards will allow you to deal huge damage. It is good to first lower the mana cost on the cards using Emperor Thaurissan (6), which will allow you to play more cards and use combos. If you have an additional minion on the table or if you use Southsea Deckhand (1), who will obtain Charge ability right away, you can add a lot of extra damage (the Oil also buffs a random minion). If you need more damage to finish the enemy, you can use Blade Flurry (2).

Pros

Cons

+ Fast tempo of playing and large offensive abilities

+ A good combination of solid minions and powerful offensive and buffing spells

+ Good choice of additional cards

- If you don't draw minions during the beginning phase, you may fall a little behind the enemy

- Using weapons can quickly lower your hp and there is only one healing card in the deck

Raptor Rogue

Neutral cards (18)

Class cards (12)

Abusive Sergeant (1) x2

Backstab (0) x2

Bloodmage Thalnos (2) x1

Shiv (2) x1

Loot Hoarder (2) x1

Eviscerate (2) x2

Spectral Spider (2) x2

Fan of Knives (2) x2

Nerubian Egg (2) x2

SI: 7 Agent (3) x2

Big Game Hunter (3) x1

Unearthed Raptor (3) x2

Defender of Argus (4) x2

Dark Iron Skulker (5) x1

Piloted Shredder (4) x2

 

Azure Drake (5) x1

 

Sludge Belcher (5) x2

 

Sylvanas Windrunner (6) x1

 

Dr. Boom(7) x1

 

A deck which focuses on Pace - using mana the best possible way each turn. The deck focuses on a card from The League of Explorers - Unearthed Raptor (3), which is able to copy Agony onto adjacent units.

Beginning stage: try to draw cards that will allow you to survive the first couple turns: Backstab (0), Deadly Poison (1), Spectral Spider (2), SI: 7 Agent (3), and always keep Fan of Knives (3) in your hand if you are facing against a Paladin or Zoo.

Middle stage: Clear the board of hostile minions. If you have minions with Agony in your hand, and Unearthed Raptor (3), you can combine them and copy Agony of another unit. This will make clearing the boards much harder for your foe.

Final stage: you should have some. Sticky minions on the board: Sylvanas Windrunner (6), Sludge Belcher (5), and other minions with Agony that you will be able to copy with Unearthed Raptor (3). Performa attacks and slowly decrease your opponent's health.

Advantages

Disadvantages

+ Fast and offensive game

+ A good combination of solid minions and the Raptor

+ Wide variety of Agony makes it difficult to clear your minions.

- If you don't draw minions in the first couple turns, you will be left behind

- Weapons are only used to remain control over the board, and thus you won't cause huge damage.

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