My opinions, as a long-time Quest Rogue player:
- This will obviously be in Wild, and Wild is not a place for unrefined decks. If you're going to be playing a slow game plan (which you are, given the concept behind the deck) you need both strong anti-aggro tools and some board resets for when the broken stuff starts happening.
- Your fundamental concept (i.e. permanently re-summoning Recurring Villains) is as much late-game as you need, in theory at least. N'zoth is a good emergency-slash-boardfill, so that's fine. However, a number of your other cards are unnecessary greed that doesn't actually get you to your win condition, and so should be dropped.
- If you use Lab Recruiter properly, you will never need to worry about fatigue. Equally, bounce effects are far more reliable than shuffles to complete quest. As such, your shuffle effects are unnecessary, in my opinion.
- Galakrond is cute and all, but while having a 4/4 on-demand is useful it's nothing compared to some of the dirty things you can do with Valeera in a Quest Rogue deck. She's also your gateway (alongside Lab Recruiter) to never having to worry about fatigue. Drop Galakrond for Valeera and never look back (especially since you're not running Invokes and have no room or need to add them).
So, how do my suggestions change the deck?
-2 Togwaggle's Scheme
-2 Stowaway
+2 Preparation
+2 Vanish
Schemes are unnecessary, as above, and Stowaway's card draw becomes less reliable (and generally unnecessary anyway) as a result. Vanish is integral to redeeming otherwise irreparable boardstates, and although nerfed Prep is still extremely helpful in either getting it off in time or allowing you to build tempo on the same turn.
-1 Galakrond
+1 Valeera
As above.
-1 Necrium Blade
-2 Cheat Death
+2 Fan of Knives
+1 Recurring Villain
The Cheat Deaths should be unnecessary, since one Raiding Party is getting you to your quest completion anyway. I'm also not sold on having two Necrium Blades - one is fine to be drawn with a Raiding Party, but past that I don't really think it's adding enough (it's removal, sure, but the DR trigger isn't doing a huge amount - either summoning a 4/4 or triggering a small heal). Better to add a couple of FoKs for cycle (and more to the point, removal). I would also add a second Recurring Villain purely because it's the centrepiece of the deck and so getting it out reliably feels like a good idea (I'm not sure it's optimal, technically, but the deck isn't supposed to be wholly optimal so much as optimised, no?).
One further change I've considered but unsure on at the moment would be to drop one of the Raiding Party for a Mimic Pod - the second Raiding Party is going to be dead, but on the other hand, having two copies would significantly improve reliability. Mimic Pod is very nice for resource generation, though.
Final thoughts - no room for Giggling Inventor or Zilliax makes me sad. Still, give the above a try and see if it's any stronger.







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