If you’re are looking for a quality aggressive deck, then our Odd Rogue deck guide is right up your alley! We go over mulligans, win rates, play strategy, and card substitutions to get you up to speed on this deck in The Boomsday Project expansion!
Introduction to Odd Rogue
Odd Rogue is the class’ latest tempo archetype that relies on Baku the Mooneater’s powerful ability to provide an extremely effective hero power alongside an aggressive package of cards to quickly close out games. In many ways, it’s similar to the pre-nerf Keleseth Rogue, but it generally relies on a much lower curve to get the job down, utilizing the explosiveness of cards like Hench-Clan Thug and Vicious Fledgling instead of opting for the staying power and value of that archetype – meaning it’s very important to find the point where you let go of the board and start prioritizing face damage.
Odd Rogue was already a great deck back in The Witchwood, and it looks like it’s here to stay in Boomsday Project. Some of the new cards fit into the deck quite well, making it one of the better aggressive options on the current ladder. Given that Combo decks are very popular, playing a fast deck, which can rush them down can make your ladder climb both quick and effective.
Boomsday Project Odd Rogue Deck List
Check out alternative versions of this deck on our Odd Rogue archetype page!
Odd Rogue Mulligan Strategy & Guide
VS Fast Decks
Higher Priority (Keep every time)
- Dire Mole, Fire Fly or Argent Squire – The fight for board control starts on turn 1, and you really should be gunning hard for one of those early-game minions in order to get involved as fast as possible. In fact, it’s not unreasonable to hard-mulligan for them: without fail, these matchups are always going to revolve around a fight for board control, in which your Poisoned Dagger is undoubtedly one of the greater assets available to you, and is almost always your desirable play on the second turn. Southsea Deckhand is also a 1 mana minion, but it’s not really a 1-drop – you can play it on T1 if you have nothing else to do, but you prefer to hold it until you have weapon up and can give it Charge.
- Hench-Clan Thug – Since you almost always dagger up on turn 2, this card essentially starts out as a 3 mana 4/4 and goes from there: if your opponent fails to clear it early on, it can single-handedly win you the game.
Lower Priority (Keep only if certain conditions are met)
- Blood Knight – Keep in the mirror, or against any deck running early Divine Shield minions for that matter (in this case – Argent Squire, but also let’s say vs Odd Paladin – Righteous Protector). Getting rid of that Divine Shield AND putting a 3 mana 6/6 often wins you the game on spot.
- SI:7 Agent – Keep on Coin or with a Fire Fly (since the Flame Elemental might stick in your hand as a cheap activator) – the ability to deal 2 extra damage can go a long way in the early game board control game.
VS Slow Decks
Higher Priority (Keep every time)
- Dire Mole, Fire Fly or – Again, you need to hit the ground running in these matchups. Since you most likely Hero Power on T2, not playing a 1-drop puts you behind on the board – you might miss a few turns of dealing damage.
- Hench-Clan Thug – Since this deck can’t rely on burn damage from hand to finish off the opponents, we really need a minion like this to be a consistent source of repetitive damage early in the game.
- Vicious Fledgling – Another good 3-drop, your opponent needs an early game removal to deal with it. If he doesn’t have it, and especially if you roll a Windfury, you can basically win the game around T4-T5.
Lower Priority (Keep only if certain conditions are met)
- Cold Blood – Keep with a Fire Fly or two 1-drops, but the first scenario is more desirable. If you drop a 1/2 on T1, instead of going for Hero Power on T2, you can play the second one and Cold Blood your 1/2, turning it into a 5/2.
- Blood Knight – Keep with Argent Squire. It’s well worth sacrificing a Divine Shield on your 1-drop for +3/+3 on a 3-drop.
- Void Ripper – Keep against decks running Doomsayer, as well as against Shaman – flipping a Doomsayer is a huge tempo gain, especially if the card would go off otherwise.
- Vilespine Slayer – In certain matchups, like against Even Warlock. Basically, if your opponent relies on dropping big minions to win the game, keep Vilespine Slayer to disrupt their plan. A swing of clearing an 8/8 or 7/7 with Taunt AND putting a 3/4 body onto the board is one of the reasons why Odd Rogue is so good vs “Big” decks.
Odd Rogue Win Rates
Odd Rogue Play Strategy
With Odd Rogue, the game-winning decisions usually come down to finding the right moment to commit to an all-out attack. While a guide like this cannot comprehensively go through every single potential break point, here are a few general guidelines.
First and foremost, try to avoid completely emptying your hand: if a game drags out, having an extra token on board or pre-equipping Deadly Poison is a million times less useful than triggering a combo on your topdecks. Granted, there aren’t that many of those in this particular deck, but the ones you do have to work with are really powerful: Cold Blood, SI:7 Agent and, most importantly, Vilespine Slayer all require you to play something, anything, before you get their effect, and that can be the difference between winning and losing a close game.
