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by LP, of the Fires
Mon Jul 27, 2015 3:08 am
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

[Deck] All Oiled Up

I also just checked week 4 decklists and deckhand was in the majority of the lists, and there where twice as many teachers as shreeders. Cleaf was in I believe 1 of 5 decks.
by LP, of the Fires
Mon Jul 27, 2015 3:01 am
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

[Deck] All Oiled Up

Hyped and Ostaka definitely are NOT the best rogue players lol.
by LP, of the Fires
Mon Jul 27, 2015 2:00 am
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

[Deck] All Oiled Up

Those cards are all bad right now (Deckhand, Van Cleef is always bad, Teacher is bad vs Patron). My list isn't as good as yours in theory, but itsmuch better in the present meta.
:(

This is all bad and or wrong.

Deckhand is never bad. Good V agro, great at procing traps from hunter, helps you burst a lot of damage which is important vs. control and handlock.

Van Cleef is probably the best turn 3 play in hearthstone. Whenever I play it, I get a lot of easy wins from playing turn 2/3 6/6s.

Teacher is good vs. everything. If you draw it late game vs. patron, it's still fine cause you can play all your spells before teacher, and it's much better then shredder in all other matchups. Against hunter and Zoo for example, If you untap with teacher and 3 tokens, games basically over.
by LP, of the Fires
Thu Jul 09, 2015 10:39 pm
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

Also note, I'd only consider myself an Ok oil rogue player.

The deck I'm best with is zoo by a million.
by LP, of the Fires
Thu Jul 09, 2015 10:38 pm
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

2 Backstab
2 Preparation

2 Deadly Poison

1 Southsea Deckhand

2 Blade Flurry
2 Eviscerate
2 Sap
1 Bloodmage Thalnos

2 Fan of Knives
2 Earthen Ring Farseer
2 SI:7 Agent

2 Tinker's Sharpsword Oil
2 Violet Teacher

1 Antique Healbot
2 Azure Drake
1 Loatheb


2 Sprint
by LP, of the Fires
Thu Jul 09, 2015 8:10 pm
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

I don't THINK it's ever correct to keep oil because it's a card you generally don't want early and backstab/si/deadly do the job more efficiently. Oil's just an overcosted posion most of the time when you aren't comboing it out or need it for a board clear in mid game with flurry.

I also didn't cover priest because there's a bunch of priest decks(all bad for the most part) and that's a matchup I play by ear. The one thing I will say about priest is that most of your losses vs. them will be due to running out of damage in your deck so be wary of that.

As far as healbot goes, I'd always play 1 but you can probably get away without it. If you're doing fine without healbot, don't bother switching if you're having success.
by LP, of the Fires
Thu Jul 09, 2015 8:17 am
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

VERY GENERAL mulligan guide:

I usually always keep Si and Prep.

On coin, I always keep a 4 drop.

In non-hunter agro matchups, I keep posion.

The exception with keeping prep is when I'm playing against aggressive decks and I'd rather have backstab.

In matchups that go long, I'll keep sprint and azure drake.

I'll almost never keep sap, but if the hand is great, I'll consider keeping it against druid.

I keep Harrison against warrior, paladin and rogue whenever I'm playing the card and I keep loatheb against rogue. NEVER against hunter though.

Against agro decks, I'll sometimes keep evisc. and nearly always vs. mage.

Fan is ok to keep sometimes, especially If you have prep.
by LP, of the Fires
Thu Jul 09, 2015 8:12 am
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

Quick and dirty matchup guide:

Handlock(aka big hand warlock deck): unfavorable if they have turn 4 drake or coin drake, even otherwise. You basically want to get there life total to ~16 then burst them down, but depending on your draw, sometimes you just have to yolo and hope they don't have double molten, taunt, healbot(like always happens to me). In general, I prefer to save saps for belchers and giants, but act as the situation dictates. I generally keep whatever 4 drop you're running(i'm on teacher, but shredder, teacher, whatever) if I suspect it's handlock and I'll also keep drake and sprint since the games gonna go long and you're gonna need to refill hand.

Zoo: Pretty favorable. Kill all the things, beat down. Matchups great if you have Edwin and can make a 6/6 or bigger early. I'll usually pop egg if I plan on flurrying in the near future. Note that in some games, there's a break point in the late game where both sides are threating lethal and you have to do a lot of risk/reward assement.

Control warrior: Good luck. Keep prep, sprint, 4 drop, and drake. This is one of the matchups where violet teachers better since the upfront body doesn't die to war axe and if they don't have a prepped death's bite, the tokens do work. Note that if/when you oil combo, BGH kills drake and loatheb. Something that's helped me in the matchup is saving all my weapon buffs for face to try and OHKO them(I also run southsea for more combo wins). This is easily the worst matchup though.

