Here's a recent, interesting list. I've been testing a similar list (with Darkblasts in the SB, plus a couple of other minor differences), and it's been working quite well.
Thank you, it's my build. For my first post on TMD i'll be glad to speak about it.
About CAFirst of all, we must all agree that CA is not, and will never become, a top tier deck. The strategies you're trying to achieve by playing CA are objectivly weaker than those you'll find in most other top vintage deck.
So, why should you play CA?
1) Because it's your pet deck and you enjoy playing it.
Well this is a good reason if your main goal is having fun, but as a competitve vintage player I also like to win...
2) Because, in the right meta, CA weaknesses become lighter on the power scale.
Like for every other rogue deck, the decision to play CA should be base on your evaluation of the metagame.
CA will shine in a metagame dominate by Aggro and Control (drain base deck). Usualy you simply loose to any kind of combo. Fishies decks are particuliry good targets for you big fatties.
The goal of CA is to cheat in a fatty quickly. Dragon and Oath have a similar game plan. On paper they're better deck. Ca is just slower than Dragon and it doesn't have the control package of Oath. But, it's also more stable than Dragon (or at least less vulnerable to hate) and it has a better hability to recover than Oath.
Its advantage over Dragon is important against any kind of fishlike deck. A mix of stiffle, bounce/stp and mana denial are to hard to handle for dragon to make fish deck a good matchup. With Dragon, you must wait for backup before setting your mane game plan, that give a huge edge to a tempo deck. With CA you just rush-in a fatty. If it's counter/kill you just stick to your game plan. You just have to many threath.
Oath is also good against fish deck (for different reason than CA) but tends to struggle against control. Oath's winning window is to narrow to make control a good match-up. It's where the recovering ability of CA really shine. The uncounterable draw engine of CA and its threath density give an hard time to drain.dec.
Ironically Oath and Dragon are poor match-up for CA...
About my buildWhen I designed this build I had those generals assumption about CA in mind. I want to make it even better against its favorable matchup. It might seem counter-intuitive, but I don't think you should design a rogue deck as you design a top tier deck.
Your main goal here is to wreck a particular metagame. You already roll over to specific match-up. Trying to improve those matchup will oftenly weaken (or at least not improve) your good matchup. If you plan to face 3/4 of Aggro / Aggro-control/ Drain.dec, so you must be sure the odds are largely favourable against those deck instead of trying to make your combo match-up a coin flip rather than an unfavorable matchup.
It's simple math, you'll win more games like this (as long as your initial metagame evaluation is good).
So, in this optic, I tried to improve the deck force against control and aggro-control. I won't explain all the cards choice, but let talk about the main deck building line.
1) Improving threat density. it's what Sharuum do. Dealing wiht one fatty is usualy ok, dealing with two is harder. The portal strategy is also easier to achieve.
2) Maximize the uncounterable draw engine. That's the main reason for a full play set of Squee and all the black tutor.
3) Flexibility and stability. This is why I remove the dragon kill. If you think the Dragon kill give you stability you should ask you the question when and why will I wish to use it?
4) Duress effect. They are just better than counter against fish and control. You play the aggro role, you don't want to counter threats, just protect your own.
5) Having a B plan. Graveyard hate is irrevelant against Show&Tell and Tinker.
Hey that's it. A long post for a marginal deck... Maybe it'll encourage some of you to "reanimate" it.