First, all credit goes to tttrrraaavvvis for the original deck idea.
If you’re familiar with Magic: the Gathering, the gameplay of this deck may seem somewhat nostalgic. A true Rogue deck in essence, Miracle Rogue uses minions such as Edwin VanCleef and Questing Adventurer -- which “grow” thanks to the large number of inexpensive combo abilities -- in combination with Gadgetzan Auctioneer to provide a way to cycle through your library and apply pressure on your opponent quickly.
The deck, while fun to play, can be incredibly difficult to master and is not recommended for inexperienced players. On paper the list may seem very straightforward, but the deck can be very unforgiving to even the slightest of incorrect plays. Pushing “all-in” too early will leave your minion(s) vulnerable to any handful of removal spells, ultimately eliminating your win condition, while waiting until too late in the game will give your opponent the necessary time to swing the game in their favor. It requires a large attention to game detail and proper planning to fully utilize its capabilities.
Card Selection & Interaction
Minion
Edwin VanCleef - Relying solely on his combo mechanic, this can be the perfect end to a string of low casting cost abilities, forcing your opponent to deal with him sooner, rather than later.
Questing Adventurer - Overlooked by most, this card comes with a powerful board presence and ability. At +1/+1 for each card played, unlike Edwin VanCleef, Questing Adventurer allows you to initiate your chain with a minion.
Mana Addict - An early minion that proposes a threat to your opponent if not dealt with early. Can win you the game, put your opponent on a clock, or force the use of early removal.
Gadgetzan Auctioneer - This guy seems to make his way into just about every list, but here is where he really earns his stripes. Considered the engine of the deck, if you’re able to start a turn with him in play, you’ll likely be able to follow up with a threatening Edwin VanCleef and put your opponent on a clock. A primary target for Conceal as it ensures your opponent will exhaust multiple resources to keep him from staying on the board.
Bloodmage Thalnos - Spell Power bonuses work well with the cheap cost of Rogue's removal and burn. Drawing a card when he dies is even better.
Ability
Sap - Questionable to most, this card is used to simply buy yourself a turn by removing a threat or to clear the way of any minions with taunt to make the most of your attack.
Shadowstep - This card gets a nod as it’s not only 0 casting cost fodder, but allows you to re-use Novice Engineer for free.
Sinister Strike - This is always going to get in for three damage, putting your opponent close in range.
Headcrack - We didn't realize how well it worked with Gadgetzan Auctioneer as it not only replaces itself, but returns the following turn to abuse again. This same cycle works as a constant +1/+1 on Questing Adventurer, +2 on Mana Addict, and so forth.
Conclusion
In conclusion, while the deck is challenging, it offers a unique, fun play style and can be incredibly satisfying for Hearthstone players that are looking to challenge the skill set of both themselves and their opponents.
I had never thought about using conceal to hide the Gadgetzan Auctioneer, that's genius.
The Questing Adventurer is really the scary minion in this deck. Where Edwin VanCleef is only buffed by cards played that turn, the Questing Adventurer can continue to grow each turn he is out, quickly become out of control. Also, the mechanic allows you to heal the Questing Adventurer each turn that he is not destroyed.
Would you consider adding Sprint instead of Sinister Strike? My thought process being that you need to end the game quickly due to the fatigue setting and a high number of cards used per turn. If / when you make it to 7 (or 5 with Preparation), it could be a huge advantage to build up your hand for a final combo.
I had never thought about using conceal to hide the Gadgetzan Auctioneer, that's genius.
The Questing Adventurer is really the scary minion in this deck. Where Edwin VanCleef is only buffed by cards played that turn, the Questing Adventurer can continue to grow each turn he is out, quickly become out of control. Also, the mechanic allows you to heal the Questing Adventurer each turn that he is not destroyed.
Would you consider adding Sprint instead of Sinister Strike? My thought process being that you need to end the game quickly due to the fatigue setting and a high number of cards used per turn. If / when you make it to 7 (or 5 with Preparation), it could be a huge advantage to build up your hand for a final combo.
The original list included 2 x Sprint, but it quickly became apparent that at 7 mana, it was never being cast. Even at one copy it still felt like dead weight. Sinister Strike isn't a standout in the list, but it is a low casting cost ability (for the stack) that provides 3+ damage.
I'd say give Sprint a test and see how you like it!
Added Headcrack - This replaced the singleton Sinister Strike from the previous list. We didn't realize how well it worked with Gadgetzan Auctioneer as it not only replaces itself, but returns the following turn to abuse again. This same cycle works as a constant +1/+1 on Questing Adventurer, +3 on Mana Addict, and so forth.
