Yeah I know that wasn't the point I was conveying with my post.
I was merely pointing out what I'm playing with at the moment.
It's not merely with rogue, it's with any class I play vs the mage, the only 2 with whom I fare better with vs Mages specificly is with paladin/druid because of their own cost efficient healing spells add in any neutral healing minions to go with your overall strategy with those 2 classes is fun and definitely improve my chances vs Mages, it's just the early part of the game were in they start with mana wryms/kobolds etc and you don't have an immediate answer to it, it quickly spirals down to something you might barely recover from.
I'm doing ok every now and then vs mages, just wish their combos weren't so incredibly infuriating.
At least vs Town Scrubs and Murlock rushes I found a counter with UTH with positive results.
Eh, maybe I'll figure out more stuff once I unlock/craft more cards.
Well, my thread was mainly designed to counter what I call "Ignore the Board" (IBT) mages; basically, the type of mage that freezes you down and tries to finish you off with direct damage. The reason I was focused on that wasn't because other versions don't have counters, but because every possible variant is going to have a different set of counters, and I've found that IBT mage is one of the things people have the least understanding as to how to counter. When mages focus more on dropping minions, things like Pyroblast can still be rough, but countering a mage whose actually trying to control the board, I feel, is a little more natural to people. That's why I was focused more on the IBT (i.e. the thing people have the most confusion on).
Mana Wyrm + Mirror Images is a very rough opening to counter. All you can really do is try to fight through it, but it's probably going to be a tough start regardless. Obviously any direct damage for 3 can finish off the wyrm, and in a pinch, a silence can work as well. The positives are that
1) the Mirror Entities do cost a card of the mage that isn't going to do any damage to you (i.e. if it was a Leper Gnome for example, you'd be taking damage from both the Gnome and the Wyrm each turn) and
2) there's roughly a 40% chance of drawing a card you need in your opening hand if you full-out mulligan for it; there's a substantially lower chance of getting 2 different cards you need. So while it's brutal when they draw both, it's not a common occurrence; plus there are a lot of brutal 2-card opening combos, such as Faery Dragon / Argent Protector, Northsire Cleric / Power Word: Shield, and Defias Ringleader / Shadowstep.
As for Vanish, I'm really not a fan of Vanish in Rogue decks. Most of the effective rogue decks involving repeatedly slamming the opponent with series of cheap cards. This has two implications that are bad for Vanish. First, Vanish is expensive, which really messes with your ability to keep slamming cheap stuff into the opponent every turn (i.e. any expensive card tends to be prohibitive in an aggro deck). Second, if you're playing an aggresive deck vs. a non-aggressive deck, every turn that goes along you're going to become worse and worse relative to your opponent. That is, aggro deck are strongest on turns 1-3, but as the game drags on and you start having 7, 8, 9, etc. mana per turn, the slower deck starts to become increasingly stronger while you become increasingly weaker. Thus, Vanish is more likely to hurt you than your opponent, since around turn 6 you should have more minions on the board than your opponent. Furthermore, Vanish isn't a destruction card, it's a stalling card (much like Frost Nova); stalling is bad for an aggro deck because, like I said, every turn you stall is going to diminish your advantage.
As for Brewmaster, I'm not a fan of him in aggro decks either. He has some uses, but in aggro decks, it's all about tempo tempo tempo. I know there are cards with great battlecries, but Brewmaster is inherently a tempo loss even when used well; you may double-dip on the battlecry, but your losing mana you've spent by sending it back into your hand. I'd rather play a new minion than juggle an old one back into my hand to play it again.
The one exception I've seen to this are charge minions, particularly Leeroy Jenkins. In these cases, the juggling effect essentially turns the charge minion into a direct damage spell. However, if that's your goal, you're better off with Shadowstep, since it allows you to re-play the charge minion basically for free (the exception being Argent Commander, which is still pretty pricy). But for example, if you happen to have both of Shadowsteps in your hand (obviously this isn't going to always happen), Arcane Golem can do 12 damage in a single turn for 4 mana, and Leeroy can do 18 damage for 8 mana.