Thalnos is a nice "whenever you can"-drop. It beefs your spells up a bit, so they get that extra bit during midgame, while pumping your addicts and adventurers. Never hurts to get an extra edge, just in case, especially vs. priests (Mass Dispel).
For Carddraw Nat is the better early game option, greenskin fits nicely midgame.
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Goodbye Miracle Rogue, you will weave tales to the newbs 5 years from now about an infamous Rogue deck that needed to be nerfed to hell before the release of the game.
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
It still works as before, hardly anything to switch out. Prewipe it was a nobrainer deck, where you got auto advantage the second you rolled out gadget+"fun minion", and never had to bother about timing, keeping cool and not playing cards until your mana reached zero every turn. Now you actually need to take care of, what does your opponent play, why does he play it, and what kind of deck is he playing?
Result: The deck is much harder to play now, and with easier to play rogue decks with a higher success rate, it is more of a "retro deck" for most.
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I'm thinking about replacing the 2 shivs with 2 deadly poisons. they are 1 mana and just better - u usually have a weapon open to begin with because of how many turns you just try to delay.
I want to replace the 2 headcracks as well. I'm thinking about throwing some Doomsayers in what do u guys think? They can help slow the game down and wipe a board - or at least create a distraction for a turn.
I'm thinking about replacing the 2 shivs with 2 deadly poisons. they are 1 mana and just better - u usually have a weapon open to begin with because of how many turns you just try to delay.
I want to replace the 2 headcracks as well. I'm thinking about throwing some Doomsayers in what do u guys think? They can help slow the game down and wipe a board - or at least create a distraction for a turn.
Im finding blood knight to be an amazing replacement for headcrack. Same mana cost and lots of pallys and divines
"variation" or more like gutting the entire concept. besides every post critiquing a deck you complain about aoe, then you end up making a deck without any aoe either. betrayal doesnt count. minions can attack other minions and spells kill things,
If you notice, I also asked if Miracle Rogue is still viable - I want to make one but have yet to see one on ladder. My AOE "critiques" were on Priest threads, my main class, that truly suffers without some early AOE removal especially considering most people have wised up and are coming ready with 4 drops or value Harvest Golems to counter the Priest's straight removal.
Here, it wasn't a critique - I was sincere in my question of whether or not this deck was viable without any AOE considering the fact that you're most likely waiting to turn 5, maybe 7 at the earliest, to pull of most of your combos and with the current meta the way it is, the board is already flooded by turn 3-4 - or am I mistaken here?
I've been playing miracle rogue for a few days now. My win rate isn't very high but the comebacks are truly satisfying. I just had 1 health and did 30 to him on one turn, was hilarious.
I've been playing miracle rogue for a few days now. My win rate isn't very high but the comebacks are truly satisfying. I just had 1 health and did 30 to him on one turn, was hilarious.
Hey i like your deck and find it very fun to play the problems i'm having are these rush decks early with little to no hp minions, i'm gonna try swapping out conceal x2 for fan of knives, i can very rarely get a decent conceal combo off anyway.
Unless this deck no longer functions the same as it used too... conceal + auctioneer was the whole point of this deck as the following turn you should draw a billion cards.
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I've been playing a lot of Miracle Rogue lately, and I really have to echo everything that Eranok said.
You should hold out on casting anything less than 2 mana until you're ready to combo. Things like eviserate/sap can be used to gain some tempo/board control on turn 3-4 depending on how big the creatures are.
Drop your Auctioneer on turn 5 and shadowstep him for later, unless you have a conceal. In which you can drop him, and if your opponent lacks AoE spells, you can combo on 6.
This deck is EXTREMELY unreliable, but incredibly fun and rewarding to play. Knowledge of all other decks is really required, as most of the opposing decks that you will face will need slight tweaking in your play style, and decision making.
Against priest for example, you need to either keep your QA at 4 damage early game until you're ready to combo (Pretty difficult to do), or keep him concealed for 2 turns in a row. If you keep him concealed for turns past 5, you need to make sure the priest has no +spell damage (drakes) and need to keep QA above 2 health for nova.
You also need to know what kind of clock you're on. Versus priest, you tend to be a longer clock than if you were facing an aggressive warlock with a lot of 1-3 drops. So you need different draws for both.
The decklist is pretty much set. I've been experimenting with swapping out the original 2 headcrack build for other cards. Either removal (for taunts), or abusive sergeants (Against slower decks. Also gives shadowstep an additional target besides auctioneer and engineer). Headcrack is just WAY too slow in the current meta. Also to get a consistent combo, you need to burn a card, which will make your mid game combo much weaker, typically. By the time you have 4-5 mana to combo your headcrack, you need to be focusing more on beefing up your creatures than spending 4-5 mana per turn for 3 damage to the face. However, since decks are becoming so aggressive/fast now I notice that lot of creature decks run 2x sunfury protectors. Headcrack may be a reliable way around the protector/defender combo that seems to really slow this deck down.
Here's me playing against a priest a few days ago. Taken from the twitch. Sorry for my friends on Skype. They're really annoying while they play arena. -_-
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Thalnos is a nice "whenever you can"-drop.