This deck is pretty brilliant. One card I'd like to suggest, though: Warsong Commander. It will let you attack with Van Cleef or Questing Adventurer the turn you play them, meaning your opponent won't have any opportunity to kill your huge minion or finish you off whlie you wait for them to become able to attack.
EDIT: Never mind. Warsong Commander is warrior only. :(
You've created a monster xD Seen this 5 times in 8 matches(Last one I had one that claimed he made it himself, yet wasn't a single card variation from this xD) Gotta start playing hunter control only at this rate to kill off the momentum.
Sinister Strike - It's back! After some testing we settled on playing two copies of Sinister Strike over Cold Blood as we found ourselves unable to cast Cold Blood on minions we usually had in Stealth, thanks to Conceal. This is always going to get in for three damage, putting your opponent close in range, while Cold Blood forced us to have a legal target and a way through.
You've created a monster xD Seen this 5 times in 8 matches(Last one I had one that claimed he made it himself, yet wasn't a single card variation from this xD) Gotta start playing hunter control only at this rate to kill off the momentum.
If it was tttrrraaavvvis, then yes, this is his idea. The original idea came from him.
I don't think Edwin VanCleef includes opponents cards. It says the turn it's summoned, since you can't summon on opponents turn it should be refereing to your turn in which you summoned him. Edwin is really great but you can't really on 1 legendary draw there is only 1 and it could be at the bottom of your deck. The questing adventerer also seemed week to me when I looked at it but when I played vs it on cockatrice what happens is opponent plays it then Conceal on it to make it stealth and you can't target minions with stealth (with attacks or silences or any destroy abilities) so if you have no random/aoe dmg or dispel for it it grows in the corner until it can one shot you.
The auctineer is a more powerful card then it seems to be due to rogue cards being extreamly cheap you can go through tons of cards in the same turn and keep drawing for each 1. Exp: You place a questing adventurer earlier cast conceal on it it's now 3/3 next turn you play gadgetzen auctineer and it's now 4/4 you place conceal on auctineer you draw 1 card and adventurer is 5/5 you play two head cracks with prepration (or some other 2 cost card that is now 0) thats 4 card you draw 4 more cards wwhile adventurer is 9/9 you play adrenalin rush twice to draw 6 more cards you now posses edwin which was 11 cards lower in your deck. You play him for 13/13 while also making adventurer 12/12. edwin is stealth by default so is adventurer and auctineer thats 29 dmg next turn and I did mention you used two headcracks so he's not 30 life. It's gg unless opponent has mass dispel or a really good aoe.
You can also have a mana addict the turn before which would pretty much add up to same thing. You have 21 additional (22 total) dmg from her on the second turn which you played all these cards which is also gg the turn after that.
Sinister Strike - It's back! After some testing we settled on playing two copies of Sinister Strike over Cold Blood as we found ourselves unable to cast Cold Blood on minions we usually had in Stealth, thanks to Conceal. This is always going to get in for three damage, putting your opponent close in range, while Cold Blood forced us to have a legal target and a way through.
very wise decision thats the problem my opponent rogues had with this deck I think this would definately fix that
I've been toying around with a similar version of the deck I stumbled upon. It's pretty much the same, however I feel that there are a few kind of big gameplay differences. First, I don't run with Edwin Vancleef. He is an amazing card but I feel his potential is stifled by not being able to attack on the same turn he is played and so the "all in" tactic gives the opponent a little time to respond. This isn't so much the case with the adventurer and the mana addict as your opponent has to a) predict that you are going to do your combo soon b) waste a removal/AoE card to take care of them while stealthed. The last thing I found as a disadvantage with Vancleef is that he is a 3 drop. This puts your mana curve kind of high. Since you want your auctioneer out (and alive/not silenced) and then you need to combo a bunch of cards for vancleef for him to be effective, that means that you are looking at a win-con somewhere past the 6 MC range, realistically somewhere in the 8-9 MC range.
To change these things, I decided to not run pyro, vancleef, and sap. Instead I run x2 Pint-Sized Summoners, x2 Master of Disguise, and x1 lorewalker Cho. The biggest shift is instead of hoarding cards in your hand, you always keep a threat on the field stealthed. This is important because it gives you more board control as you set up for your combo. The Pint-sized Summoner really plays well with this strategy. The summoner + stealth allows you to play your Auctioneer at turn 3 and lets you spiral out of control even faster. I've found it common to reach win-con by turn 6 since most opponents are hesitant to waste AoE/random removal on a card like pint-sized summoner especially since the deck runs even more stealth and even more dangerous targets. Lorewalker Cho is still iffy in my opinion. He is an early drop that can net you good results if you play cards like conceal and sinister strike. Since your opponent will probably not use those cards to their full potential like you can, it really ends up putting them at a disadvantage and cycles even more cards for you.
