Deadly Decks: Quest Rogue

Post 5.6.2017

Quest Rogue

Welcome to another Deadly Decks, this time we are looking at a Quest Rogue with Creapz. Many players hate to face this deck on ladder, but it is extremely strong versus control decks and what I used to Finish top 100 last season with. In May I had solid a 61% Win rate with this deck and the last days peaked to 68% win rate.

What is the objective to making this deck work?

The main objective for this deck is to complete your quest while not taking too much damage or saving resources and using them wisely depending on the match up.

Are there any particular weaknesses to the build, a certain class or card combo?

Aggressive decks that overwhelm the board early are the hardest. Aggro Druid, Token Shaman and Pirate warrior for example. However you have a chance against all of these decks with your kit if you draw the correct cards for the correct match up. You can shut down their weapons and vanish their boards, while buying time for yourself to finish the quest.

If you don’t have a good counter to the deck and meet it in queue, how do you deal with it?

If you are queuing control decks into quest rogue, best shot is to try pressure them early and don’t over trade their board. Your goal is to hit their face, they will trade for you. Some cases you might wanna consider trading, when they have glacial shard on board or they are about to complete the quest and all their small minions grow to 5-5 if they stick on board.

How does the deck stack up against the main builds?

Has a fair shot versus every deck. Against control it’s at its strongest, versus aggro you have cards like Swashburglar that can high roll you the game, or glacial shard that stalls the game enough to win the board and win the game. Some people cut Swashburglar from the deck, but I like them because against aggro decks you have high roll potential (finding innervate versus aggro druid for example), and they are cheap to complete your quest after all if you find 2 of them early on.

Mulligans

If you don’t know what you facing, you always mulligan versus aggro. Shadowstep and other bounces are almost 100% keep. some scenarios you can keep some comps like preparation + vanish on your starting hand, I wouldn’t keep them alone usually since it’s too slow to have turn 6 vanish in your hand versus aggro if you miss your early game.