Foghorn755's Comments
Chakki's N'Zoth Control Paladin - Dreamhack Austin (Standard)
Rogue is very hit or miss with how it executes it’s game plan. One crippling aspect of rogue is that there is virtually no healing or board management aside from thinks like Backstab and Evis, and a few other cards. Aside from having early game minions, the deck simply has a hard time lasting till late game, especially vs aggro, unless you draw well or conditions are otherwise in your favor.
With this deck, it is very very easy to last till turn 10, and to warp the board state into your favor. Playing aggro? Drop a doomsayer and win the turn to play something on the next turn to give you tempo. Do the have a lot of guys? Pyro/Equality or Consecrate/Equality. Need to buy time? Eadric. Need a heal? Use one of the 3 huge cards you have.
This is such a utility based deck, it can win any aggro matchup really if you know how to manage your resources. Against control, I have the hardest time with this deck vs priest simply because double death double entomb is a pain in the ass.
Brian Kibler's Season 26 (Standard, Old Gods) Deathrattle Rogue
Why only 1 SI:7? Is it because of the lack of spells, making Harvest Golem a better three drop option?
Curious, why doesn’t this deck run arcane giant? I feel as if 3 7 cost spells is excessive, and I believe that giants would give the deck great creature presence, what’s the flip side to that??