
This potentially powers up our Underbelly Fence or an early Vendetta.

Walk the Plank could come into play here as solid removal, and Captain Greenskin gives our weapon an even bigger boost. If things are firing on all cylinders as we head into the late game it means we've got a Cutlass with some buffs on it and we're making trades and playing decks from outside our deck. You can afford to be a bit more aggressive with your weapon if you have a Raiding Party in your hand since you can just grab the other copy of it if your current one is destroyed. You'll need to be careful about going too all-in on your weapon, and playing it as a tempo play without getting any use out of it might be a mistake.

One problem that might arise soon is that decks are going to start running weapon hate. We also run quite a few weapon buffs, and if we're commonly getting more cards from outside our deck then we can keep adding durability to it.

We're less upset about using our weapons against more aggressive decks because we should have this in our back pocket. While most Rogue decks can't really heal themselves, this card makes it so we can potentially gain some health back that we lost in the early game. It also makes a great combo card, which we will need early in the game.Īs we head into the mid-game, we're looking to hopefully start setting up our Spectral Cutlass. This is particularly the case with Vendetta because we can use that to remove a minion from our opponent's board for free. We don't really even care how good the card is (although, it'd be nice if it was good) because we'll just need it in hand to power up our other cards. We're really hoping to get a card from outside our deck as early as possible. Preparation and Backstab will largely make up your combo triggers if you got them, so save them if your hand requires comboing. This can be the time when we can gain some tempo back if we have a card to combo with Si:7 Agent and we can get a removal with his damage.

We've got many 3-drops in the deck, so use what fits what's going on with the board the best. A lot of what we're going to be able to do starts on turn three. We're Rogue, so we aren't too upset if we have to Dagger on turn two, but we'd rather be getting that sweet buffed Underbelly Fence because it's a pretty insane card on curve. We have kind of a weak early game unless we directly hit Pilfer into Underbelly Fence, so largely we're hoping to keep the board manageable until we can get into the mid-game where most of our better cards can be found. Hench-Clan Burglar - Only keep if your mulligan supports it, do you have other cards that'll play on curve? Something like Pilfer & Underbelly Fence would be good enough to warrant a Burglar keep.I would recommend only keeping it if we have something else to play early on. It's not always the greatest keep, it's much better with something else we can play. Backstab - Pretty reliable removal that triggers combos for us.Raiding Party - Great card that gets us some minions and the Spectral Cutlass which does great work in this deck.Blink Fox - It's 3-mana, but it's worth keeping because we don't have a lot of other great early options and we want to have at least one card in our hand from outside of our deck.This is insane if we can play it on curve, and Pilfer turn one and this turn two is going to be one of the better plays we can make in the early game. Underbelly Fence - One of the best reasons to keep Pilfer is because of this card.Pilfer - Good early game play and gets us a quick card from our opponent's class that we'll need to enable some of our other future cards.
