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Highlander Galakrond Rogue deck list guide - Scholomance Academy - Hearthstone (August 2020)

Flik the switch.

Galakrond, the Nightmare is Rogue’s version of the card. For this Battlecry, you draw a card and its cost reduces to 0. Invoke Galakrond twice for two cards drawn, and four times for four cards.

Galakrond's Guile is the card’s Hero Power. It adds a random Lackey to your hand for 2 mana, and with every Invoke. It’s pretty good for value plays, and can be very helpful for aggression and board control depending on the Lackeys generated.

For Scholomance Academy, we're going for a Highlander deck in Galakrond Rogue. We'll be sure to stay on top of exactly what truly is the best way to use Galakrond, the Nightmare of course.

Galakrond Rogue deck list and strategy

Here’s the Galakrond Rogue deck we’re using for the beginning of Scholomance Academy. We’ll keep you updated with any changes!

1 x Shadowstep1 x Sphere of Sapience
1 x Backstab1 x Brain Freeze
1 x Dragon's Hoard1 x Wand Thief
1 x Blackjack Stunner1 x Zephrys the Great
1 x Secret Passage1 x Coerce
1 x Praise Galakrond!1 x Devoted Maniac
1 x Shadowjeweler Hanar1 x Shield of Galakrond
1 x Plagiarize1 x Kronx Dragonhoof
1 x Bamboozle1 x Siamat
1 x Underbelly Fence1 x Dragonqueen Alexstrasza
1 x Dirty Tricks
1 x Edwin VanCleef
1 x Seal Fate
1 x EVIL Miscreant
1 x Akama
1 x Vendetta
1 x Hench-Clan Burglar
1 x Heistbaron Togwaggle
1 x Flik Skyshiv
1 x Galakrond, the Nightmare

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

Deck Import ID: AAECAaIHHrQBsgLtAo+XA5CXA5KXA/uaA/6aA/yjA4SnA7euA7muA8GuA/6uA6qvA86vA5GxA+O0A865A9C5A9K5A7m+A8vAA/vEA6rLA4/OA8fOA4rQA6TRA+XTAwAA

More great Rogue guides:

General strategy

This should play in a sort of Tempo/Miracle Rogue style. Your Secret package, as well as other cheap cards, give you the opportunity to run away with games early if your opponent can’t deal with it, and you’ve got the ability to go longer with the Galakrond and Highlander packages too.

Early Game: If you can play a couple cheap spells with Edwin VanCleef's Combo, you can build yourself an early threat that many foes will struggle to deal with. A similar effect is at play with Shadowjeweler Hanar - he'll keep generating more and more Secrets as you play Secrets, an absolutely fantastic way to keep your opponent from doing anything.

If this doesn’t work, use your cards to stabilise. Lackeys from EVIL Miscreant and Invokes will likely be able to generate value and clear enemies off of the board, and cards like Seal Fate should get rid of any immediate danger if needed.

Mid Game: You'll be trying to flood the board with big minions before your opponent can do anything about it. Edwin VanCleef is a good method if you haven't already played him, and Shield of Galakrond helps control the board whilst giving you a Lackey in hand for future plays. Devoted Maniac is a fairly decent 2 immediate damage to an enemy minion too, as well as getting Galakrond invoked.

If you can, get Galakrond fully invoked too. Generating a Lackey is decent compensation for playing a card like Praise Galakrond!, and the +1 attack gained can help you trade more effectively or push that little bit of face damage. Seal Fate is slightly tougher to play but dealing 3 damage for 3 mana is pretty solid, and your Lackeys can give you more valuable spells and minions if you’re lucky.

Heistbaron Togwaggle is a classic addition to the Lackey package too, and you’ll always be able to generate a Lackey to go with it. You can boost your miracle gameplan with Wondrous Wand or try to push for a finisher with Zarog’s Crown. Either way, you’ve got a lot of options for beefy plays, so take note of your position on board and act accordingly.

Late Game: Galakrond, the Nightmare should hopefully be fully invoked by this point. Drawing 4 cards that all cost 0 is insanely valuable, especially if they’re high-impact plays like Kronx Dragonhoof or Flik Skyshiv. You can overwhelm your opponent with this finale if you’re lucky and still in need of that finisher, and if not then hopefully your 2 mana Hero Power to generate a random Lackey can be enough to find that last little bit of damage.

Galakrond Rogue Mulligan Guide

Below is our guide on what to keep in your opening hand when playing Galakrond Rogue.

1. Shadowjeweler Hanar is often worth keeping hold of. He's a 5-Health minion, and hard to kill off so early. If you have a Secret in hand too, it's definitely worth holding onto.

2. EVIL Miscreant may cost 3 mana, but the Combo to give you two Lackeys is super strong. You can even use the Coin on turn 2 to get it out earlier.

3. Backstab and Shadowstep can help you gain early tempo in multiple ways, activating Combos and buffing minions, as well as Shadowstep being able to duplicate the effects of your Bloodsail Flybooter and EVIL Miscreant.

Galakrond Rogue tips, combos and synergies

Below are some tips for how to best play Galakrond Rogue in the Ashes of Outland meta:

- Kronx Dragonhoof is best used after playing Galakrond, the Nightmare, but if you’re really desperate for a big play next turn then you might as well play him before you lose.

- Edwin VanCleef is buffed by every card played before him on your turn, so you might want to save up your cheap cards like Backstab and Shadowstep to take full advantage of this.

- Galakrond, the Nightmare can draw up to 4 cards with its Battlecry and reduce them all to 0 mana. It’s best used when you’ve shuffled a bunch of copies of powerful minions into your deck, such as Kronx Dragonhoof or Heistbaron Togwaggle.

- Remember, Seal Fate can only be used on a character with full health. This does mean it can hit face, but only if your opponent is undamaged, and it’s usually best used to clear enemy minions.

- Flik Skyshiv destroys all copies of the minion it destroys. This means it kills duplicates on the board, such as Tomb Warden’s dual copies, as well as any extra versions in your opponent’s hand or deck.

- Galakrond's Guile is the Hero Power for the Rogue version of the card. It adds a Lackey to your hand for 2 mana, but is also triggered by Invoke cards for no extra cost.

- Kronx Dragonhoof has four potential Devastations. Decimation deals 5 to the enemy Hero and heals yours by 5. Reanimation summons an 8/8 Dragon with Taunt. Domination gives all your other minions +2/+2. Annihilation deals 5 to all enemy minions. Depending on your game’s state, you’ll want to choose carefully - sometimes you just want to end it all, whereas on other occasions you need to clear the board of enemy threats.

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