Anub’arak Rogue (Season 28)

Class: Rogue - Format: kraken - Type: midrange - Season: season-28 - Style: ladder

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Deck Import

Mulligans

General Mulligans

I would suggest you mulligan hard for Backstab and Undercity Huckster.  I would consider keeping Deadly Poison, Questing Adventurer and Eviscerate.  Finally, I sometimes keep Beneath the Ground, if I feel like I have a good draw or will be playing against a slower deck.

Also, it seems most games you will be equipping a weapon on turn 2, so your first card play is usually a 3 cost card.       

Anub’arak Rogue

Let me start by saying this deck can be frustrating.  Odd card draws can make it seem extremely difficult to play.  At times it seems like you have a hand full of spells (not the ones you need) or the inverse, a bunch of minions, when you really need some spells.  Just be prepared for it, one game out of ten, you’re not going to curve out well and you won’t feel like you have the right card mix between minions and spells…  But, the deck will make up for it when it’s rolling along.

So, what makes this deck work?  Luckily, not one thing, but many.  

Questing Adventurer  can be an all-star.  Get him out early, protect him with removal, and your opponents’ can be in trouble.  Even mid to late, this card can turn the tide.  

Beneath the Grounds can also work wonders.  This card gives you decent minions without the need to play them from hand.  As the game goes into later turns, having played this card, or better both of them, this spell will really shine.  

Gadgetzan Auctioneer is also an important component to the deck.  Being able to play multiple spells and simultaneously refill your hand can be the difference in many games.

In the late game, Anub'arak can prove very strong.  Plus, getting Unearthed Raptor on him should be lots of fun.   

Strategy

This deck is not particularly fast, although with a good initial draw you can place a lot of pressure on your opponent.  It also does not have any real burst damage potential.  However, a well protected board and dish out a good amount of damage each turn, so it is important to gain board control and attempt to maintain it.

Against very fast decks, you must get minions on the board.  I have found that using your weapon too often as a means of control just adds too much damage.  Without healing, you just can not weather the rush effectively.  Therefore, be careful to watch your damage, and try to minimize it as best you can.

Finally, this deck’s strength is mid to late game.  Try to maintain parity, trade minions early, and do not worry overmuch about getting in lots of damage.  Preservation of your own health through the early game is more important.  Once your Nerubians begin to spawn, and your minions that died, such as Undercity Huckster and Tomb Pillager have given you a nice hand of cards, your later threats will ultimately win you the game.

Match Ups

I’m not sure if its a good thing or not, but match-ups are not as important as you would think.  For this deck, there are rush opponents and everyone else.  The rush decks can give you problems when you hit a bad curve, or when you have too much of one thing and not enough of the other (spells/minions).  Also, as discussed previously, being forced to deal with too many early minions with your weapon can set you too far behind in health and once you have gained board control, your opponent can bring you down with hero powers or spells.

Important Cards and Alternatives

Most of the basic minions give you cards as part of a deathrattle or battlecry.  These cards will fuel your Questing Adventurer or Gadgetzan Auctioneer.

The only cards that I believe may not be the perfect choice for this deck are surprisingly the Unearthed Raptor.  These cards are great, and when used effectively, add more goodies to your hand.  However, be prepared to play them without getting the benefit of their battlecry when necessary.  If these cards do not seem to work for you, I would replace them with spells, but if your feeling hard pressed by the rush decks, cheap minions or Doomsayer may not be wrong for the early board control fight.

I hope you enjoy the deck, and please let me know if you find an improvement not mentioned here.

Scar23      

    

   

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