NEW OIL ROGUE: http://www.hearthpwn.com/decks/1021162-passive-oil-rogue-wild

Rank 1 Legend Oil Rogue Season 42 (Wild|Sep.2017)

Ahoi,

My name's Kohai, I managed to make it to rank 1 with an incredible winstreak. (before nerfs) So guess what happens when 2 of Oil Rogues worst matchup get nerfed? (Pirate Warrior and Aggro Druid) I play Wild since January 2017 and reach legend every month with Rogue only (February to September) and hit Top 10 multiple times with it. But with this deck it's the first time Top 1 for me ever and I'm glad I did with my all-time-favourite deck Oil Rogue. This deck got surprisingly (even tho it's a Wild deck) a lot of attention, so you guys deserve an In-depth guide now! I also work on a video guide so you can see this deck in action. I'm sorry it took so long to make this guide, thank you for all the support!

Other versions of the deck:

Stats for all people on Ladder:

(15% popularity and 66% winrate is a lot for me) source:https://hsreplay.net/decks/IoEBQAW9LWPjCZHN00y91/#gameType=RANKED_WILD

Guide:

1. Gameplan | Explanation

At first you might think; How can Oil Rogue work without Blade Flurry? The Answer is: (believe me or not it makes a huge difference) this deck is more aggressive than in 2o16|2o15 with early pirates and mainly Patches the Pirate. So whenever someone asks me if Patches is necessary for the deck, the answer will always be yes it's the card that makes it viable again. Please keep in mind this is not Miracle Rogue! They may look very similar but with 10/30 cards different than Miracle Rogue this deck plays itself different. You don't need Gadgetzan Auctioneer or Questing Adventurer/Edwin VanCleef to win a game, Oil Rogue is a lot more consistent and has less dead draws. (less highrolling) Against Control: With early pirates you try to get some damage to face until you drop your midgame minions. (your strongest turns are around turn 4 - 8) This is an aggressive combo deck, (like Patron Warrior was or Miracle Rogue) which means you only take the best trades (prefered with weapons, spells and pirates) and go face with the midgame minions. Try to play around board clears as well as you can. You should finish your opponent with a lot of burst around turn 7, and if your opponents plays Reno Jackson this decks Strength comes in where you should cycle through your deck and win that way. Never exaggerate too much when your opponent has cards like Reno Jackson and Lightbomb, that's how you lose those matchups. Only go in when you can't win otherwise (sometimes you can cheat wins that way) Beneath the Grounds locks down all the Reno decks which gives you the time to 2 turn kill them without getting in trouble. Against Midrange: Depending on the midrange deck of course, but this archetype you usually wanna target. They usually are too slow for this deck. Often you can go in with Preparations, Edwin VanCleef and Tinker's Sharpsword Oils and theres nothing they can do without heal, also they often can't handle how much card draw you have. Since Innervate got nerfed Rogue is the only class with such heavy tempo swings. With cards like Preparation it's hard for them to gain tempo ever and that's pretty much the only way how they can win. Against Aggro: Since Pirate Warrior and Aggro Druid got nerfed, theres no aggro deck I'm aware of that's favoured vs this list. Aggro Shaman gets too much punished by Deadly Poison, Preparation, Eviscerate and Sap. Aggro Token Druid without Innervate is MUCH easier to deal with and Murloc Paladin NEVER was a problem even before nerf. Face Hunter struggles with your early pirates so that matchup shouldn't be a problem as well. Let's hope Pirate Warrior doesn't come back because this deck will still beat you. So the idea is to keep board control with pirates and cheap spells in the early game. Oil can be used as a weaker Death's Bite on curve just so you can get rid of their minions. When you drop the first midgame minion your opponent can't deal with you should be in a good spot, Also keep in mind - you sometimes get those Early Edwin VanCleef turns where you just insta win vs them. It's not worth hard mulligan for Edwin tho.

2. Advantages | Disadvantages

3. Replacements | Tech Choices

4. Machups (for me)

Druid Jade druid: 60/40 favoured (no innervate) Token Aggro Druid: 45/55 slightly unfavoured (no innervate) Giant Druid: 60/40 favoured (no innervate) Hunter Face Hunter: 55/45 slighty favoured Midrange Hunter: 65/35 favoured Naga Giant Hunter: 45/55 slighty unfavoured Mage Tempo Mage: 50/50 even Exodia Mage: 70/30 very favoured Freeze Mage: 50/50 even (again, I recommend Loatheb in this meta) Reno Mage: 40/60 unfavoured (Ice Block + Reno Jackson combo is too much for a combo deck) Paladin Murloc Paladin: 65/35 favoured Midrange Paladin: 65/35 favoured Control Paladin: 60/40 favoured Priest Reno Priest: 50/50 even (add Loatheb to increase this matchup) Innerfire Priest: 70/30 very favoured Big Priest: 60/40 favoured Dragon Priest: 60/40 favoured Rogue Miracle Rogue: 40/60 unfavoured (add Loatheb, too fast) Mill Rogue: 75/25 very favoured N'zoth Rogue: 60/40 favoured Malygos Rogue: 60/40 favoured Shaman Aggro Shaman: 55/45 slighty favoured Control Shaman: 55/45 slighty favoured Midrange Shaman: 60/40 favoured Evolve Shaman: 50/50 even Warlock Renolock: 70/30 very favoured Zoolock: 55/45 slightly favoured Naga Handlock: 60/40 favoured Warrior (The class you dont want to face ever) Pirate Warrior: 30/70 very unfavoured Control Warrior: 35/65 unfavoured (too much armor) Patron Warrior: 50/50 even Taunt Warrior: 55/45 slightly favoured

5. Mulligan Guide

6. Overall Tips (highly recommend that one | Even a very experienced Rogue player might not know all of these)

7. Videos (from other people) | check them out!