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[S37] 87% Winrate Wild Miracle Rogue

  • Last updated Apr 18, 2017 (Un'Goro Launch)
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  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Miracle Rogue
  • Crafting Cost: 7140
  • Dust Needed: Loading Collection
  • Created: 4/17/2017 (Un'Goro Launch)
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  • OzzyHS
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Miracle Rogue is one of the most difficult decks to play, and certainly one of the hardest to master. I decided to hop into wild since I noticed miracle felt a little... strange in standard. Here is the deck list I came up with.

Proof of winrate:

Deck Guide:

This particular miracle rogue relies on using your early clears (Backstab, SI:7 Agent, Eviscerate, Fan of Knives, Envenom Weapon) to keep pressure off the board and to get to mid-late game. Using one Tinker's Sharpsword Oil to keep the board clear is encouraged against aggro. This deck is a little more minion reliant and your job is to pressure as much as possible after turn 5 or 6. Upon reaching turn 8-9, you really need to close out the game. A good measure of how well your doing, is your opponents health. You hope to have them at half by 6-7. Using your Bloodmage Thalnos and Azure Drake is key. You MUST utilize the spell power to make favorable trades if you plan on winning. Azure Drake + Fan of Knives is almost required in order to win aggro matchups. Also, don't be afraid to take some face damage. You have double Antique Healbot for a reason. Using an Envenom Weapon to take out a 5/4 instead of trading your Azure Drake is often the correct play.


Pirate Warrior: 35/65 Very much draw dependent. Mulligan for your early clears and possibly a pirate if you are playing Patches the Pirate. Keep Bloodmage Thalnos, Backstab, Eviscerate, Fan of Knives, and Envenom Weapon. If you have coin, you can keep SI:7 Agent and preperation (depending on hand). Keeping a Tinker's Sharpsword Oil with coin also may be smart depending on your hand. If you get past his initial burst, you should win.


Aggro Shaman: 35/65 Matchup is basically the same as warrior. Mulligan for early clears and just try to survive.


Renolock: 70/30 I have noticed I win this matchup more than not. Mulligan for Envenom Weapon hard. You need this to win. If possible, also get your pirates. You have to rush him down before he can establish a big threat. If he is able to establish these threats, Envenom Weapon is required. It's nearly impossible to kill an 8/8 giant on turn 4 without it. You want to win this game before turn 6 of possible. If he plays Reno Jackson, you have to turn your aggro play-style into control.


Jade Druid: 60/40 Similar to renolock, you must rush them down before their jade golems get too big to handle. Use as minimal removal as possible for the first few jades (1/1 2/2, 3/3) so you can clear the big ones. The Jade Behemoth is your biggest issue. You don't have a great way to get past taunts, so try and save your Vilespine Slayer or Envenom Weapon for that. Pressure him enough so you should win around 7-9.


Freeze Mage: 70/30 I've noticed this matchup is fairly easy as long as you're smart about it. Don't ever over extend on the board because it's very likely it will be cleared. Don't ever Envenom Weapon his Alexstraza or Emporer Thaurisan (If you're low) because it sets him up for an easy otk. Envenom Weapon should only be used for an Acolyte of Pain or Doomsayer. On turn 9/10 when he plays alexstraza, you must have an Antique Healbot. The most optimal play is to Antique Healbot and combo the Vilespine Slayer to kill the Alexstraza. If you can proc his Ice Block, do it. One extra turn on the Ice Block may kill you.


Dragon Priest: 40/60 Quite a hard matchup from my experience. Dragon priest tends to have quite a few big threats in which you cannot handle. If you experience a multitude of them, you may wish to drop an Antique Healbot for a Sap. Play safe in the early game, and begin to establish a board on 4-6. Keep a dagger up at all times in case you can Tinker's Sharpsword Oil for lethal. Envenom Weapon is best used against taunts targets in this matchup.


Face/Midrange Hunter: 50/50 I haven't experienced this matchup too much in wild, but I am very familiar with it in standard. Mulligan hard for early clears and just try to survive until midgame where you can develop a board. Vilespine Slayer should he saved for Savannah Highmane vs midrange, and Scavenging Hyena vs face. Burst him with double Tinker's Sharpsword Oil if possible.

General Mulligans:



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