Overall, I feel this version plays faster and has a little more control over your opponent's moves since they will often try and clear out minions with AoE that they normally shouldn't have. Thoughts? Criticisms? Improvements?
Something about playing Lore Walker in a deck that's 2/3 spells just seems pretty awful to me. Also we don't play pint sized summoner because its not a spell and it costs 2 mana, she was in the first build but was deemed pretty useless and I always wished she was a spell. Van Cleef is in the deck because sometimes you just play your whole hand on turn 4 and leave them on a 2-3 turn clock, the other reason is if you "untap" with an auctioneer in play you can usually cycle through your whole deck and play a van cleef big enough to put them on a 1-2 turn clock. If Van Cleef is in your 8-9 turn kill range youre probably not playing him correctly. Most of the time youre dropping him as a 13/13, attacking them to 17, conceal him again if you have it, and then dropping them within burn rang or just dropping him as a 15/15 and putting them on a 2 turn clock. Any bigger than that depends on the burn you have in your hand.Sap bounces guys with taunt. You don't always "go all in" sometimes you just play a turn 3 adventurer and 3-4 spells and most decks can't kill him.
Edwin VanCleef if thats the case, they have to change the wording and i wouldnt run him in any rogue deck to much effort for him. I didnt said rely on him ;D , only compared both guys, the same argument goes for the actioneers, if they are on the buttom of your deck, their is no speed draw and the other minions are to squish to survive the entire game, this murloc combo hurts yourself, maybe not against each class/deck , but most decks have their zomfg over 9000 damage Combos and you help them. I dont believe burst will win you the majority of duels, maybe im wrong i dont know, but spells like healing-touch >> 2xsinister strike, priest/warrior with their heropowers is even more worse. With a deck full of Support-minions, you dont want to trade them, but you dont want to be hit by enemy minions either, so they will eat up your spells ;< . Weapons and Minions have more overall-dps, i feel like 1 assasinsblade is mandatory for rogue decks, garanteed 12 damage for 5mana. How longer i think about it, deadly poison is the most usefull spell for rogue in therms of damage.
I have no idea what 3/4 of this meant but I feel like you don't understand how this deck or deadly poison works.
I see your points about Vancleef travis and that makes a lot of sense to me. However, while playing the current incarnation of the deck I very rarely am able to effectively hoard 6+ cards in my hand (not including Vancleef) by turn 4 plus have almost all of them cost 0 mana since Vancleef costs 3. I think there are fundamental differences in playstyles with my take on the deck and yours. Which is exciting in my opinion. I don't run sap because I use Eviscerate and other spells offensively on their minions to clear out taunt and other trouble ones as they come.
I felt the same way about Lorewalker Cho in the deck until I gave it try. What ends up happening is that if you play him early enough, he acts as a way to cycle the spells you want to get back and since a majority of your minions are stealthed, all of the targeted damage ones you pass to the enemy (like backstab) find very little use and just occupy a spot in their hand. Cards like Eviscerate and Sinister Strike are used on you directly which acts as a way for you to get the card back and to also entice them to forgo board control for extra damage (since the mana they use on those cards are used on direct damage instead). Spells are inherently weaker for direct damage than minions since they are 1 time use. 4 damage may seem enticing for 2 mana, but its no where near as good as say a wild pyro or acidic swamp, who for the same mana can do 3 per turn or force the enemy to waste mana on killing it. If you get Lorewalker Cho at the end of the game, he isn't completely useless because he is a 1 mana combo starter (only do that the turn you wish to win though).
Finally, the pint-sized summoner shouldn't be used as an all in card. I use her for two reasons. The first is to bait AoE damage/silence while she is stealthed. If she is dropped early in the game (turn 3 or less) most AoE's do 1 or 2 damage. This isn't enough to kill her, and if they do manage to kill her, they have wasted an entire turn just to take care of her, putting you closer to your win-con turn. The second reason is if the don't deal with her, you still accelerate your win-con turn by playing an adventurer/auctioneer followed by a few spells. If you get her late game, she is kind of worthless. But at that point the game is almost decided based on board control and your hand anyways.
