2x Deadly Poison
2x Blade Flurry
Fan of Knives
Big Game Hunter
Earthen Ring Farseer
2x SI:7 Agent
Tinker's Sharpsword Oil
2x Azure Drake
Hello I'm Xellos, I was a semi-pro Dota1/Dota2 player for quite some time and recently switched to Hearthstone in August 2014: I've been Legend ever since. Today I would like to present you my own Rogue deck with which I've been tinkering since GvG's release. Lets talk a bit about the core cards.
Violet Teacher - Is the best card for mid-game Rogue can have in his deck. Tokens and zero mana spells are insanely good because they will force a board clear on their own. Most classes can't cast such a spell and a minion in the same turn so the tempo will stay with you.
Assassin's Blade - It's basically twelve damage for five mana which can be insanely good with a Preparation-Oil or Deadly Poison. Granted, it can be put in a museum by Harrison that's why it is a replaceable card if you want to play this deck on ladder. It can be replaced by Loatheb,Sludge Belcher, or even the second Violet Teacher. In tournaments, or against classes that don't play Harrison, you can keep it since its a great board control or aggressive card. If you want to keep it, you should probably bait out Harrison since everyone is afraid of what Rogues can do with a good weapon equipped.
Toshley - This card is amazing for Rogues. Beside being a 5/7 body for six mana, the Spare Parts which can be Combo enablers, can save your life by Taunting or returning a Farseer into your hand. When going for a kill you can also bypass Sludge Belchers by using Reverse Switch or finish off your opponent with that one damage you needed. Toshley is really hard to deal with if your opponent doesn't have full board control. If they deal with it, they are forced to use at least two cards on it which is in your advantage.
More on Toshley and the Big Guys
Ever since the debut of Miracle Rogue, this class has never really had trouble with keeping an early board clear. The combination of Backstab-Eviserate-Agent gives Rogue a very flexible and controlling presence in the early game. The question has always been, however, what to do in the mid game? Miracle Rogue answered this question with Gadgetzan Auctioneers to help cycle their cheap removal into finishers. Since the Auctioneer nerf, the new Oil Rogue deck chooses to end the game in the middle phases by comboing an Oil with a huge Blade Flurry.
So without Auctioneers and only a single Oil, what does my deck do to close out the game? Toshley, Dr. Boom, and Ragnaros are the answer. I chose the minions as my finishers because of how well they do on an empty board. The Doctor and Ragnaros are pretty established in their role as finishers. Toshley, on the other hand, is a newer addition to this class of cards. I really like him for three main reasons: he comes down sooner, is immune to Big Game Hunter, and gives a way to use mana.
Toshley doing work and taking control.
So we've discussed the key cards, now let's look at the matchups. I've been tinkering a lot with this and I've come to the conclusion that this deck's only weak matchup is mirror. Most Rogue decks on ladder are more aggressive and bursty and you need time to develop the board and synergy.
Mulligans: You want to have Sap, Agent, Farseer, Violet or combo of cards such as Preparation-Sprint.
You want the Sap in case they Innervate a threat out and the minions for board control. if you have board control, a Druid can have a hard time coming back and here's where Tosley comes in. If you manage to develop a Toshley on turn 6 with board control, you just won the game. Don't be too aggressive with your Eviscerates in this matchup. If you waste them on lower minions such as Piloted Shredder you're going to probably lose to the bigger threats.
Mulligans: Hunter is a bit tricky because they can have quite different start-ups. Always mulligan for Backstabs, SI:7 Agents, Fan of Knives, Deadly Poison-Blade Flurry.
Hunters are very aggressive, if you manage to stabilize into the mid game with your Violet Teacher: always beware of Unleash comb. You have Farseer--Antique Healbot as a heal so you should not be too afraid to hit minions with your face but don't overdo it.
Mulligans: Search for SI:7 Agent, Backstabs, Blade Flurry-Poison, Violet Teacher.
Always assume your opponent is playing Mech-Mage because 90% of ladder matches are against them and always be very careful how you use your removals. Don't be afraid to use an Eviscerate on Snowchugger if you have Deadly Poison in your hand, but don't overextend. If you manage to stabilize in the mid-game by using Violet, Toshley, or Assassin's Blade the game is pretty much yours.
Mulligans: Keep Fan of Knives, Deadly, Agent, Farseer, Drake, Violet Teacher or Preparation-Sprint together.
Always try to maintain board control, don't play Toshley without baiting the Aldor/Equality first unless you're forced to play it, also Dr. Boom is always an awesome 7 drop!
Mulligans: Priest is rather a slow matchup so keep Drakes, Agent, Farseer, Sprint-Preparation, Violet Teacher into your starting hand.
Priests will play only one minion per turn mostly and you won't have that much of trouble clearing the board and establishing board control yourself. Never forget the Auchenai-Circle clear, so don't flood with your minions. Priest can win this matchup if you run out of steam or draw very poorly: otherwise Rogue is favored.
Mulligans: SI:7 Agent, Deadly Poison, Preparation-Sprint, Drake, Violet, also Assassin's Blade could be good if you have the coin and some early spells.
Check your options for every turn based on what he might have before you mulligan, maybe you'll surprise yourself. Oil Rogue -- which seems to be popular on ladder right now -- is favored against this deck only because you're more of a control deck and Oil Rogue is more combo.
Mulligans: The Shamans I've seen lately on ladder are Mech-Shamans so try to mulligan for SI:7 Agent, Deadly Poison-Blade Flurry, Backstabs, Farseer,Violet Teacher.
Shaman is a class which snow balls very effectively. There is not a huge amount to be said for this matchup since a single big board clear will usually win the game. If you get it that is.
Mulligans: Zoo or Handlock is the question you should ask yourself before you mulligan but this deck can also mulligan for both. Backstab, Drake, SI:7, Big Game Hunter, and Sap are good regardless of which Warlock you are up against.
Control decks against Zoo is a matchup we've been seeing since the very beginning of Hearthstone. Luckily for us, Rogue is one of the classes best able to fight them. Early removal and SI:7s go a long way against Zoo and a Toshley on a stable board should win it. Handlock is also much the same as it has always been. Your role here is to navigate around the giants and try to set up a lethal turn.
Here's a strong hand against Zoo and Handlock.
Mulligans: Violet Teacher, Agent, Drake, Preparation-Sprint, and SI:7 Agent.
This matchup is a bit tricky, if he uses removal on Agents, Farseer, or Violet he won't have enough answers for your big threats like Toshley, Dr. Boom, and Rag. At the beginning stages of the game, try to play your minions. SI:7 Agent is especially tricky in this matchup so you can play him without Combo if they have no weapons. Always keep in mind Brawl: don't go nuts with your minions even you have a board advantage. Warriors also run Harrison Jones so try to bait it before you use your Assassins Blade and buff it up. if the Warrior Harrison's an Assassin's Blade that is 5/3 or 7/3 they've won the game.