Miraculled 2.0 - In Depth Description
- Last updated Jul 4, 2014 (Live Patch 5506)
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Wild
- 10 Minions
- 20 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6620
- Dust Needed: Loading Collection
- Created: 6/27/2014 (Live Patch 5506)
- luffy9801
- Registered User
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Battle Tag:
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Total Deck Rating
12
Introduction
I am a high ranking NA player, reaching rank 3 while maining Miracle Rogue and a little bit of Freeze Mage and Ramp Druid. Do not credit me with this deck, it is a variation of many Miracle Rogues out there. It might even be an exact copy of someone else's, though I only derived ideas and possibilities from certain players such as Flood, Blackacre, Kolento and a few others.
Miracle Rogue is a deck that capitalizes on cycling cards with Gadgetzan Auctioneer and comboing for a high damage burst. This deck has a different play style and feel than most decks, it takes a few games to get used to. The decision making and process can be difficult at times but its very strong and unlike what some people think, pretty consistent.
Card Choices
Class Cards
Backstab - 0 cost card cycle with Gadgetzan Auctioneer and early minion removal.
Preparation - MANDATORY, the card's usefulness is pretty self explanatory. Free spell and double card draw if comboed with Gadgetzan followed by zero cost spell card.
Shadowstep - Good for multiple cases, do not need to save it for Leeroy Jenkins. Sometimes its great to combo with SI:7 Agent, Edwin VanCleef or Earthen Ring Farseer. Its also great for preserving a Gadgetzan Auctioneer.
Cold Blood - Great source of damage. Do not have to save for Leeroy Jenkins, if you have board control, you may use it on any minions, preferably those with higher hp so they are harder to remove.
Conceal - Only run one of these. If you mulligan two accidentally, its almost a sure loss against most decks. You won't find much use with a second one either.
Deadly Poison - Self explanatory, extra weapon damage and great with Blade Flurry
Sinister Strike - To begin a combo chain
Blade Flurry - Great removal, combos well with Deadly Poison, on top of spell damage it can easily deal 3 - 6+ damage. Great against all decks.
Eviscerate - Great removal, can even be used to hit face during appropriate times.
Sap - Gets rid of a late game taunt that's blocking your Leeroy Jenkins or any other minion damage. Also good for slowing down the opponents board control, for example: sapping a turn 4 Chillwind Yeti.
Shiv - Good for card draw and removing low hp minions. Good with Bloodmage Thalnos and draws 2 cards with Gadgetzan Auctioneer.
Edwin VanCleef - To be honest, this card rarely gets to see the light of day. Hes often silenced or Sapped back into your hand. But hes a great turn 2 The Coin Edwin VanCleef 4/4. Hes also useful against certain decks such as Zoo who do not have high removals. Against a Zoo try to stack his ability as much as possible.
Fan of Knives - Good card draw and AoE against aggro decks. Has its downsides for the high cost and low damage. But its great with Preparation and can be useful with Bloodmage Thalnos or Azure Drake. Take two if you're facing a lot of Shockadins (Aggro Paladins - All their minions have 1 hp).
SI:7 Agent - One of best 3 drops in game. Great for early game card removal, it's a great source of board control and damage.
Neutral Cards
Bloodmage Thalnos - Very viable and flexible, early source of card draw and great with comboing a 5 damage Eviscerate or a 2 damage Shiv or Fan of Knives. Spell damage also works with Blade Flurry.
Earthen Ring Farseer - Great for keeping you alive. With Shadowstep a single Earthen Ring Farseer can restore 9 health. I run two because of the high rush meta even including charge Druid. It also gives a decent board presence.
Leeroy Jenkins - MANDATORY, regardless of what other people think, other cards such as Wolfrider or Arcane Golem just don't cut it. If you double Shadowstep Leeroy Jenkins, you do 6 x 3 = 18 damage. If you double Shadowstep Arcane Golem, you do 4 x 3 = 12 damage. You do a total of 6 less damage which is equivalent to 1 Leeroy Jenkins. In addition, you're forced to do that combo to finish the opponent or very late in the game due to the fact Arcane Golem gives an extra mana crystal.
Azure Drake - Amazing 5 drop. Gives a good board presence as well as a card drop and 1 spell damage.
Gadgetzan Auctioneer - MANDATORY. Allows you to cycle through your deck incredibly fast. Its the core card of this deck. It is what makes this deck defined as "Miracle".