I see your points about Vancleef travis and that makes a lot of sense to me. However, while playing the current incarnation of the deck I very rarely am able to effectively hoard 6+ cards in my hand (not including Vancleef) by turn 4 plus have almost all of them cost 0 mana since Vancleef costs 3. I think there are fundamental differences in playstyles with my take on the deck and yours. Which is exciting in my opinion. I don't run sap because I use Eviscerate and other spells offensively on their minions to clear out taunt and other trouble ones as they come.
I felt the same way about Lorewalker Cho in the deck until I gave it try. What ends up happening is that if you play him early enough, he acts as a way to cycle the spells you want to get back and since a majority of your minions are stealthed, all of the targeted damage ones you pass to the enemy (like backstab) find very little use and just occupy a spot in their hand. Cards like Eviscerate and Sinister Strike are used on you directly which acts as a way for you to get the card back and to also entice them to forgo board control for extra damage (since the mana they use on those cards are used on direct damage instead). Spells are inherently weaker for direct damage than minions since they are 1 time use. 4 damage may seem enticing for 2 mana, but its no where near as good as say a wild pyro or acidic swamp, who for the same mana can do 3 per turn or force the enemy to waste mana on killing it. If you get Lorewalker Cho at the end of the game, he isn't completely useless because he is a 1 mana combo starter (only do that the turn you wish to win though).
Finally, the pint-sized summoner shouldn't be used as an all in card. I use her for two reasons. The first is to bait AoE damage/silence while she is stealthed. If she is dropped early in the game (turn 3 or less) most AoE's do 1 or 2 damage. This isn't enough to kill her, and if they do manage to kill her, they have wasted an entire turn just to take care of her, putting you closer to your win-con turn. The second reason is if the don't deal with her, you still accelerate your win-con turn by playing an adventurer/auctioneer followed by a few spells. If you get her late game, she is kind of worthless. But at that point the game is almost decided based on board control and your hand anyways.
I can't think of very many situations where I would use Conceal on Pint-Sized Summoner? I also don't understand the attraction to Lorewalker Cho when the majority of decks are trying to make use of Twilight Drake? Why would you want to give your opponent any additional card advantage? Let alone copies of the spells you are playing?
I'm not sure I follow or agree with many of your points, XParity, but I am interested in seeing your version of the list. Care to share?
(I hope the BBCode works, first time linking a deck)
Just to clarify some points I have made. I'm not challenging the Miracle Rogue deck at all, it is an amazing build and its extremely fun to play. I also understand that Pint-Sized Summoner is vulnerable with or without conceal. However, in order for the opponent to take care of the Summoner + Conceal, they must play AoE cards etc. In almost all cases, in order to do 2 damage and not target a minion, that requires 4 mana on average (3 for some like fan of knives). Even if the enemy has a spell power minion, all spell power minions are at least 2 mana and all AoEs are at least 2 mana. So you are looking at an average of 2 cards and 4 mana to your 2 cards and 2 mana. I know that this is an extremely liberal assumption and there are probably exceptions, but in most cases your opponent has to waste cards if they want to take care of the summoner. Since I am also running the master of disguise in the deck, stealth is easier to come by and it isn't as bad to waste stealth on a pint-sized summoner instead of something else.
As for Cho, my reasoning for sticking him in (still iffy on him as I think I mentioned on the first post) is to cycle cards back to you. I would never in a thousand years play something like cold blood while Cho is out unless I want to win that turn. Instead I will play cards like conceal, backstab, eviscerate (maybe), and sinister strike. In most cases, they cannot use the cards as well as you can and if you are keeping control of the board, the only way they can clear Cho (especially if he is stealthed) is to use AoEs that you then get. Since most minions are stealthed (except MoD, coldlight, minions not crucial to combos) the backstabs are wasted cards in their hands. I'm not truly giving them a card advantage because the cards I am giving them detract from their strategy by using their MCs if they play them for direct damage to me. The only way to get rid of those cards are to play them (which may come back to me) and if they can play them they wont nearly be as strong as I can use it back at them (since they aren't in a position to combo or stealth targets since most decks will always attack with a minion).
Your point on twilight drake is completely valid though. Giving them cards is never a good idea if they directly benefit from having those cards in their hands. Mountain Giant is in the same category. I'd never want to play Cho late game, in that sense he can be a wasted card. But early game he can get you extra conceals/backstabs and at the worst stick cards in your opponents hand that they will either find little use of or is simply bad in most cases (headcrack).
I think we should refrain from using Adrenaline Rush anymore when building decks; that card seems like it's gone, based on the implementation of Shiv and the fact that Rogues now have 26 cards as opposed to 25. But...I guess we still can use it until we have official confirmation!