Patron warrior: Good matchup if they don't OHKO you. The giveaway cards are slam, ghoul, inner rage and gnomish inventor. When you know you're playing patron, try to have a deadly poison handy to flurry their board down. If they play a turn 6 emperor with a big hand though, you're probably gonna get one-shot so beware of that. I like playing this matchup aggressively and sap things fairly liberally.

Tempo mage: This matchup is bad if you don't have timely flurries. If you do, it's a tight race, but you're generally favored. The cards that will wreck you are mirror image hiding flamewakers and mana wyrms from weapons and frostbolt timewalking you. Loathebs also a thing, but that cards always good against you. Also worth noting is that unless your hand is bad, you want to save bloodmage for value because it's very important to kill manawyrms and images which the spellpower on mage lets you do fairly quickly with backstab and fan respectively. Don't get blown out by mirror image. Try to either proc it with 3 drops/bloodmage or the turn that you're gonna flurry. In the same vein, beware that most lists play 1 counterspell.

Druid: So in a matchup where you're trying to be very aggressive, it may seem odd to keep sprint in your opener, but this is why: since they're deck is so clunky with or without wild growth starts, you have a fairly big tempo advantage and will almost always have board advanatage early, but since their minions are chunky, you tend to run out of cards and get into lots of turn 7/8 situations where your hand is poison, prep, flurry or some nonsense with them at 15 hiding behind a taunt. By keeping sprint, you guarantee a refill which should set up lethal on the following turn.

Said a simpler way, you lose this matchup by running out of gas or getting timewalked by loatheb into lethal. You can general expect the druid(and most good players honestly) to play loatheb either the turn before they're going to kill you, or the turn after you sprint.

Paladin: free win? Like, if they're midrange, they can't do anything that matters. They're just slow and have no combo kill so you get infinite time to set up as you manage the board. If they're agro, they can actually fuck you up if they have a draw heavy with divine shield minions and if you can't pressure them back, you'll lose after you spend a turn sprinting and they divine favor into chargers. In general though, i'm happy to face paladin. Keep fan for muster, Harrison if you play it, and the normal 3-drop and backstab or prep.

Hunter variants:

Face: good matchup if you run double healbot, decent if you run double farseer, unfavorable if you only have 2 heals. Most important thing other then knowing you have to race them, is knowing when NOT to pop explosive trap. This mostly comes down to counting how much damage they can with their mana+what's on board. I won't go in depth with math, turn 7, they can easily do 8 damage from hand+hero power, and if you're super unlucky, they can do 11(huffer+kill command+abusive sergeant). If you keep all that in mind though and actually draw your heals, you should be good.

Midrange hunter: this is generally the hunter deck with freezings, highmanes, belchers, and webspinners. This matchup similar to hybrid hunter matchup is heavily dependant on not getting blown out by freezing trap. If they have board control and have freezing vs. your 1 minion, you're a big dog in the game to win since you lose so much tempo and probably can't answer the board while applying pressure. For that reason, it's also important to have sap in this matchup. I wouldn't keep it in opener since it's still hunter after all, but you need to draw it most of the time, and you often want to get a 5 or 6 drop with it, though I'm also fine sapping mad scientist since that card leads to freezing which leads to blowouts. One thing that makes trap less brutal is deckhand to proc it for the low cost of 1 mana. On the flipside, I've been blownout a couple of times by snake trap and less frequently by explosive(since that ones easy to test for). I'd call this matchup slightly favorable though since we burst faster and have heals.

Hybrid hunter: Face hunter with freezing trap. Basically a nightmare. The BIG issue with this matchup is when they have the face hunter opener and you play like it's face hunter only to get beat by freezing and highmane. The only real way to tell if it's hybrid is if they're trading more aggressively then usually since face hunter rarely trades with anything other then glavezooka or deathrattle minions.

Mirror match: Take a hardline to be either the guy playing the agro tempo game, or the guy playing the control>combo finish game. Also don't get harrison'd or play against the guy running assassin's blade. I lost to a guy that only did damage to me with assassin's blade and blade flurry.
by LP, of the Fires
Tue May 26, 2015 7:48 pm
Forum: Hearthstone TCG
Topic: [Deck] All Oiled Up
Replies: 46
Views: 21481

Thoughts on oil rogue right now?

Oil Rogue is a tier one deck, but it's one of the harder decks to play.

You can play either with 2 teachers 1 oi,l 1 shredder, 1 teacher 2 oils, 1 shredder, or zero teachers 2 oils, 2 shredders because teacher and oil don't interact well together and you can only play so many 4 drops.

The mix you run is mostly pers pref with slight meta considerations.

Teacher is good because it gives you a plan by itself and lets you control the board for as long as it stays in play. Shredders good because it's sticky, oils good for maximizing burst damage.

If you want to see good oil rogue players try catching purpledrank or mryagut's streams as they're the best rogue players that stream semi-regularly.

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