Hello Readers

Since I haven't done many posts I thought I might literally copy and paste a post from my old bearblog site. Its a blogging site similar to Blogger or Livejournal but super minimalistic. Unfortunately, in order for myself to appear in searches and things, I needed to be a paying user. I didn't feel much need to post after I learnt that.

As evidence of my previous posts, I like to keep an archive of things. That's why I'm uploading the post to here. Its only a very basic post from when I was getting back into HearthStone but maybe the nostalgia for the game will make it an interesting read.

I've even included the font and formatting so it looks the same.



My Max RNG Rouge Deck for HearthStone

For my first bear blog post I wanted to do something simple but keep it a bit interesting. So... this post is going to be about my RNG Rouge deck for Hearthstone. Potentially useless information that may or may not be useful to 1 person.

I have played this deck for many years. It's been in my collection since wild first became a mode. I recommend it to people who may have picked up hearthstone within the first 3 or so years, kinda before the wild game mode was created. I played with this deck so much that it pretty much got me to gold (500 rouge wins) on its own.

The purpose of the deck is not meant to be a winning deck. In fact, the win condition for this deck largely relies on the use of value and good RNG. Both elements of which are the parts of Hearthstone I most enjoyed. However, I have also included some very cool legendary interactions that will make it feel more exciting when you draw the right cards from your deck.

Card List:

(fun fact: you can copy this list from within the game)

Legendary Interactions

Now, before I start going into details on how the deck is played, I want to state what each of the Legendary cards do as there are more than you would normally shove into a deck.

Prince Renthal

If you have played hearthstone in the past couple years, chances are you have definitely had time to become acquainted with what this card does. For those who haven't, this card increases your deck size to 40 cards and (after it was un-nerfed a couple months ago) also increases your hero's HP to 40 both at the start of the game.

iirc, you should already have this card in your collection, as it was given out as a bonus on the release of the Castle Nathria expansion. You will have to make big changes to the deck if you don't want to have this.

Prince Malchezaar

Prince Malchezaar is a simple card that adds 5 extra legendary minions to your deck at the start of the game. Along with Prince Renthal, this ups your deck size to 45 cards before you've even started.

This was originally used to help counter decks that used card draw and fatigue damage to win games. There are not too many decks that use this win condition in wild these days but I just think its a neat card to have in an RNG deck.

Maestra of the Masquerade

This card is a cheeky one that lets you start the game with a different card until you play a rougue card. I added this card for fun originally and I have enough 1 and 0 cost cards to play my first turn. Instead I keep this card in my deck for its interaction with Malchezaar that gives you a chance to start the game with a legendary from another class in your deck. So, pretty much, I just keep this in my deck because I like to confuse my opponent by playing a non-rouge legendary then switching to a rouge like I've bypassed anti-cheat or something.

Elise Starseeker

This is where my card choices begin to get questionable. Elise will pretty much a 4 cost 3/5 that will shuffle a card into your massive deck. That card is a 2 cost spell that will shuffle a 6/6 minion that will replace your hand and deck with Legendary Minions. I think I would have actually gotten the golden monkey in less that 5% of my games.

This card was originally added when the deck didn't have Renthal. This was a mad gamble for the sake of countering fatigue decks to the best of my ability. Back in the early days, fatigue decks were the bane of my existence. I'm sure a lot of people who used to play wild before the Renthal meta would agree with me on this.

Sheriff Barrelbrim

I added this card for the sake of completing a quest in one of the more recent expansions. These days, he's used a good momentum stopper. For those unfamiliar, Barrelbrim creates a location that allows you to make a minion go dormant for 3 turns. There is a condition that you have to be at 20 or less health, which at the moment is half, but this card acts similar to a 4/4 Vilespine Slayer that you don't need the combo for. The location also has 3 charges AND the, once the minion goes undormant, can't attack on that turn without having rush or charge. So if you character has put it all on you not being able to counter a big minion or if its just a legendary that has some high value interactions, you are are pretty much safe until you're opponent can hit you with something else.

I haven't stated this yet but this is also a deck that lets keep a lot of cards in your deck which will usually give you a load of options for what you can do within the next 3 or 4 turns. It can also holds one of the 7 spaces for minions, so that makes it good against aggressive murloc or paladin builds.

