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Quest Rogue deck list guide - Hearthstone - Kobolds & Catacombs (KAC)

Our revised guide to playing the Kobolds and Catacombs Quest Rogue in the new meta.

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Our Quest Rogue Hearthstone deck guide features the best deck list for the new Kobolds and Catacombs meta, with Mulligan advice, strategy tips, card combos and synergies.

Quest Rogue was one of the new Hearthstone decks to arrive with the Un'Goro expansion, and it's an archetype built around completing the hero's Caverns Below Quest in order to receive the token-empowering Crystal Core card. To receive this reward though, you'll have to play a minion of the same name a total of four times.

While this might appear tricky at first glance - given the hard limit of having just two of any given minion in a single deck - you actually have plenty of ways of bouncing cheap minions back into your hand with the Rogue. By doing so, you can field the same minion more than twice in any given game, thus fulfilling the quest. Once Crystal Core has then been activated, all of your minions will have 5/5 stats for the remainder of the match.

This quest can actually be finished surprisingly quickly, and in our Quest Rogue guide we've got a deck list that should provide you with plenty of options to do exactly that. After that we've got some advice on playing your cards out, as well as some Mulligan advice to help you choose a solid starting hand. Finally, we've broken down all of the core combos contained in this deck for you.

Update - 4th December 2017

We've updated our theorycrafted deck once again in order to accommodate the latest reveals from the Kobolds and Catacombs set. We'll continue to monitor this one as we enter into the launch window of the new set. We'll also factor in any new and powerful cards that we think will give this archetype the edge.

Quest Rogue deck list and strategy

Here's a deck list that is looking pretty solid for the start of the Kobolds and Catacobms meta. As we've already said, this is subject to change, and we'll be updating it continuously throughout the launch window.

RogueNeutral
2 x Preparation2 x Fire Fly
2 x Shadowstep2 x Glacial Shard
1 x The Caverns Below1 x Patches the Pirate
2 x Gadgetzan Ferryman2 x Southsea Deckhand
2 x Mimic Pod2 x Stonetusk Boar
1 x Sonya Shadowdancer2 x Bilefin Tidehunter
2 x Vanish2 x Novice Engineer
2 x Youthful Brewmaster
2 x Igneous Elemental
1 x Zola the Gorgon

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaIHBJG8AobCAs/hAsPqAg3EAZwC7QKfA4gF1AWGCYqtAvi9ApfBAvzBAuvCAsbHAgA=

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If your hand is screaming out that you should focus on completing the quest, then double down on doing exactly that. Otherwise you need to spend some time ensuring the enemy's board doesn't get completely out of control.

The Mulligan section below contains a lot of advice for managing these early turns, but we'll add an extra note here: all those cheap, feeble early cards with Charge [can attack on the turn they're played] have considerably greater value once Crystal Core has been activated and you can use them to immediately hit the opponent for five points of damage!

Once the Quest is complete, you need to make a call on whether to keep controlling the board or start getting the game over fast. Again, a little knowledge of the emerging metagame will help here, but if you're uncertain what the opponent can do to enhance the current board state on the next turn, it's probably correct to smash 'em in the face!

You're under a lot more pressure in aggressive match-ups really, but in slower ones you can disengage from panic mode a little bit. Regardless of which bounce target you choose in any given match-up though, don't let it stay on the board when your turn is over. If it dies and you end up having to chase multiple targets for the quest you'll never get there - not before you die at least...

More Rogue guides:

Quest Rogue Mulligan guide

Your most important keeps in just about any match-up are your bounce cards Youthful Brewmaster and Gadgetzan Ferryman. The latter of course needs a combo activator if you're to gain the ability to call back a minion from the board.

We also have to give a nod to new cards Zola the Gorgon and Sonya Shadowdancer. You probably don't want to throw either of these back, as they at least ensure you have some kind of bounce activator. We'll firm all of this advice up after the launch of Kobolds and

Preparation and Shadowstep are also essential components of both completing the quest and getting Crystal Core activated on the same turn that you have a board presence to actually empower.

As for your bounce target, you don't have to worry too much about keeping one in your starting hand, as you're highly likely to draw one into play very early on. It's more important to get the supplementary combo cards together while you have a degree of choice over what you can keep or discard.

Quest Rogue tips, combos and synergies

Here are the big combos you have at your disposal when playing this particular version of Quest Rogue:

- If you play Southsea Deckhand - and assuming he's still tucked away in your deck pile - Patches the Pirate will be put into play at the same time, and for free.

- Note that as Charge cards, both of these minions are much more useful once Crystal Core has been activated. Keep in mind though that you must have a weapon in your hand if the Deckhand's to do battle straight away.

- You can use the following cards to return your Quest minion back into your hand: Youthful Brewmaster, Gadgetzan Ferryman, Zola the Gorgon, Sonya Shadowdancer, Shadowstep and Vanish.

- Mimic Pod can be used to duplicate a minion that then becomes your Quest target. It's a little slow in this regard, but you might just get a Charge minion to use later on in the match.

- Preparation opens up a lot of opportunities to rattle off that Quest requirement. As with so many Rogue decks you need to play ahead very carefully. Alternatively it combos amazing well with the actual reward card for a very fast play!

- Vanish returns all minions to both player's hands. This is a great way of clearing down the board, then assuming dominance after you've played your Crystal Core card and want to start pushing your way over the finishing line.

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