Death Knight Miracle Rogue
- Last updated Aug 17, 2017 (Frozen Throne)
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Wild
- 15 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Miracle Rogue
- Crafting Cost: 12160
- Dust Needed: Loading Collection
- Created: 8/10/2017 (Frozen Throne)
- VoidObject
- Registered User
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- 8
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- 26
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Battle Tag:
VoidObject#1841
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Region:
US
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Total Deck Rating
977
Miracle rogue is back thanks to one good rogue card (let's face it.. really the one and only) in the new expansion. REMEMBER TO SUB/TECH FOR YOUR META. READ THE SUB/TECH SECTION BELOW!
Thanks for all the support guys! Let's keep this crazy fun deck going!
Tier prediction: Tier 2
Takes a good bit of thought and skill to play, if you've played miracle before you'll be right at home. The deck plays like your old school miracle rogue with a different finisher. You keep control of the board until you can get your Gadgetzan Auctioneer out and draw, then push into Valeera the Hollow late game and copy your Arcane Giants for super cheap and make two nice fat Edwin VanCleefs. Shadow Reflections work amazingly well with a lot of the random class cards you'll be getting at the same time.
I'll have some new vids up soon for meta match ups. Also if you want to see some more professional play check out the vids below!
As usual more up votes, more detail AND VIDS!
Up votes:
10: Full mulligan guide and my pilot video
25: Tech choices/substitutions vs. current meta (will get updated over the next couple weeks as the meta develops)
50: 'Most' meta match up videos w/ detailed play style explanations (more vids coming soon!)
Mulligan Guide:
Always keep 1x Swashburglar, 1x Backstab, 1x Undercity Huckster.
Consider keeping Eviscerate, Shaku, the Collector, Razorpetal Lasher, Bloodmage Thalnos (if you have early spell synergy.) The only way I keep Edwin VanCleef is if I have exactly the right mix of Counterfeit Coin (or The Coin,) Backstab and Swashburglar.
General Subs/Tech:
Aggro Heavy: -2x Sap +2x Tar Creeper
-1x Leeroy Jenkins +1x Fan of Knives
Control Heavy: -1x Sap +1x Lilian Voss OR Sherazin, Corpse Flower
-1x Fan of Knives +1x Vilespine Slayer (Consider replacing a Shadow Strike for a second Vilespine if you're hitting all control.)
Additional pwners spotlights:
Comments/questions welcomed and will be answered below
The ones that make a full guide deserve it.
i dont know about thisdeck
no vilespine in this meta? LOL.
Hey all,
I am relatively new but getting quite good. However, I have a few direct questions I would like to discuss with anyone who has the time to spend 5-10 minutes with me in Discord.
I do not have Shadow Strike and Shaku but I am using a very similar deck.
Currently I am getting stuck against DK priests (mostly) and Shamans (I am rank 14). The Priest I just faced would just clear any and all tempo runs I would go on. I mean, end-game I dropped two arcanes and he whiped them. Getting towards the end of the deck I drop two more arcanes and and 10/10 Edwin thinking he's spent all his clearing cards and he just pops DK and whipes them all out. It seems like he was just able to constantly clear my tempos.
However, reading some comments I feel like I may be doing a few things wrong. I know this is my error and not the deck but would GREATLY appreciate some coaching here. Hell, aggressive decks might just not be my style but I spent 9k dust on building a similar deck and really would hate to see it wasted since I love Rogue.
*wipe(d)
btw never spend 9k dust on new decks in the first two or three weeks of an expansion. Chances are the meta will change and you'll be stuck with a tier 3 deck.
the lesson you should have learned is that when playing priest, play around shadow reaper anduin. Don't play edwin AND your 2 arcane giants at the same time in the late game
Replaced shaku the collectorwith Arfus
Why?
I'm missing Shaku, the Collector & Patches the Pirate, and prefer not to craft them since I never play aggressive decks. Any good replacements for these, or are they completely core to the deck?
not core...anything cheap that can do extra face damage from hand and trigger [card]Gadgetzan Auctioneer[/card]. Shiv could work. SI:7Agent can give some tempo in the early game with Backstab or give you just enough to finish your opponent off after you have unloaded your burn cards.
A big improvement for this deck is to add an Elise the Trailblazer in replace of a single Shadow Strike. I found the list as it stands here to be far too reactive and if you didn't draw your Gadgetzan Auctioneer you would just be dead in the water. The deck has a decent amount of early game with the pirate package, 2 Undercity Huckters and 2 Razorpetal Lashers, however that early board presence just fades in every game. The deck needs a bridge into Gadgetzan Auctioneer turns. The relatively large 5/5 body on Elise the Trailblazer provides this bridge, while also providing a valuable late game weapon with the pack. Furthermore, in the late game with Valeera the Hollow you can play 2 Elise the Trailblazer to shuffle 2 packs into the deck or even use the shadow reflection to play 2 packs if your hand is empty.
When it comes to the card choices I actually really like double Sap in this meta. With all of the paladin, druid, and warlock running around, the card provides the kind of tempo that not even Vilespine Slayer can provide. Double Shadow Strike is certainly wrong in my opinion, and I do still think that vilespine is too good of a card to not include in the deck. Also the two Undercity Hucker is a little suspect, SI:7 Agent may serve the purpose of this slot better.