Harth Stonebrew

This will replace your deck with a decent hand from a decent deck in a hearthstone's past. This works well with the rest of the deck, with its main purpose of play being to get good cards from other classes so they can be made cheaper by Ethernal Peddler or played again with Contraband Stash or Tess.

Tess Greymane

This card is a 7 cost 6/6 that will play all the cards you played from other classes. This is like the most normal win condition for this deck as it is going to likely fill the board with minions and likely do some damage to enemy minions too. That's likely always going to turn the game in your favour unless your opponent is saving a "destroy all minions" card. Definitely helps keep Harth in the deck.

Sneed's Old Shredder

When I first made the deck, this was an alright card to have in your deck. Most legendarys were strong minions on the board. Now, what sneed's shredder spawns with its deathrattle has a decent chance of being a 2/4 or something. Now it often gets used as bait for "destroy minion" cards before I play N'Zoth.

Mayor Noggenfogger

A bit of a meme, but this 9 cost 5/4 (yeah, that sucks) makes it so ALL targets are chosen randomly. This card has given me more wins than you think.

When you are nearing the end of a long game, your opponent is probably playing a deck that is both countering all your moves before they get their winning hand. That, OR you aren't getting the kind of RNG you want aaaaaannnd there are literally no taunt minions in this deck, meaning your face is always open. Perhaps you played N'Zoth or Tess and your side of the battlefield is full of minions but they are only small ones.

If you slam noggenfogger down, your opponent can't counter, they can't attack the minions they want, they can't buff their minions, they can't Fireball your face. You can attack with your small minions, then you can fill your board back up with all those small minions. It gives you time to collect. Also, its really satisfying with those "oh, great! i have all the cards in my hand i need to win" type decks.

Nozdormu

Funny dragon that annoys people and makes people attack it. This card is pretty useless in the deck now. I used to keep it in for those warrior class "decks" that would spam the hero power to make the games take longer. You could just replace this with any card if you want.

N'Zoth, the Corruptor

Resummons all of the deathrattle minions that have died this turn. Works pretty well with the shredders as they summon another minion after they die which means you are almost garenteed to have minions to attack next turn while your opponent tries to counter.

Yogg-Saron, Hope's End

Funniest card to play in all of hearthstone, hands down. Casts a random spell for each spell you've played that game. A classic hail mary card.

How to play:

Despite the potential value of the legendaries, you want to get some cards from other classes into your hand. These are done on turns 1 to 5. If you need damage on the board, play a shredder. Because of the shredder's deathrattle, it can stay on the board for a while while you play the hand filling cards.

While in this phase, pay attention to what kind of deck your opponent is playing. If it looks like they are playing a deck that's built around a particular minion, get the Plaguespreader on to the board before it's about to be played. If they are drawing a lot of cards or perhaps have a special "no duplicate cards" card in their deck, play Beneath the Grounds.

If you get cheaper cards that you can play right away you can do that. Reason being if Contraband Stash reaches your hand before Ethernal Peddler you might need to change up your game plan to keep momentum going. If you've pretty much got a full hand and you've got it in your hand play a Ethernal Peddler to increase the value on the cards in your hands. You can keep adding cards to your hand from other classes, the trick is you want to maintain a full hand but you also want to use all of your cards for Tess and Contraband.

in turns 6 to 10 you can get a bit more reckless. You should be getting good enough cards to be able to creatively counter a lot of what your opponent is doing. You should continue to do this until you think you have gotten the max value out of your N'Zoth and Tess seeing you will only be able to play them once this game. Contraband Stash can be played earlier for momentum if the game begins to get overwhelming.

Lastly, Preparation is best used either before playing a burgle or when playing jackpot. Doing this will support you in tough situations where you may not have the cards. They are also good for strong early turns.

In terms of cards you want first turn, you can easily get most of your cards to be 4 or less (minus Barrelbrim and Plaguespreader which are better utilised in situational circumstances). Remember that your Piloted Shredders are going to be the best at getting damage out and you are going to have 2 zero cost cards that can be used to play those a turn early.

Have fun :)