It beefs your spells up a bit, so they get that extra bit during midgame, while pumping your addicts and adventurers.
Never hurts to get an extra edge, just in case, especially vs. priests (Mass Dispel).
For Carddraw Nat is the better early game option, greenskin fits nicely midgame.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Before I had Thalnos and Cleef I used 2 Defias Ringleaders. This gives you some early pressure and also a great Shadowstep target.
Goodbye Miracle Rogue, you will weave tales to the newbs 5 years from now about an infamous Rogue deck that needed to be nerfed to hell before the release of the game.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Make the deck, then use the card-draw generator. If you draw Gadget and Conceal before turn 6, you win.
It's like playing the actual deck!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Has anyone tried updating this deck? Cards like Shiv and Headcrack
It still works as before, hardly anything to switch out.
Prewipe it was a nobrainer deck, where you got auto advantage the second you rolled out gadget+"fun minion", and never had to bother about timing, keeping cool and not playing cards until your mana reached zero every turn.
Now you actually need to take care of, what does your opponent play, why does he play it, and what kind of deck is he playing?
Result: The deck is much harder to play now, and with easier to play rogue decks with a higher success rate, it is more of a "retro deck" for most.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
I don't agree that it works as before when you have 3 mana headcracks and 2 mana shivs which are basically worthless.
I'm thinking about replacing the 2 shivs with 2 deadly poisons. they are 1 mana and just better - u usually have a weapon open to begin with because of how many turns you just try to delay.
I want to replace the 2 headcracks as well. I'm thinking about throwing some Doomsayers in what do u guys think? They can help slow the game down and wipe a board - or at least create a distraction for a turn.
Im finding blood knight to be an amazing replacement for headcrack. Same mana cost and lots of pallys and divines
I ended up keeping Shiv and removing headcrack for 2 deadly poisons
Is this deck still viable with the current meta being super aggro - there isn't any mass/aoe removal in the deck at all
I am working with this variation and it's been quite successful but am curious to try the miracle rogue deck:
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
that deck you posted is nothing like miracle roguel ol
"variation" or more like gutting the entire concept. besides every post critiquing a deck you complain about aoe, then you end up making a deck without any aoe either. betrayal doesnt count. minions can attack other minions and spells kill things,
that's more or less the kithros deck
If you notice, I also asked if Miracle Rogue is still viable - I want to make one but have yet to see one on ladder. My AOE "critiques" were on Priest threads, my main class, that truly suffers without some early AOE removal especially considering most people have wised up and are coming ready with 4 drops or value Harvest Golems to counter the Priest's straight removal.
Here, it wasn't a critique - I was sincere in my question of whether or not this deck was viable without any AOE considering the fact that you're most likely waiting to turn 5, maybe 7 at the earliest, to pull of most of your combos and with the current meta the way it is, the board is already flooded by turn 3-4 - or am I mistaken here?
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
I've been playing miracle rogue for a few days now. My win rate isn't very high but the comebacks are truly satisfying. I just had 1 health and did 30 to him on one turn, was hilarious.
I just built it - will give it a shot tonight
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
I really wished I saw more of these up at 3*masters :P like I was a while ago
Unless this deck no longer functions the same as it used too... conceal + auctioneer was the whole point of this deck as the following turn you should draw a billion cards.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I've been playing a lot of Miracle Rogue lately, and I really have to echo everything that Eranok said.
You should hold out on casting anything less than 2 mana until you're ready to combo. Things like eviserate/sap can be used to gain some tempo/board control on turn 3-4 depending on how big the creatures are.
Drop your Auctioneer on turn 5 and shadowstep him for later, unless you have a conceal. In which you can drop him, and if your opponent lacks AoE spells, you can combo on 6.
This deck is EXTREMELY unreliable, but incredibly fun and rewarding to play. Knowledge of all other decks is really required, as most of the opposing decks that you will face will need slight tweaking in your play style, and decision making.
Against priest for example, you need to either keep your QA at 4 damage early game until you're ready to combo (Pretty difficult to do), or keep him concealed for 2 turns in a row. If you keep him concealed for turns past 5, you need to make sure the priest has no +spell damage (drakes) and need to keep QA above 2 health for nova.
You also need to know what kind of clock you're on. Versus priest, you tend to be a longer clock than if you were facing an aggressive warlock with a lot of 1-3 drops. So you need different draws for both.
The decklist is pretty much set. I've been experimenting with swapping out the original 2 headcrack build for other cards. Either removal (for taunts), or abusive sergeants (Against slower decks. Also gives shadowstep an additional target besides auctioneer and engineer). Headcrack is just WAY too slow in the current meta. Also to get a consistent combo, you need to burn a card, which will make your mid game combo much weaker, typically. By the time you have 4-5 mana to combo your headcrack, you need to be focusing more on beefing up your creatures than spending 4-5 mana per turn for 3 damage to the face. However, since decks are becoming so aggressive/fast now I notice that lot of creature decks run 2x sunfury protectors. Headcrack may be a reliable way around the protector/defender combo that seems to really slow this deck down.
Here's me playing against a priest a few days ago. Taken from the twitch. Sorry for my friends on Skype. They're really annoying while they play arena. -_-