As for the argument about Cho and Edwin above, I think Lorewalker is much better for this archetype than Edwin is. Then again, this is just MY take on it. I think Edwin is VERY underwhelming, even in spell-centric archetypes that use cheap combo spells. He costs too much to be played at the end of a combo, and usually only becomes REALLY BIG if you're lucky with the cards you draw (aka all 0/1-costs), and even then still can't come prior to Turn 5-6 for remotely good Attack/Health values.
Blizzard knew what they were doing when they made him a 3-cost card: he requires so much setup that he may as well be a 9-drop.
I'd like to take this opportunity to follow Nox's post and state that if you're torn between using Cho or not, like really on the fence about it, just be mindful that Loremaster Cho can be used to potentially hard counter Nox's infinite Brewmaster gimmick deck. Not to say that the Brewmaster deck will be a popular choice, but if you're ever in a situation where you know that's what you're against (it's pretty easy to identify), you can always drop a Cho and put out 2-3 spells to max out their hand, forcing their next draw to be destroyed. It's pretty slim chances of actually going down that way, but hey, something to keep in mind.
EDIT: I would love to hear Nox's reaction if that happened to him while streaming. Priceless lol
I'd like to take this opportunity to follow Nox's post and state that if you're torn between using Cho or not, like really on the fence about it, just be mindful that Loremaster Cho can be used to potentially hard counter Nox's infinite Brewmaster gimmick deck. Not to say that the Brewmaster deck will be a popular choice, but if you're ever in a situation where you know that's what you're against (it's pretty easy to identify), you can always drop a Cho and put out 2-3 spells to max out their hand, forcing their next draw to be destroyed. It's pretty slim chances of actually going down that way, but hey, something to keep in mind.
EDIT: I would love to hear Nox's reaction if that happened to him while streaming. Priceless lol
That'd just be sickeningly awesome. I was going to add, at the end of that post, that you could always use Cho as a Rogue to fill up the opponent's hand and negate any further draw until he cleans it out. And then you can repeat the process, but you're always "slightly ahead" since you empty your hand first AND deal the damage first. :D
How It Works
First, all credit goes to tttrrraaavvvis for the original deck idea.
If you’re familiar with Magic: the Gathering, the gameplay of this deck may seem somewhat nostalgic. A true Rogue deck in essence, Miracle Rogue uses minions such as Edwin VanCleef and Questing Adventurer -- which “grow” thanks to the large number of inexpensive combo abilities -- in combination with Gadgetzan Auctioneer to provide a way to cycle through your library and apply pressure on your opponent quickly.
The deck, while fun to play, can be incredibly difficult to master and is not recommended for inexperienced players. On paper the list may seem very straightforward, but the deck can be very unforgiving to even the slightest of incorrect plays. Pushing “all-in” too early will leave your minion(s) vulnerable to any handful of removal spells, ultimately eliminating your win condition, while waiting until too late in the game will give your opponent the necessary time to swing the game in their favor. It requires a large attention to game detail and proper planning to fully utilize its capabilities.
Card Selection & Interaction
Minion
Edwin VanCleef - Relying solely on his combo mechanic, this can be the perfect end to a string of low casting cost abilities, forcing your opponent to deal with him sooner, rather than later.
Questing Adventurer - Overlooked by most, this card comes with a powerful board presence and ability. At +1/+1 for each card played, unlike Edwin VanCleef, Questing Adventurer allows you to initiate your chain with a minion.
Mana Addict - An early minion that proposes a threat to your opponent if not dealt with early. Can win you the game, put your opponent on a clock, or force the use of early removal.
Gadgetzan Auctioneer - This guy seems to make his way into just about every list, but here is where he really earns his stripes. Considered the engine of the deck, if you’re able to start a turn with him in play, you’ll likely be able to follow up with a threatening Edwin VanCleef and put your opponent on a clock. A primary target for Conceal as it ensures your opponent will exhaust multiple resources to keep him from staying on the board.
Novice Engineer - Her battlecry mechanic makes her a primary target for Shadowstep.
Bloodmage Thalnos - Spell Power bonuses work well with the cheap cost of Rogue's removal and burn. Drawing a card when he dies is even better.
Ability
Sap - Questionable to most, this card is used to simply buy yourself a turn by removing a threat or to clear the way of any minions with taunt to make the most of your attack.
Shadowstep - This card gets a nod as it’s not only 0 casting cost fodder, but allows you to re-use Novice Engineer for free.
Sinister Strike - This is always going to get in for three damage, putting your opponent close in range.
