Hello Rogue forum! I feel like no one is posting in this forum anymore so I wanted to share my Lance QuickMatch deck which was good enough to get me a top 100 ranking (300+ pts) in Season 25 on version 2.89. I hope this helps other Lance players.
Cards
Hero Lance
Allies
- 2x Aldon
- 4x Nightshade
- 2x Layarian Diplomat
- 4x Midnight Sentinel
- 3x Night Owl
- 3X Irina, Guardian of the Swan
- 2X Braxnorian Solider
- 2X Eriss Fateweaver
- 22 Total allies
Key Items
- 4X Ill Gotten Gains
- 3X Anklebreaker
- 7 Total Items
Key abilities
- 4X Stop Thief
- 2X Retreat
- 4X Backstab
- 10 Total Abilities
Secondary Items/Abilities for bad matchups against popular QM heroes
- 1X Spelleater Bands (Mages and Zal)
- 1X Nowhere to Hide (Moonstalker)
- 1X Assumed Command (Amber)
- 3 Secondary cards
Deck Total 43 cards
Ideal game start
- T1 Sac a secondary card
- T2 Night shade
- T3 Midnight Sentinel (or Night Owl if no T2 drop)
- T4 IGG or Backstab & 2CC ally
- T5 Braxnorian or Anklebreaker
- T6 Hasted Eriss or Hasted Irina/Backstab
Deck strategy
This deck is fundamentally a control deck. Night shade and Night owl help you get stealthed allies on the board. Midnight sentinel provides needed health against decks with direct damage (e.g. Mages and Zaladar). Aldon adds attack power. Layarian Diplomat reduces the importance of passive abilities like Phoenix Urigon, stealthed allies, sandworm, Braxnorian anti-haste, etc. Braxnorian prevents haste based decks (e.g. Zaladar rush). A hasted Eriss Fateweaver wipes out key attachments while haste killing most allies.
For 80% of matchups, the key will be Ill Gotten Gains and the limitless card draw this provides. Only play Ill Gotten Gains when you know you can afford the loss in tempo (e.g. Anklebreaker as next play) or when you know you will immediately gain a card from playing it. In the current meta of rush decks, you cant afford to play Ill Gotten Gains only to get wiped out before your game gets going. If you dont have Ill Gotten Gains in your hand, make sure to keep your Night Owls (assuming no T2 drops) and your Backstabs for cantrip card draws. Backstab is very important as a T3 or T4 play since it can unexpectedly kill your opponents while keeping card advantage.
Occasionally, this deck can be played as an aggro deck. This is made possible by the cheap 2-3CC allies, Anklebreaker, and a hasted Irina/Backstab combination (8 damage!) This typically only works against decks that take time to set up (e.g. other Rogue decks).
Good card combinations
- Night shade/Midnight Sentinel The best start to this deck.
- Irina/Backstab with Lances ability The best damage combination in this deck. Generally speaking, you should never sac Irina or Backstab if you have both in your hand.
- Lance ability on any ally + Midnight Sentinel Midnight Sentinel gives Lance-hasted allies a +1 attack. Most useful for Irina or if you desperately need to regain board control with a 3CC ally.
- Eriss + Lances ability (and 5SE) Great for hasting Eriss and unexpectedly wiping our key enemy attachments followed by a 5 damage Eriss strike. Recommend you save this for hero attachments (e.g. Blood Frenzy, Survivalist, Speed Strike, Rapid Fire, etc.) vs ally attachments.
Matchup strategy
- Ally based-decks (e.g. Gravebone, Tala, Ythan, Elementalis) Generally easy matchups. Survive any rush with stealth based allies, play Ill Gotten Gains, kill the opponent card draw with Stop Thief or a Hasted Eriss, and then let your ally control cards (Anklebreaker, Retreat, and Lance-hasted allies) wipe out allies while you pick up cards. For Gravebone, be sure to use Midnight Sentinel to keep allies above 5 health (Nova). For Tala, keep Retreat and Layarian Diplomat to defend against strong protectors like Eleanor or Fortified Wisps. For Ythan, get out Braxnorian to prevent hasted allies.
- Weapon based-decks (e.g. Serena, Amber, Darkclaw, Gwenneth) Also somewhat easy matchups. Get low CC allies on the board and augment them with Midnight Sentinel to soak up weapon durability and damage. Get Ill Gotten Gains on the board, destroy weapons with Stop Thief, and kill opponent card draw with Stop Thief or Hasted Eriss. Eriss is also important for wiping out Speedstrike or RapidFire. Amber can be a tough matchup because most Ambers use both Crippling Blow and Retreats which are cheap ways to slow down your allies. For this reason, use Assumed Command on a crippled night shade to prevent Retreat of all of your allies.
- Direct damage decks (e.g. mages and Zaladar) Get low CC allies on the board and augment them with Midnight Sentinel to soak up direct damage. Wipe out opponent card draw with Stop Thief. (Stop Thief is critically important against these decks.) Take out supporting allies with Anklebreaker and hasted allies. Use Anklebreaker to draw out the opponents item destruction (E.g. Ley Line Nexus). Play Spelleater Bands as a surprise defense card when youre between 5-10 health and hopefully you have enough allies and card draw advantage to charge back.
- Moonstalker Ordinarily a terrible matchup for Lance. If playing an ally based-Moonstalker, get stealthed allies and Ill Gotten Gains on the board. Use retreat and Layarian Diplomat to deal with stealthed allies. Anklebreaker works as a great defensive deterrent. If playing a stall-based Moonstalker, flood the board with allies and Stop Thief any Evil Ascendants or Crescendos that will kill your allies. Dont bother with Ill Gotten Gains since most of these decks include bi-lateral card draw. Wait to play a hasted Eriss to destroy any Full Moons or Rain Delays and attack. Or wait until Moonstalker uses his ability and play Nowhere to Hide to wipe him out. In the latter case, Id recommend combining this with a hasted Irina/Backstab for the surprise damage you may need to take him out.
- Banebow/Baduuru Somewhat tough matchups. Sac any early Braxnorian or Eriss cards. You need to regain board control and may not have time to wait to play them. Get low CC allies on the board and augment them with Midnight Sentinel to soak up damage. Get Ill Gotten Gains out and destroy any card draws from Wrath of the Forest or Grundlers double. What makes these decks especially difficult to deal with is the unstoppable card draw from Raven's Gambit. Obtaining card draw advantage against these decks is challenging and they can flood the board with cheap allies.
Hope this helps! Please feel free to share feedback or pose any questions.
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