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Defias Miracle (new twist) W/ Mulligan + write up!

  • Last updated Nov 4, 2014 (Naxx Launch)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3760
  • Dust Needed: Loading Collection
  • Created: 10/11/2014 (Naxx Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    109

View 3 other Decks by booshka7
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Video of my updated version doing a 27 damage OTK! https://www.youtube.com/watch?v=-qVQsaFxdB8

(I'm going to start streaming within the next couple days with this deck along with other versions of miracle if you are interested! follow me @ http://www.twitch.tv/hsbooshka Streaming time: ~10 AM to ~1 PM PST) 

Here is a video showcasing the deck (one game showcases a 30 damage combo on turn 8!), with commentary! Enjoy!  https://www.youtube.com/watch?v=HYgECgTHwzw&feature=youtu.be

Hey, everyone! Here is another video that breaks the deck down one card at a time! Go check it out and let me know what you think! =) https://www.youtube.com/watch?v=a2s87L1GEGo&feature=youtu.be

Hello everyone! I am a legend level player bringing you a new twist on miracle rogue! I have been brewing with miracle for the past 2 weeks trying to find the right cards to combat the tides of hunters and zoo decks and I finally found the diamond in the rough, that is, defias ring leader! The thing I always seemed to struggle with against hunter is losing to their powerful early game, and ringleader helps to shore that up. It matches up well against all of their early game plays (e.i. creeper, mad scientist etc.), especially in combination with your hero power. My deck also runs 2 sinister strikes (often used later in the game and is bad earlier on) can now be used early game to help you combo defias which helps sinister strike from being such a dead card. Another beautiful thing about defias is that against control its basically an eviscerate that you can use on their face multiple times if they don't deal with it. This will make your later game combos more efficient by having them at lower health. Not to mention it puts two bodies on the board for cold bloods so that if your opponent doesn't deal with both of them you will have at least one body for your lethal the next turn. This deck also has a decent match up against handlock (more spell based w/ sinister strike), its the most well balanced list I have played with so far. All in all I am very impressed so far with defias and I'm really glad I could share this discovery. This deck is pretty difficult to play correctly but I assure you it has a lot of potential. I plan to take it to legend this season. Go ahead and give it a go and let me know what you think! If you have any questions just leave a comment! =)

 Mulligan Guide (cards you are looking for are in bold)

Druid: You want to look for your 5 drops (azure drake/auctioneer).

Hunter: In this match up you are looking for backstab, defias (even without coin), and SI 7 agent, if you get lucky enough to get a coin into defias you want to use it without hesitation, it slows down their early game tremendously and allows you to have a fairly smooth mid-game into your 5 drops and eventually into your combos. Another important card would be your deadly poisons since deadly poison trades with all of their early game minions. Also, as good as fan of knives is against hunter I usually will throw it away unless I have a coined defias or a backstab in my hand because without an initial removal spell clearing with a fan of knives can prove very difficult and slow.

Warrior: Mulligan aggressively for your 5 drops (azure drake/auctioneer) this is one of the few matchups that I will mulligan a backstab away to look for my 5 drops.

Shaman: Again you are looking for your 5 drops, keeping an aggressive early game hand is fine as well (defias/SI 7 + coin) or (backstab + defias/SI 7), deadly poison is another card to mulligan for/keep since it trades so well with feral spirits and is great with blade flurry. 

Deathrattle Priest: Keeping a strong 5 drop in your hand is fine here but generally if you get the upper hand on board control (with SI 7 and defias) you will more than likely win the game so keeping a strong board control hand is good. However, if I'm expecting a control priest I will aggressively mulligan for auctioneer/drake.

Control Priest: See Deathrattle Priest. 

Secret Mage: Defias is strong here, he trades well with their minions, checks for mirror image very well and can be a threat if they don't have a very strong start (if they use their turn 2, 3 or 4 killing the token with their hero power it is amazing for you). Si 7 is another good keep (especially with coin or backstab) you want to try and keep their board as clear as possible and then start slamming your 5 drops.

Zoo: Again we have defias being a strong keep (even without coin or a combo card) even if they trade a 1 drop away into defias you still were able to remove a creature for 2 mana which is fine, if you are able to combo him however, things can get a little shaky for the zoo player. Other good keeps include: Si 7, backstab, sometimes fan of knives and/or eviscerate if you have a preparation

Mirrior Match: Here you want to mulligan aggressivley for your 5 drops (auctioneer/loatheb). Whoever gets a auctioneer to stick first usually wins. Also, depending on the other miracle players hand an early defias can give them fits, especially if they have to face tank the token. I'm not saying to mulligan for defias but if you have a good opportunity to play him (turn 4 shiv into defias) then go for it, at the very least they will be wasting their next turn killing it giving you more time to draw auctioneer/conceal. 

Hand lock: This is perhaps the most convoluted match ups you will encounter. Sometimes I feel like this deck has an edge on it and other times I feel like this deck is terrible against it. However, in my experience your goal in this match up is to deal with the first threat without using sap (e.i backstab into eviscerate into Si 7 and then hit with face) and then just go face and get them as low as possible and finish them off with spells. This is very possible to do with this deck for many reasons. First off, turn one defias is a great play here because it is a pain for them to deal with and it is a lot of damage (I have had a hand lock use a soul fire on the 2/2 lol) and if they use a hell fire on turn 4 after you have been beating on them for 2 turns then they would have taken 11 damage altogether which is amazing for us. I can't exactly give you a set number of specific cards to keep because this all depends on what you get with your starting cards (sometimes if I'm going second I'll keep something like prep. eviscerate so that I have an easier time dealing with a drake/giant) but the tough part here is that not only do you need to deal with their first threat but you also need decent follow up (e.i. gadget or azure drake). Just keep in mind that your #1 priority in this match up is to be able to deal with their first threat, because if you are forced to sap it then the game is already over. 

List of some of the combos (there are perhaps hundreds):

Early Game Combos (non-gadget):

Turn.1 Coin --> defias            Turn.3 Sinister strike ---> Si 7 or Defias    

Turn.2 coin --> Si 7                 Turn.4 Shiv ---> defias

P.S I appreciate all of the feed back and please give me an up-vote if you like what I have done so far! I very much enjoy sharing my knowledge with the community and would love to hear more from everyone! Thank you so much for checking out my deck/guide! I am more than willing to add more if enough people request it! =)