Headcrack - We didn't realize how well it worked with Gadgetzan Auctioneer as it not only replaces itself, but returns the following turn to abuse again. This same cycle works as a constant +1/+1 on Questing Adventurer, +2 on Mana Addict, and so forth.
Conclusion
In conclusion, while the deck is challenging, it offers a unique, fun play style and can be incredibly satisfying for Hearthstone players that are looking to challenge the skill set of both themselves and their opponents.
I had never thought about using conceal to hide the Gadgetzan Auctioneer, that's genius.
The Questing Adventurer is really the scary minion in this deck. Where Edwin VanCleef is only buffed by cards played that turn, the Questing Adventurer can continue to grow each turn he is out, quickly become out of control. Also, the mechanic allows you to heal the Questing Adventurer each turn that he is not destroyed.
Would you consider adding Sprint instead of Sinister Strike? My thought process being that you need to end the game quickly due to the fatigue setting and a high number of cards used per turn. If / when you make it to 7 (or 5 with Preparation), it could be a huge advantage to build up your hand for a final combo.
The original list included 2 x Sprint, but it quickly became apparent that at 7 mana, it was never being cast. Even at one copy it still felt like dead weight. Sinister Strike isn't a standout in the list, but it is a low casting cost ability (for the stack) that provides 3+ damage.
I'd say give Sprint a test and see how you like it!
Added Headcrack - This replaced the singleton Sinister Strike from the previous list. We didn't realize how well it worked with Gadgetzan Auctioneer as it not only replaces itself, but returns the following turn to abuse again. This same cycle works as a constant +1/+1 on Questing Adventurer, +3 on Mana Addict, and so forth.
Oh yh that sounds remarkably well :D Nice catch
Let me change your mind
This deck is pretty brilliant.
One card I'd like to suggest, though: Warsong Commander. It will let you attack with Van Cleef or Questing Adventurer the turn you play them, meaning your opponent won't have any opportunity to kill your huge minion or finish you off whlie you wait for them to become able to attack.EDIT: Never mind. Warsong Commander is warrior only. :(
You've created a monster xD Seen this 5 times in 8 matches(Last one I had one that claimed he made it himself, yet wasn't a single card variation from this xD) Gotta start playing hunter control only at this rate to kill off the momentum.
Sinister Strike - It's back! After some testing we settled on playing two copies of Sinister Strike over Cold Blood as we found ourselves unable to cast Cold Blood on minions we usually had in Stealth, thanks to Conceal. This is always going to get in for three damage, putting your opponent close in range, while Cold Blood forced us to have a legal target and a way through.
If it was tttrrraaavvvis, then yes, this is his idea. The original idea came from him.
I don't think Edwin VanCleef includes opponents cards. It says the turn it's summoned, since you can't summon on opponents turn it should be refereing to your turn in which you summoned him. Edwin is really great but you can't really on 1 legendary draw there is only 1 and it could be at the bottom of your deck. The questing adventerer also seemed week to me when I looked at it but when I played vs it on cockatrice what happens is opponent plays it then Conceal on it to make it stealth and you can't target minions with stealth (with attacks or silences or any destroy abilities) so if you have no random/aoe dmg or dispel for it it grows in the corner until it can one shot you.
The auctineer is a more powerful card then it seems to be due to rogue cards being extreamly cheap you can go through tons of cards in the same turn and keep drawing for each 1. Exp: You place a questing adventurer earlier cast conceal on it it's now 3/3 next turn you play gadgetzen auctineer and it's now 4/4 you place conceal on auctineer you draw 1 card and adventurer is 5/5 you play two head cracks with prepration (or some other 2 cost card that is now 0) thats 4 card you draw 4 more cards wwhile adventurer is 9/9 you play adrenalin rush twice to draw 6 more cards you now posses edwin which was 11 cards lower in your deck. You play him for 13/13 while also making adventurer 12/12. edwin is stealth by default so is adventurer and auctineer thats 29 dmg next turn and I did mention you used two headcracks so he's not 30 life. It's gg unless opponent has mass dispel or a really good aoe.
You can also have a mana addict the turn before which would pretty much add up to same thing. You have 21 additional (22 total) dmg from her on the second turn which you played all these cards which is also gg the turn after that.