As for finding the moment to strike, Turn 5 is often the turning point in the game, thanks to the Fungalmancer. If you were ahead or even on the board (with at least 2 minions), Fungalmancer can turn the game in your favor. If you play in a board-centric matchup, you probably got two free trades and your board now looks so much stronger than your opponent’s, which means that while they will be trying to catch up, you will be able to deal lots of damage to their face. And if you play against a more reactive deck, buffing your minions not only means that you push more damage immediately (and 4 damage in this deck is not something to take lightly), but you might have buffed your minions out of removal range (especially AoE removal). Odd Rogue is a very explosive deck, and your opponent not being able to
Against slow decks with board clears, you want to get enough pressure on the board, but not go all-in. Try to have at least 2 minions and 5+ damage on the board all the time, but don’t overcommit – if you play your entire hand and then get board cleared, you can lose the game that way. It’s often much better to bolster the existing board than to go wide – for example, playing Fungalmancer is great, as it adds more immediate pressure while making your board more AoE-resistant. Cold Blood is also a good way to put more pressure without committing more minions, you will often force your opponent to AoE anyway and then you just refill. It’s especially powerful when played on Divine Shield minion, making it very hard to clear.
Talking about Cold Blood, the combo I’ve mentioned in the mulligan section is also particularly powerful. If you play vs a slower deck, going for a 1-drop on T1, and then another 1-drop + Cold Blood on T2 can be incredibly powerful. It might be hard to clear the buffed 1-drop so early in the game, and it hitting 3+ times is most likely a game for you. While the entire combo can be performed with just Fire Fly + Cold Blood, the most scary one is when you put Cold Blood on Argent Squire – a 5/1 with Divine Shield on Turn 2 is not something most of the decks are equipped to answer.
Blood Knight is a tech card specifically for this meta – Giggling Inventor is the most popular card on the ladder by a significant margin, and Blood Knight can get rid of two Shields + be a 9/9 minion for 3 mana. You can also use it with your own Argent Squire and Inventor – most of the time, sacrificing those shields is worth it for +3/+3 buff per shield. However, your own Giggling Inventor is much more than just Blood Knight buffer – in the mid game, the card is very powerful. It can protect your important minions (such as Hench-Clan Thug or Vicious Fledgling), be a great buff catcher (especially if Divine Shields survive – then using either Fungalmancer or Cold Blood can have a very deadly effect), or simply to make things more annoying for your opponent – trust me, passing through it is a nightmare with most of the decks.
Another important piece of advice is to play conservatively with the weapon, especially in faster matchups. Against decks that rely on board presence, you win the game by keeping their board clear while developing yours – not by dealing face damage with your weapon. Resist the temptation to hit them with the weapon, especially on Turn 2 and/or when you have a Hench-Clan Thug in hand. You won’t always have mana to re-dagger in the mid game, and 2 damage is not worth making your turns awkward (e.g. Turn 4 when you just dagger up). Hit them only if you’re nearly sure that you will have enough mana to re-dagger soon, or you’re already pushing damage and want to maximize it by hitting them every turn. The latter part is especially important vs slow decks – you still want to play conservatively with your dagger in the early game, but in the mid game you want to hit them more consistently to start pushing damage.
Myra's Unstable Element is a new Boomsday Project card and it might seem pretty weak for an inexperienced Odd Rogue player. After all, not only you usually sacrifice most of your turn to play it, but you also end up in fatigue – where’s the value in that? The thing is, this deck is incredibly powerful as long as it can keep the pressure, but once you run out of cards, you can’t do it, and your opponent takes over the game. If you’re at a reasonable health total, the fatigue downside should really kick in until 3-4 turns after playing Myra’s (4 turns is 1 + 2 +3 + 4 = 10 fatigue damage in total), which gives you lots of time to use all the extra resources you’ve gained. You might draw the swing cards you need (like Vilespine), or even your burst finisher (like Leeroy Jenkins + Cold Blood).
But when do you use Myra’s? It’s not always obvious when you should do it. Most importantly, do not do it when you still have things to do. Remember that you want to stall the moment you use Myra’s if you can – not only Myra’s 5 mana for no immediate tempo gain, but it will put you on probably 4-5 turns timer to finish the game. The less cards you have in your hand, the better Myra’s value, so you want to empty it first. And finally, ideally you’d want to have some extra mana after playing it, so you don’t spend your turn doing nothing. 8 mana seems optimal, because you can play Myra’s + drop a 3-drop like Vicious Fledgling or Hench-Clan Thug your opponent will have to deal with. Another good time to do it is when you’re ahead on the board by a significant margin and you don’t want to play more because you’re afraid of AoE. Then you can spend your turn on Myra’s and even if you get AoE’d, you have 3-4 more powerful turns ahead of you. Myra’s also good when you’re close to killing your opponent and you need to find the last bits of damage. Even at 6 mana, it can give you Cold Blood, Southsea Deckhand or Deadly Poison to push some immediate damage. It can also draw you cards such as SI:7 Agent or Leeroy Jenkins – it’s almost impossible that drawing so many cards won’t give you some ways to deal extra damage. So if you got your opponent quite low, you can play Myra’s and then finish him next turn – you will most likely have enough damage to do it.
