Mulligans
Gameplay: https://www.youtube.com/watch?v=ewG5Uew4JgU&t=266s
Ah hello there, I’m Azar96 and I bring you my favorite deck of the season (22-8). I used this deck at legend rank for about 30 games, and I will definitely be playing more of this deck in weeks to come so don’t forget to check out the youtube channel at Azar96 Youtube or twitch Azar96 Twitch.
Ok, so lets see how the deck works. The deck excels at dealing damage to the opponents face considering stealth minions cannot be touched by your opponent expect with AOE. This is an aggro deck so don’t be hesitant on hitting your opponent, that being said we do have some tempo plays with Ashtongue Slayer , Sap , and Coerce . The part everyone misses about stealth minions is that they remain in stealth permanently until you choose to attack. Being patient can have big effects on the outcome of the game. Waiting to attack just so you can ensure you have a stealth minion for next turn can get major value from Greyheart Sage , or preping a swing turn with Ashtongue Slayer + Cold Blood into Conceal .
Mulligan
The mulligan for this deck is dependent on the first 3-4 cards you see. In most cases you should actually drop any spells except for , this because the spells don’t help us in the early game to deal face damage, but in case you are in a tight spot early on you could always as early as turn 3 to try and hit , , or . You want to curve out aggressively so is almost always a keep along with Spymistress. is a keep if you have a stealth minion already for turn 1 or 2.
Power Plays
is huge in this deck as it guarantees another stealth minion in case we get board wiped. This is huge for
Ashtongue Slayer really carries this deck in the early game. It allows +3 burst damage to face or a tempo play.
Stealth minions work great with buffs, your opponent wont always have a board clear to interact with them so
is normally just +4 damage. is just a good card, 4 mana 4/4 with a potential +2 face damage.
and are the best stealth minions in their mana cost. Most stealth cards at 4 mana have terrible attack and health stats but not these two. gives us a 5/2 stat line that doesn’t die to , , or , but can deal 2 damage to gain stealth. is a 4 mana 5/6 with a passive effect being a positive or a negative depending on the opponents hand. She is pretty weak against aggro but surprises your opponent for sure. She doesn’t form the core of the deck so if you don’t have her don’t rush to craft her.
Final inclusions are kinda obvious. as a finisher is great as always. is another 4 mana 4/4 with some value attached to her spell burst. Most of the combo cards in rogue are actually universally useful apart from a handful that are archetype specifics, so you normally get a good playable card. is another core card in this deck, without it this deck is impossible to play. With the addition of is easier to find and allows +2 cards in hand, this deck isn’t short of refuel turns which is why it can get away with hitting face most of the time.
Final Thoughts
Super fun deck to pilot. Try to play on curve as much a possible and don’t be afraid of letting your minions stay stealthed for more than one turn. Being patient can pay off, allowing you to make big swing turns, like waiting to attack so you can get some burst damage in with for example followed by . Your cards stay stealth permanently until you choose to attack, be patient, know your outs and make decisions based on the context of the game.





