Let me change your mind
very wise decision thats the problem my opponent rogues had with this deck I think this would definately fix that
Let me change your mind
I've been toying around with a similar version of the deck I stumbled upon. It's pretty much the same, however I feel that there are a few kind of big gameplay differences. First, I don't run with Edwin Vancleef. He is an amazing card but I feel his potential is stifled by not being able to attack on the same turn he is played and so the "all in" tactic gives the opponent a little time to respond. This isn't so much the case with the adventurer and the mana addict as your opponent has to a) predict that you are going to do your combo soon b) waste a removal/AoE card to take care of them while stealthed. The last thing I found as a disadvantage with Vancleef is that he is a 3 drop. This puts your mana curve kind of high. Since you want your auctioneer out (and alive/not silenced) and then you need to combo a bunch of cards for vancleef for him to be effective, that means that you are looking at a win-con somewhere past the 6 MC range, realistically somewhere in the 8-9 MC range.
To change these things, I decided to not run pyro, vancleef, and sap. Instead I run x2 Pint-Sized Summoners, x2 Master of Disguise, and x1 lorewalker Cho. The biggest shift is instead of hoarding cards in your hand, you always keep a threat on the field stealthed. This is important because it gives you more board control as you set up for your combo. The Pint-sized Summoner really plays well with this strategy. The summoner + stealth allows you to play your Auctioneer at turn 3 and lets you spiral out of control even faster. I've found it common to reach win-con by turn 6 since most opponents are hesitant to waste AoE/random removal on a card like pint-sized summoner especially since the deck runs even more stealth and even more dangerous targets. Lorewalker Cho is still iffy in my opinion. He is an early drop that can net you good results if you play cards like conceal and sinister strike. Since your opponent will probably not use those cards to their full potential like you can, it really ends up putting them at a disadvantage and cycles even more cards for you.
Overall, I feel this version plays faster and has a little more control over your opponent's moves since they will often try and clear out minions with AoE that they normally shouldn't have. Thoughts? Criticisms? Improvements?
Something about playing Lore Walker in a deck that's 2/3 spells just seems pretty awful to me. Also we don't play pint sized summoner because its not a spell and it costs 2 mana, she was in the first build but was deemed pretty useless and I always wished she was a spell. Van Cleef is in the deck because sometimes you just play your whole hand on turn 4 and leave them on a 2-3 turn clock, the other reason is if you "untap" with an auctioneer in play you can usually cycle through your whole deck and play a van cleef big enough to put them on a 1-2 turn clock. If Van Cleef is in your 8-9 turn kill range youre probably not playing him correctly. Most of the time youre dropping him as a 13/13, attacking them to 17, conceal him again if you have it, and then dropping them within burn rang or just dropping him as a 15/15 and putting them on a 2 turn clock. Any bigger than that depends on the burn you have in your hand.Sap bounces guys with taunt. You don't always "go all in" sometimes you just play a turn 3 adventurer and 3-4 spells and most decks can't kill him.
I have no idea what 3/4 of this meant but I feel like you don't understand how this deck or deadly poison works.
I see your points about Vancleef travis and that makes a lot of sense to me. However, while playing the current incarnation of the deck I very rarely am able to effectively hoard 6+ cards in my hand (not including Vancleef) by turn 4 plus have almost all of them cost 0 mana since Vancleef costs 3. I think there are fundamental differences in playstyles with my take on the deck and yours. Which is exciting in my opinion. I don't run sap because I use Eviscerate and other spells offensively on their minions to clear out taunt and other trouble ones as they come.
I felt the same way about Lorewalker Cho in the deck until I gave it try. What ends up happening is that if you play him early enough, he acts as a way to cycle the spells you want to get back and since a majority of your minions are stealthed, all of the targeted damage ones you pass to the enemy (like backstab) find very little use and just occupy a spot in their hand. Cards like Eviscerate and Sinister Strike are used on you directly which acts as a way for you to get the card back and to also entice them to forgo board control for extra damage (since the mana they use on those cards are used on direct damage instead). Spells are inherently weaker for direct damage than minions since they are 1 time use. 4 damage may seem enticing for 2 mana, but its no where near as good as say a wild pyro or acidic swamp, who for the same mana can do 3 per turn or force the enemy to waste mana on killing it. If you get Lorewalker Cho at the end of the game, he isn't completely useless because he is a 1 mana combo starter (only do that the turn you wish to win though).
Finally, the pint-sized summoner shouldn't be used as an all in card. I use her for two reasons. The first is to bait AoE damage/silence while she is stealthed. If she is dropped early in the game (turn 3 or less) most AoE's do 1 or 2 damage. This isn't enough to kill her, and if they do manage to kill her, they have wasted an entire turn just to take care of her, putting you closer to your win-con turn. The second reason is if the don't deal with her, you still accelerate your win-con turn by playing an adventurer/auctioneer followed by a few spells. If you get her late game, she is kind of worthless. But at that point the game is almost decided based on board control and your hand anyways.