Odd Rogue Card Substitutions
When it comes to the cost, Odd Rogue CAN be built on a budget, but the current version does run quite a few high cost cards. Some of them can be replaced, others don’t, but I’ll take a closer look at each one of them and offer some potential replacements.
- Blood Knight – A tech card specifically targeting the current meta – Giggling Inventor is by far the most popular card on the ladder right now, and some other Divine Shield cards like Argent Squire or Righteous Protector also see some play. Even if you don’t play against a deck running those, you can use it to trade your own Shields for +3/+3 each, which is worth it most of the time. But the card is not necessary to play the deck – replace it with another 3-drop or a 1-drop.
- Void Ripper – Another tech card, which serves a few purposes. Obviously, it clears any minion that has 0 Attack – meaning that it’s a great way to deal with Doomsayer or Shaman’s Totems. Flipping stats of your own minions can also be beneficial – especially flipping Dire Mole to trade into your opponent’s 3 health minion, or Fire Fly to trade into 2 health one. It’s also sort of a counter to Spreading Plague – while it doesn’t clear it, 5/1’s are way easier to pass through than 1/5’s. It’s a solid tech, but not necessary. Replace with another 3-drop or a 1-drop.
- Vilespine Slayer – It’s an amazing tempo play and a great way to get through big Taunts, or kill big minions in general. While the card is not absolutely necessary to perform your game plan, the deck will be much weaker without it. Replace with a 5-drop.
- Leeroy Jenkins – Deck’s main reach card, if you get your opponent down low, Leeroy (possibly with Cold Blood) will often be the way to close out the games. Great card, lets you win the games you wouldn’t win otherwise (because you often end up getting your opponent down to a few points of health and then they stabilize because you run out of steam), but you can play the deck without it. Replace with any of the options below.
- Myra's Unstable Element – Another Legendary added to the deck, but it’s a really good one. Running out of steam is the most common reason for losing with this deck in slow matchups, because as long as you have cards to play, it’s hard for your opponents to keep up. Myra’s can keep you in the game for a bit longer, but again, it’s not absolutely necessary to play the deck. Replace with a 5-drop.
- Baku the Mooneater – Obviously, if you want to build the Odd Rogue deck, you need Baku. If you don’t have Baku, you can play the regular Tempo Rogue, but it’s not as successful in the current meta.
And here are the potential substitutes, as well as other “general” tech cards you can try out:
- 1 mana: Mecharoo, Crystallizer, Glacial Shard – While the current set of 1-drop seems to be the best one for now, it doesn’t mean that you can’t add more if you’re missing some of the cards above. You probably don’t want to add more than 2 extra 1-drops, especially if you’re missing Myra’s, because you don’t want to make the deck too light, which will make you run out of steam faster. Mecharoo is a Neutral Possessed Villager, which is pretty good in that kind of deck (it’s comparable to Argent Squire, but Squire has some more synergies). Crystallizer is basically an extra Dire Mole, which is great, but the damage/Armor parts have no synergy with the deck, not to mention that it can’t be used when you fall down to 5 or less health. And finally, Glacial Shard is a pretty okay card in slow matchups. While it’s not really a 1-drop, as you rarely want to drop it on T1, it has great mid-late game scaling – freezing one of your opponent’s minions can delay the trade by one turn, and make you deal more damage or even draw a way to remove it (such as Vilespine).
- Blink Fox – This deck runs Blood Knight in Blink Fox’s place, so if you don’t have it, it’s probably the most optimal replacement. 3 mana for a 3/3 is okay, but you also get some extra value – while a random card from your opponent’s class is not always the best, it often works really well, because your opponent has absolutely no clue what you got – he can’t play against every card from his class, often adding surprise factor to your plays.
- Ironbeak Owl – A tech card, can be used instead of Void Ripper. While it has worse stats, it has advantage of letting you negate the Taunts, it also counter some pretty common meta cards quite nicely (like Devilsaur Egg or Twilight Drake, for example). Of course, you’d rather play Spellbreaker, but you can’t do it in Odd deck.
- Tar Creeper – Another 3-drop option, Tar Creeper is much better against other aggressive decks than in slower matchups. On your opponent’s turn, it’s a 3/5 Taunt for 3, which can stop him in his tracks for a turn or two. On the other hand, against slow decks, the +2 Attack on their turn matters much less, and 1 Attack on your turn means that it doesn’t put enough pressure. Still, a good option if you face lots of faster decks, like Zoo, Odd Rogues or Odd Paladins.
- Captain Greenskin – Not really a “budget” option, but it can somewhat replace Leeroy. Turning a 2/2 weapon into a 3/3 weapon basically adds 5 extra damage over the few turns, even more if you also have Deadly Poison. On the other hand, it’s bad if you don’t have weapon equipped and mediocre if you have a 2/1 weapon.
- Cobalt Scalebane – Used to be staple in this build, but it turned out that it’s a bit too slow, requires another minion to work, and the 5/5 can be taken out quite easily by most of the decks. It doesn’t mean that the card is bad, no, it’s still a solid option if you’re missing some of the 5 mana cards. You can also try the new Crazed Chemist instead – it has way more immediate value, but lower stats and can’t trigger multiple times.