Hey guys,

This is my second major iteration on a Deathrattle Kingsbane deck. This is an archetype that is clearly pushed within the Rogue set but is relatively non-existent on ladder. Initially, I went all in Deathrattle aspect but found much more success when I toned it back, inspired by the Sprint / Fal'dorei Strider combo that is being run in miracle lists.

Feedback is much appreciated!

Overview

The deck revolves around Rogue's new legendary weapon Kingsbane, supported by heavy draw and deathrattle synergies.

It is important to emphasize that in practice, we are playing as a control deck. Your win condition is a massive, life-steal Kingsbane. Unlike miracle versions, we are not trying to accumulate chip-damage in the early game. The goal is to survive and out-value.

We try to accomplish this with some key combinations of cards which I will highlight below:

The Weapon Package

This is the core of the deck and usually what you're looking for in the mulligan since building the big Kingsbane is our win-con. I initially ran 1 leeching poison but added a redundant copy since finding the healing early is worth the dead card later.

The Cycle Package

We can draw a lot since the weapon cards are extremely mana-efficient in the mid/late game and because Kingsbane prevents us from fatiguing.

Roll the bones can be high-rolly but usually the non-DR cards are the essential cards you are trying to reach; it does mean we should be aware of our DR count in deck-building (currently 11) and limits replacements.

Prep-sprint is a very solid combo, but even hard-casting sprint isn't that bad thanks to the tempo from Kingsbane and Strider. Strider itself is an amazing value card that can keep us on the board.

The Removal Package

I've been playing around with the ratios of these a bit. They are all efficient but only after set-up.

Blade Flurry hits the whole board but doesn't heal and puts Kingsbane in the deck; Doomerang is single target but does heal off life-steal and refreshes your weapon.

The Onyx Spellstone is our only true hard removal. It is good after one upgrade and amazing after both. A common play is to double cast the upgraded version with the Deathknight ability--making for a great board clear after giving up tempo to enter the DK.

Note: Equipping Kingsbane counts as a deathrattle card toward the spellstone.

The End-game Value

I honestly think N'zoth is cut-able but we're running so many deathrattles so why not double up on healing and weapon buffs while filling the board. Be careful of hand-size when you drop it.

Valeera's stealth and armor is very handy; you can recover tempo with spell-stones or efficient weapon shenanigans. Afterwards, it's all value, with Deadly Poison, Squidface, Strider, Roll the Bones, and the Spellstone all being great cards to double up on.

Note on Kingsbane interaction: the shadow card can create a second Kingsbane but it will be un-buffed. To avoid fatigue damage, swing with the real one, replace it only one time with a copy and then keep switching between the two (while swinging the big one twice).

The Deathrattle Filler

Note too much to say here, these mostly fill in the rest of the deck to help out the other packages. Squidface is the most essentially since it gives a weapon buff; the others just try to fit our goal of healing and drawing.

Other cards I've considered

Other deathrattle cards--particularly Kobold Illusionist, Infested Tauren, the Jade package, Abomination, Bone Drake.

It's possible there's better options; most seem underwhelming so I chose to focus on drawing and healing.

Cheap rogue value spells, i.e. Backstab, Eviscerate

These would dilute the deathrattle pool and are more for tempo/damage than value and control. Also, they lose synergy when we switch from Gadgetzan's to Sprint and Roll the Bones.

Rogue secrets

These seem like decent defensive tools but for the reasons above, I don't think it's worth diluting other aspects of the deck.

Suggestions, feedback, and questions are all welcome. Cheers!