Don’t get me wrong, I love Hearthstone. But then Inzen, who introduced me to that game introduced me to Mabinogi Duel… and I forgot that I ever played Hearthstone while I was playing this game.
Where to start? The game has cheesy fan-servicy artwork as you would expect from Asian originated card games. Yet the biggest draw of the game is that your deck is 12 cards. And you start the game with every card in your hand. Resource generation is 1 per type per turn but you can charge by spending an action to get more.
While Haerthstone’s minion arena is 7 spaces wide, Mabinogi is 5. The other difference is that creatures in Mabinogi only attack the space directly across them, where in Hearthstone you can dictate who you want to attack.
But with only 12 cards, wouldn’t that diminish your option quickly? Not really, but in a way, yes. One of the actions you can take is Revive, where you take back all the cards in your graveyard back into your hand and take 1 damage for each card returned. On top of that, cards that went to the graveyard costs 1 more extra resource to play. So the more you rely on one card, the more expensive it will be to play it later.
But the main draw of the game is that there are a lot more play options for you to explore. Want a story based game with okay dialogues and character development? Play the guide comics. There’s also phantom based matches where you play against another player’s deck played by the AI, or an actual pvp match where you really duke it out against another player live.
If that doesn’t stop you, you can also open up your own card store, selling cards to other players for gold (the standard currency of the game). And opening a personal store is free too.
But don’t take my word for it. Just go ahead and play it. Let’s see if you forgot about Hearthstone too like I did.
So the meta has fixed itself, more people have good plays against Quest Rogue that it no longer seems as cheesy as it had been a couple of days ago. This is good. Good enough for me to write more on it and post a deck up.
Before we go on further, let’s see why Quest Rogue is no longer a big threat now (well, it still is, but not as it was before):
The board is cleared up early. No longer targeting the face, every effort is spent targeting the weenie minions on the board instead to render the Crystal Core useless even if it hits the table.
Aggro face like no tomorrow. Rogues in general are very poor in the defense department. Even more so in Quest Rogue.
Dirty Rat is back. Sure, it sucks against Jade when it was prevalent, but against Quest Rogues it wrecks the game plan more often than not.
People are packing fatties. This is to trade for the weenie minions that plague the Rogue’s table prior to completing the quest.
Now let’s see the deck’s main problems:
It’s too draw dependant. Seriously, an opening hand without 1 of your key cards and you can literally see the writing on the wall.
The deck relies heavily on completing the quest to win. Quite often, there are no secondary win conditions.
The second problem is the biggest flaw in current Quest Rogue decks so far. Without the Crystal Core, your Violet Teacher and Imp Master aren’t scaring anyone if they’re only spewing 1/1 at best. Quite often the fancy win cards are locked until the Crystal Core comes online. So until the quest is completed, the deck is pretty much vulnerable to anything.
It hit me after losing a lot successively that the deck was too transparent. So, like the class implies, winning with the quest now requires more guile and concealment of your motives than every before. I came across 2 play styles that work surprisingly well of late:
- Don’t play The Caverns Below on your first turn. This will ensure you Igneous Elemental won’t be top targets of Silence, turned into toads and sheeps the moment they hit the table. Drop it when you’re about to score it.
- Don’t make a deck relying on the Crystal Core to win. Treat the Crystal Core as a secondary win condition while concentrating on winning by another mean. You don’t need to complete the quest to win, though it’d be nice if it did. This should be your mentality as your opponent gets confused on why you used Shadowstep on another minion and not on the one you just cast.
- Play like classic Rogue. The old doctrine of controlling the board and dropping your own threats should still be maintained and not be thrown to the wind for the sake of dropping your 4 same name minions ASAP.
Here’s the deck I’m playing right now. It could use more work, but it’s making me feel fun playing a quest deck for once:
There is no straight way on how to play this deck, but you can vary your approach depending on which class you’re facing.