Adapting to the Meta
1 Cold Blood or 1 Azure Drake for 1 Assassin's Blade
For beginner's only, I do not recommend switching. For those who need the extra damage due to their inexperience with the deck.
1 Sinister Strike for 1 Fan of Knives
If against lots of aggro paladins (AKA Shockadins) or other aggro decks.
1 Sinister Strike for 1 Gnomish Inventor
For more board presence and card draw.
Mulligan
Without The Coin
If you're starting first, you generally want early removals or damage dealing cards, try not to opt for combo cards for they are not as mana efficient.
Cards to look for:
Backstab - Good for early removal.
Deadly Poison - Good for a turn 3 and 4 minion kill.
Cards to get rid of:
Azure Drake - Too high mana cost to have in mulligan. Gadgetzan Auctioneer is an exception.
Leeroy Jenkins - You almost never use him early. Only need him to finish the opponent off.
Shadowstep - Nothing to use it for early.
Starting with The Coin
Starting second is optimal. The Coin allows you to combo and the extra card increases your options greatly.
Cards to look for:
Backstab - DO NOT NEED IF you have SI:7 Agent because of the turn 2 The Coin + SI:7 Agent combo.
Edwin VanCleef - Turn 2 The Coin + Edwin VanCleef for board pressure.
SI:7 Agent - Turn 2 The Coin + SI:7 Agent for board pressure + replacement for Backstab.
Deadly Poison - Good for a turn 3 and 4 minion kill.
Gadgetzan Auctioneer - Can make good use of the coin on turn 5, especially with the Gadgetzan Auctioneer + The Coin + Conceal combo.
Cards to get rid of:
Azure Drake - Too high mana cost to have in mulligan. Gadgetzan Auctioneer is an exception.
Leeroy Jenkins - You almost never use him early. Only need him to finish the opponent off.
Shadowstep - Nothing to use it for early.
Update
Swapped out 1 Earthen Ring Farseer for 1 Sinister Strike
ive been wanting to play miracle and just got bloodmage. still missing edwin though. do u believe questing adventurer would work fine or should i just wait till i have edwin
A lot of people use questing adventurer as an Edwin replacer, but personally I don't really like questing because it takes twice as long to make it just as big as edwin, and by then it would probably have been removed or silenced. To be honest, Edwin isn't a mandatory card in miracle rogue, its just an occasional powerful board presence, more often than not its sitting pretty uselessly in your hand. I would just replace him with a Gnomish Inventor or an Assassin's Blade, or perhaps a cycle card like another fan of knives or some people tend to run 1 coldlight oracle.
cool
Thanks for the long reply! I have most trouble with handlocks, but I don't think I want to run sinister strikes because it makes the deck weaker as you mentioned. In a tournament setting it might be more useful since you don't have to make all-around decks.
No problem! Against handlocks, try your best to keep him hovering around 15~ hp, make sure he cannot hero power than double molten giant + a taunt. If it happens, you'll need to either sap his giants or somehow remove them with backstabs, SI:7 and eviscerate or some other long card chain. Always keep in mind that they can heal 6 hp in one turn. 2 Earthen Ring Farseers, or 1 Earthen Ring and 1 Siphon Soul. Generally, they will never heal more than 3 due to high mana expenditures or that they already used an Earthen Ring or Siphon Soul. Keeping that in mind, you can Leeroy abit earlier to bring them down to 1~3 hp if you know you can finish them off by comboing eviscerate next turn. Just make sure he has no heals or that you have enough face damage to get through those heals.
Can you please explain to me why sinister strike is pupular again in tournaments?
http://youtu.be/hdmxhoMdKqg?t=19m49s
Sinister strike gives additional burst potential, its very low cost and gives a decent source of damage that easily cycles with Gadgetzan Auctioneer. With the spell damage, its a cheaper face eviscerate. I personally do not like it as it does not give as much board presence which the miracle rogue already lacks. And you can't use it to remove certain cards of the board. But I must say, its very useful against certain decks in the current meta such as ramp druids or handlocks. Druids and handlocks have so many taunts to go through that you might need to finish them off with 2 sinister strikes. If you feel that you do not have enough burst damage to finish your opponents off at your ranking, then feel free and swap one earthen ring farseer on top of another card (situational - cold blood, azure drake, edwin vancleef or bloodmage thalnos if you cannot afford them).
You forgot to mention the fact that it's a combo-starter and Van Cleef buffer. That's one of, if not THE, main reason people play it over cold blood (since that's the most popular replacement).
^ Dragaan has a good point.