After many players get tired of playing in the standard mode, they will go to the wild mode to play some cool tricks. After all, the wild mode is more violent, which means more fun. I personally am a player who likes thieves very much, and my personal favorite rogue deck from all versions is Oil Rogue.
Last month, I saw an Oil Thief deck in the foreign server. The winning rate was quite good, about 70 to 80%. I also tried it in the wild version of the Chinese server, and it felt very good. If you like it, you can also give it a try.
Card group code:
AAEBAYO6AgiyAvYE1AXtBe4GpAeRvAKBwgILtAHNA5sFuQaIB90IhgmvEJsVxBaStgIA
This deck brings cards like Bilgewater Pirates and Dread Pirates into it, which means this is a very fast deck. There are a total of six pirates in the whole deck, which is not a lot. However, you can also try to bring in ship-based artillery. It depends on your own ideas.
The main play method of this deck is to use the rhythm advantage of thieves. In the early stage, low-cost followers like pirates help us control the scene. Our spell costs are relatively low, which is also a characteristic of thieves' rhythm. These low-cost spells will also directly hurt us in the later stage when we can't get through the wall.
In the mid-term, the thieves’ followers are mainly bandits and blue dragons. These followers are all of high quality. Then, through cards like Gadgetzan Alive Sprint, we can help us widen the card gap, and then end the game with a wave of burst damage. .
Unlike the Oil Rogue before Explosive Sword was weakened, the current Oil Rogue is more like a deck that combines aggro and Miracle Rogue. The deck of the Oil Thief is accustomed to using powerful weapons to gain an advantage on the board, or to use combos like Sap, Assassinated Army Seven, Evil Spine, and Oil Charge to gain a huge advantage, leaving your opponent unable to deal with it. entourage.
Dread Pirates and Bilgewater Pirates: The existence of these two cards makes the entire deck faster. After Bilgewater Pirates buffs weapons in the early stage, two-attack weapons can help us clear the battlefield very well. Although he himself is also easy to clear, his influence is to help us gain a rhythm advantage, whether it is a buff weapon or a deception. All very useful. The Dread Pirate is meant to protect the output of the minions behind the wall, and can usually be played very cheaply.
Blue Dragon: A card that is so powerful that it will be forced out of the environment. Personally, I think it is a stronger card than Bone Nightmare and Dark Blue Blade Scale Dragonite. Especially when paired with thieves, it is very good at checking cards and spell damage. Especially in Wild, where there are many fast attack decks, Blue Dragon combined with Fan of Knives can be a good blue wave scene.
Rogue: Rogue is a high-quality four-cost card. The strong point is that it can help us smooth the curve. If you are playing second fiddle and have a blue dragon snitch in your hand, you can use three coins to jump to the bandit. If you cheat and solve it, you can jump to the blue dragon for four fees. However, you must consider what you will do if the opponent cannot solve this operation. Do. The given coin should also be invested well, whether it is used to check cards or used to earn rhythm.
There are actually quite a lot of combos in this set. There are a few that need to be mentioned in particular;
Boatman + Sword Oil: This is a beheading combo, of course it can also be used to gain rhythm in the mid-to-early stage. However, the tour guide fee is a bit high, so it is best to use it when waiting for an opportunity.
Assassinated + Army 7: Not much to say, there are quite a few wild aggro attacks. The output of two points of damage basically means that there is not much problem in clearing the field in the early stage.
Backhand Coin Snitch + Coin Blue Dragon: Strictly speaking, this is not a combo, but we often encounter it. The problem with this combo is that by default, the opponent can kill your Snitch, otherwise you won’t be able to get rid of your Snitch in the next turn. Coins can go to blue dragons. So be sure to consider how to use your four mana if the opponent can't get rid of the bandit.
Waiting for an opportunity + sprinting: This set of operations was very common among oil thieves in the past. It can help to check cards in the early stage. Basically, it can stably pass cards such as blue dragon and bandit. It is very good for us. In the mid-term, capabilities have been replenished.
In fact, there are no special modifications. There are two cards to try;
Danger: Danger may not meet the standard, but in the wild, especially against control decks, Danger is very easy to use. If you have a lot of segmented control decks, you can remove the Dread Pirate and replace it with Danger. And it perfectly ganks the universe deck.
Ship-borne artillery: It can make the rhythm of the deck better and give us an advantage when playing some fast attack decks. As for replacement, I think one Army 7 can be removed.