I don’t think I’ll ever write a deck list for a Rogue Quest deck. Despite the earlier misgivings, the deck is really easy to make and really hard to counter unless you do so from turn 1. I don’t get the feeling that it’s fun after I pulled it off at turn 5 or so. The trick to pull it off really cheap? Those damn Fire Elementals.
I get that the quest are supposed to be the endgame for all decks, but the Rogue one is so ridiculously easy to build. The deck doesn’t even need the Mimic Pods to run (though it’s nice if you managed to pod the Deathrattle Fire Elemental dude) and it’s still fast.
Some guys even concede the moment I played the 1/2 dudes twice in a turn (despite the rest of my hand being trash, but they don’t know that). But there are good close fights between Quest decks. The worst is Rogue Quest vs Rogue Quest, as it just ends up being the first person who can pull the quest off. It doesn’t matter if you have board control or not, you will recover quickly.
That being said, the plant theme for Rogue is interesting, though I can see that it’s vastly inferior to the quest deck at this point. But the card that picques my interest the most right now in Rogue is Vilepsine Slayer. Same cost as Assassinate, does the same thing, but it has legs and a big mouth (3/4, not too shabby).
Another instant staple is Hallucination. You can get some really good pulls with it if you’re lucky.
I was watching an old video from Kripparian (if a few months is considered old) when he tackles Stealth Rogue by featuring the Shadow Rager. Now I don’t have the exact cards he does but the concept is interesting, plus it makes thematic sense compared to… oh… Jade Golems.
Here’s my take on it:
The biggest change from Krip’s deck is that I wanted my 1 drops to be beefy. I’m not too perturbed about healing my opponent with Mistress of Mixtures, at least I’m not giving my opponent a more threatening edge, like cards. The rest are control elements and the stealth dudes as the heavy hitters.
But they only hit heavy after a visit from Shadow Sensei teaching them about Cold Blood. Hit the minion with Master of Disguise afterwards, that big stealth minion is ready for round 2. Keep the Sap for that big taunter that will show up after you pull off this stealthy trick.
Good substitutes to consider:
Patient Assassin. This is infinitely better than Emperor Cobra. Though the latter is fat, it’s really vulnerable the moment it hits the table unless you follow if up with Master of Disguise.
Shaku, the Collector. The poster boy of stealth play. Card draw is always awesome.
More cheap experimentations. This time I’m cutting down the Rare down to 1 and bumping up the common count up to 10. What this does is that it gives me more room to explore and out in cooler stuff at such a small Dust budget.
What I came up was a deck that was surprisingly able to climb up the Rank ladder by quite a bit (since I’ve been on 20 forever for the last 2 seasons, getting to 17 after playing this deck for 20 minutes is a bit of a fresh air).
Also, my favourite deck builder, tempostorm.com is back up. Yay!
I had a bit of a headache trying to determine what single Rare I should put in. After much deliberation, I decided on the fake Coin because it fires up my combos for free AND it boosts my tempo by one mana. This is quite significant because lots of stuff can come out one whole turn earlier.
Also bumped up the minion removal for a semblance of early board control. A single Assassinate is in there but that odd 17 health taunter that pops up from time to time (naturally, only Priests could come up with that).
I have not idea what’s the ideal mulligan rule honestly, but follow your gut. Sometimes, leaving a 5 cost card in your starting hand might not be such a bad thing in the long run, as you no longer have to fish it out.
I guess you can say that this deck was born out of frustration of not having the right answers all the time. It then occurred to me that most answers to almost everything is shooting them in the face.
This is a classic tempo control deck. Clear your opponent’s board while filling up your own. While you can go for the face with this deck, it wouldn’t fare so well. This deck is not fast and you have to exercise restrain to get the most out of it since card draw is almost non-existent in this deck.
This deck is fun to play and you’d get a kick out of it.