Overall I have a 32-11 record with the deck and I have a lot of experience with miracle so I think that there is something to the core of this variant of the archetype.
I really don't know about Elise the Trailblazer in miracle. You generally want to go through your deck as fast as possible and pressure your opponent as much as you can. Sure there are instances where you run out of resources and could've used an Elise pack, but both Elise and the pack are also going to be in the way of drawing better cards during a miracle turn. The Valeera DK, double Elise pack however is pretty much a pipe dream, your hand is going to be pretty much full already after the first pack. You can however squeze out a lot of value from the pack with the DK hero power, but rogue doesn't really have the means to handle a drawn out game anyway.
Double Sap might not be a bad call, but if you want to play double sap I feel that you also want to play double Cold Blood. Sap is very good tempo, but it's zero value, you need to be able to close out games pretty fast generally if you're going with double sap.
only change i made is -Shaku +2nd Hallucination - I just found Shaku either clunky, or would just be removed easily at the 3hp mark.
the 2nd hallucination aids both cheap spells in gadgetzan's cycle along with guaranteed card draw.. errrr discover.
i have found the 2 saps/evisc/shadow strikes more than enough (especially with Valeria the Hollow's Passive) for removal but if you see truly nothing but control (i see a pretty decent split) then add the vilespinners.
Other than that though it feels good to see that Miracoli isnt dead in the KotFT, I hope it really is T1, its always been a personal favorite of mine.
I'm legitimately amazed by how the current hsreplay.net numbers are twisted by this list.
GG VoidObject ! Proving how timing, rather than quality, can sometimes be the key to success ! =D
Its ok, but patches is strong card
Definitely not a tier 1 deck. Lacks heavily on consistent card draw and strong bursts, which are crucial in a miracle rogue deck. Card draw is only existent through auctioneer, but remember there's only two copies in the deck - without it you die. You may argue that you can hold it off till you draw one, but by the time you do indeed get an auctioneer, you would have already used quite a few of the spells to stay alive. While gaining other class cards can be argued as draws, there's too much RNG involved to be consistent.
In terms of finishers, there's not enough burst as a traditional miracle rogue. In this deck, the finishers happen either through 1) large edwin 2) arcane giants 3) DK Valeera. In most of the cases above, your opponent has at least one turn to deal with all the threats, either through taunts or removals etc. It is crucial for rogues to have burst as often times other classes outshine you in terms of control and trades. In my opinion, this deck is definitely fun to play, but not the type you would use to climb a ladder since it lacks the consistency and the burst you need.
Without Vilespine Slayer you'll never gonna win against any control type decks, i played like 40 games with this and i'm sure there's no way you're not playing Vilespine in this meta. Everyone has The Lich King or some other big stuff that you have to remove it. And Vilespine is the only good hard removal in Rogue right now.
No SI:7 Agent in a Miracle Rogue, especially against aggro decks? That's crazy dude.
And with that much spell, you'll always want to keep your Gadgetzan Auctioneer on opening hand. Otherwise if you can't draw it, you'll instalose to midrange decks.
And do not try to make your Edwin VanCleef that much big if you didn't know about your opponents removals, it doesn't really matter anymore. Everyone has an answer for it. Sometimes im playing it as a 4/4 against priests if my opponent doesn't have his Dragonfire Potion, he can't use Shadow Word: Death or Shadowreaper Anduin on it. But sometimes you can make it 6/6 or 8/8 for bait a removal.
So i can just say that this deck is good but you need some changes. I mean this is not a thief rogue, you don't need 2 Undercity Huckster in a Miracle Rogue am i right? Let's see if this deck works with Vilespine and SI:7. I'll play another 30 matches like this.
Note: I think this could be Tier 2 (high) deck with some changes as i mentioned.
Yeah I agree with the auctioneer being a must in your hand. Without it you pretty much died already. But then keeping a turn 6 card as mulligan restricts you way too much in early game
You're right, if you play this deck as it is, keeping a 6 drop could be so bad. That's why you need SI:7 Agent and Vilespine Slayer in your deck. You can always drop SI:7 as a 3 drop if you're against an aggro deck. And you can activace combo with your Backstabs or Coins if you have to. You have to stabilaze the board. I think you always want a Backstab and SI:7 in your oppening hand. You can deal 4 dmg to a minion and with your weapon you can deal 5 dmg to sth. SI:7 is amazing in Miracle Rogue. Im using it in my deck right now and with Valeera the Hollow you can copy an SI:7 for dealing 2 additional damage and you can get a bonus 3/3 minion. Even if its late game you can always use an extra 3/3 as a Rogue.
Battlecry minions can be proactive and reactive, but deathrattle minions can not be proactive if you're behind. Undercity Huckster is a Deathrattle minion, it has to die to do something. That seems too slow to me, when you're at late game at least.
You talk about how important drawing is in Miracle then have an Auctioneer on the board for 2 turns without cycling the coins in your hand!
Build seems a bit Janky. Vilespine is OP, crazy not to include against any meta including aggro. Hucksters instead of SI/Questings another odd decision. Not convinced about Valeera DK either, worth experimenting with but seems too slow for Miracle. Miracle is already good in control matchups and I'm not sure making it slower really helps.