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We’re going to yoink this guide right off the table and start with a clean, powerful Quest list: Find the Imposter Rogue.

The rest of the West is almosttooWild right now, so let’s first settle down with what we know. We’re going to yoink a guide right off the table and start with a clean, powerful Quest list:Find the ImposterRogue. One might even say this deck has already started, explored, and completed its entire evolutionary trajectory. The Quest Rogue Guide seems to have been solved quickly– but this provides to us a unique benchmark as one of the first few steps into this new jungle.

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“Play two SI:7 cards, get a Gizmo– play two SI:7 cards, get a Gizmo– play two SI:7 cards, win the game.”

United in Stormwindhand-wrapped an entire archetype for us Dagger-Up gamers. In a borderline unprecedented move a Quest was printed that checks not for game text, but name text.SI:7, the codename for Stormwind Intelligence, was a secret military branch of the Alliance royalty, and they have been thrust into the spotlight as the gates of Stormwind opened wide. Find the Imposter requires the player to work through a number of black-cloaked agents overflowing with Gizmos to ultimately summon the Rogue Quest God:Spymaster Scabbs.

One of the more slept-on Quests, no one was quite sure how well this would perform going into such a bizarre new landscape. In fact, no one even really started to play every SI:7 card until later into the week. But, more on that soon.

Finding Imposters: A Quest Rogue Guide cover image

Quest Rogue Guide

Deck Code:AAECAaIHBMPhA5fnA53wA6b5Aw2qywPf3QPn3QOq6wOf9AOh9AOi9AOj9QOm9QPH+QP1nwT2nwSloAQA

To this day my games with this Quest still feel bizarre. There’s a mysterious quality to them, especially compared to what Miracle Rogue and Pre-Barrens Rogue could do with their explosives. There are no gigantic Thaurissan-style reductions anymore, no “Twenty Spells In One Turn Go”– just curve out, beat down, and Squeeze.

There has been no better word for the majority of Rogue’s gameplay over the last year than the idea behind squeeze.I love the flexibility of the term, and it has come to suit a number of very different Rogue archetypes. Last format, for example, Forged in the Barrens had us trying to not overextend too far; to squeeze just hard enough while not overplaying your hand into the wealth of removal there was. Nowadays “to squeeze” is very much so the attempt to put out the light before it goes nuclear.

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That’s what this deck wants to do: squeeze, while being one of the very same Quest decks that we hope to be squeezing. Every other Quest at the moment is focused on Combo, combo, cOmBo–! Rogue simply attempts to be the Quest Deck that gets “under” the others while still striving towards something powerful. The others are going to go Over us, blow the roof off the place.Find the Imposterhas just enough gas to consistently and suddenly knock ‘em out cold instead.

The deck is composed of a ton of “vanilla” minions: two mana 2/2s, three mana 3/3s, four mana 4/4s, all with barely any text at all. You’ll find the likes of ancient, gray-haired SI:7 Agents and some minions you forgot existed likeSI:7 Infiltrator. But yet they’rejustefficient enough and there’sjustenough Shadowstep nonsense to string together one Gizmo after another and end games.

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Why These Cards for Quest Rogue?

There was a fun little ecosystem that bubbled up while the world tested this deck. As one might expect, the deck started to “build itself”– the Quest requires a number of SI:7 cards to actually do anything. A lot of the cards in your deck were “forced” to be played, limiting the range of what else you could play alongside them. But in the very beginning (we’re talking the first few days of the new meta) there were still so many questions:

Play Patterns and Mulligans

If you were familiar with Rogue from right before the Quest, you likely had experience playing the brain-meltingly complicated board states of Miracle Rogue. This Quest Rogue guide is very different. Mulligans are straightforward in a new way, you halve your Cards Per Turn count, and you don’t have to worry about Octo-bot math. It feels like a completely new beast!

Quest Rogueplaysweirdly similar toForged in the BarrensRush Warrior–

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News

Hearthstone Grandmasters kicks off: $500K and 3 World Championship spots on the line

Grandmasters Season 2, Hearthstone’s Tier 1 competitive league, starts on August 12. Three regions, 48 players, almost $500.000 in prizes, 3 World Championship spots, and much more in this 8-week competition.

Manuel “Rane” Delgado

This deck is fun, straightforward, and good. But be careful–nerfsare coming! Just not for us Rogues. As early asBlizzard Tuesdaywe might see changes that will instead upheave our Jenga tower meta of Combo. My prediction forMage to go un-nerfedcould be proven wrong right away, too. But as always, there’s only one way to get there– win until we find out!

Hearthstone Grandmasters kicks off: $500K and 3 World Championship spots on the line preview image

Manuel “Rane” Delgado

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