I decided to take the chill pill and revisit some fundamentals. Came up with this deck on a theory that the best kill cards does not have to come from your deck. The premise is simple: Keep the board clear of threats and build up your own. Pummel and repeat.
As you can see, there’s nothing startling or stellar about the line up. But it performed better than my Jade Rogue deck. Journey Below and Undercity Huckster really have to pull their weight here to provide the deck with finishers. The rest is crowd control. Don’t expect any minion you plug Cold Blood on to survive, so putting it on a 1/1 is perfectly fine (though you’d like the Divine Shielded one if you have the opportunity).
As you can see, the curve is heavily skewed to the 1 drops, this is because they have the most bang for buck when trying to pull off combo abilities.
While this might not be the best performing deck, for a new Rogue player this will make a good starting point to tinker around to make your own deck. It has the best tools Rogue has to offer that’s still legal in the Season of the Mammoth.
Like my other budget decks, the main key to play this deck is to play what you need, not what you can. Expect your board to be wiped at any time and hold on to the cards you need to re-take the board after your opponent has populated it.
While the previous Jade Rogue deck that I made was very specific, it was dead slow and prone to being swarmed if the right cards weren’t out to soak early damage. So I took the base tempo concept and reworked it into the deck. Not only is the deck faster, but it stopped being reliant on the Jade Spirit bounce mechanic and have more ways to win.
Initially Argent Horserider took the slot of C’thun’s Chosen. But due to the fact that it’s phasing out soon, I had to look for other similar alternatives to take its slot. The Chosen has the right amount of beef that made it more than ideal for the slot. Although I lost a bit of speed, but for 1 mana more I got twice the amount of attack/health. Putting a combo’ed Cold Blood on a shielded Chosen is scary.
I suppose We can make this work at a flat 1000 Dust by putting in Chillwind Yeti instead, but I’ll lose the ability to take on larger creatures but a 4/5 is nothing to sneeze at either.
And this deck can swarm the board early, though a single Consencrate can likely wipe everything. So it’s important to keep the minimum number or minions on the board that poses a threat to draw out those AoE’s.
I’ve been trying to crack Jade Rogue for a while now and couldn’t really get a bead on it. The usual N’Zoth Jade Rogue decks are expensive, my aim is to at least hit a 1500 Dust budget. It took me a while, but the best solution is often the simplest:
Don’t let the curve fool you, this is not a quick deck. In fact it’s pretty mid-range to slow. How the deck runs is pretty simple:
Put down the Jade Spirit over and over again. That’s it.
With the Brewmasters and Shadowstep, you should be able to put up a decent sized golem that will wreck face. Don’t be afraid to bounce back your Sunfury Protector or Coldlight Oracle if you need to however.
While the concept of the deck is simple, playing it is another matter. It’s a pretty nuanced game play that can get you in trouble if you mess up your mana calculation and timing.
The opening hand should contain one of your Jade thingies, regardless of the cost. Chuck out anything else until you have them. You don’t really care what happens to your golems, but your Jade Spirit has to be kept alive at all cost. Lose that, you won’t have a sustainable way to put down more golems.
I have half a mind to try out N’Zoth’s Tentacles in place of Betrayal/Bladed Cultist for that sweet board wipe.
I think this is the only non-Rogue deck within the 500 series that got a revision. I got hooked to this deck. It’s just so explosive and it’s not hard to pull off. Here’s where version 2 is right now:
Now the whole deck hinges on Steward of Darkshire, for better or for worse. A Divine Shielded Magma Rager is not something anybody would like to face on a regular basis. Plus with the Steward, the card is finally playable (kinda). Rallying Blade is there for the Stand Against Darkness + Steward of Darkshire combo. The Shattered Sun Clerics also bow out for Raid Leaders, which fits well in this deck.
It’s a predominantly mid-range deck now, with the 3 cost bracket receiving a huge jump, draining the 1 and 2 cost cards from the previous version.
Dang… I might actually like this more than my Rogue 500 deck.