I can't think of very many situations where I would use Conceal on Pint-Sized Summoner? I also don't understand the attraction to Lorewalker Cho when the majority of decks are trying to make use of Twilight Drake? Why would you want to give your opponent any additional card advantage? Let alone copies of the spells you are playing?
I'm not sure I follow or agree with many of your points, XParity, but I am interested in seeing your version of the list. Care to share?
(I hope the BBCode works, first time linking a deck)
Just to clarify some points I have made. I'm not challenging the Miracle Rogue deck at all, it is an amazing build and its extremely fun to play. I also understand that Pint-Sized Summoner is vulnerable with or without conceal. However, in order for the opponent to take care of the Summoner + Conceal, they must play AoE cards etc. In almost all cases, in order to do 2 damage and not target a minion, that requires 4 mana on average (3 for some like fan of knives). Even if the enemy has a spell power minion, all spell power minions are at least 2 mana and all AoEs are at least 2 mana. So you are looking at an average of 2 cards and 4 mana to your 2 cards and 2 mana. I know that this is an extremely liberal assumption and there are probably exceptions, but in most cases your opponent has to waste cards if they want to take care of the summoner. Since I am also running the master of disguise in the deck, stealth is easier to come by and it isn't as bad to waste stealth on a pint-sized summoner instead of something else.
As for Cho, my reasoning for sticking him in (still iffy on him as I think I mentioned on the first post) is to cycle cards back to you. I would never in a thousand years play something like cold blood while Cho is out unless I want to win that turn. Instead I will play cards like conceal, backstab, eviscerate (maybe), and sinister strike. In most cases, they cannot use the cards as well as you can and if you are keeping control of the board, the only way they can clear Cho (especially if he is stealthed) is to use AoEs that you then get. Since most minions are stealthed (except MoD, coldlight, minions not crucial to combos) the backstabs are wasted cards in their hands. I'm not truly giving them a card advantage because the cards I am giving them detract from their strategy by using their MCs if they play them for direct damage to me. The only way to get rid of those cards are to play them (which may come back to me) and if they can play them they wont nearly be as strong as I can use it back at them (since they aren't in a position to combo or stealth targets since most decks will always attack with a minion).
Your point on twilight drake is completely valid though. Giving them cards is never a good idea if they directly benefit from having those cards in their hands. Mountain Giant is in the same category. I'd never want to play Cho late game, in that sense he can be a wasted card. But early game he can get you extra conceals/backstabs and at the worst stick cards in your opponents hand that they will either find little use of or is simply bad in most cases (headcrack).
I think we should refrain from using Adrenaline Rush anymore when building decks; that card seems like it's gone, based on the implementation of Shiv and the fact that Rogues now have 26 cards as opposed to 25. But...I guess we still can use it until we have official confirmation!
As for the argument about Cho and Edwin above, I think Lorewalker is much better for this archetype than Edwin is. Then again, this is just MY take on it. I think Edwin is VERY underwhelming, even in spell-centric archetypes that use cheap combo spells. He costs too much to be played at the end of a combo, and usually only becomes REALLY BIG if you're lucky with the cards you draw (aka all 0/1-costs), and even then still can't come prior to Turn 5-6 for remotely good Attack/Health values.
Blizzard knew what they were doing when they made him a 3-cost card: he requires so much setup that he may as well be a 9-drop.
My YouTube Channel: NoxiousGLHF
My Stream: http://www.twitch.tv/noxious_hs
noxioushearthstone@gmail.com
I'd like to take this opportunity to follow Nox's post and state that if you're torn between using Cho or not, like really on the fence about it, just be mindful that Loremaster Cho can be used to potentially hard counter Nox's infinite Brewmaster gimmick deck. Not to say that the Brewmaster deck will be a popular choice, but if you're ever in a situation where you know that's what you're against (it's pretty easy to identify), you can always drop a Cho and put out 2-3 spells to max out their hand, forcing their next draw to be destroyed. It's pretty slim chances of actually going down that way, but hey, something to keep in mind.
EDIT: I would love to hear Nox's reaction if that happened to him while streaming. Priceless lol
That'd just be sickeningly awesome. I was going to add, at the end of that post, that you could always use Cho as a Rogue to fill up the opponent's hand and negate any further draw until he cleans it out. And then you can repeat the process, but you're always "slightly ahead" since you empty your hand first AND deal the damage first. :D
My YouTube Channel: NoxiousGLHF
My Stream: http://www.twitch.tv/noxious_hs
noxioushearthstone@gmail.com