[K&C] Miracle Rogue (74% Win Rate)
- Last updated Feb 27, 2018 (Patches Nerf)
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Wild
- 14 Minions
- 16 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Miracle Rogue
- Crafting Cost: 7840
- Dust Needed: Loading Collection
- Created: 2/20/2018 (Patches Nerf)
- user-27495385
- Registered User
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- 8
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- 46
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Battle Tag:
#2293
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Region:
EU
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Total Deck Rating
160
Introduction
Hi guys, so I've been trying some other Rogue deck archetypes other than Tempo Rogue after the Patches nerf, since it's no longer playable. And I found out, that Miracle Rogue is really effective and now it's its time to rise again.
Note, that this deck is not easy to play by any means. It's pretty hard to pilot, so if you don't have enough experiences with Rogue, you may struggle with this deck. Experienced players can make huge things. Miracle Rogue was always really rewarding, when played well.
Keep in mind that I am still figuring out the best variant of Miracle Rogue, but I've had some serious succes with this decklist and I think it's really close to optimal Miracle Rogue deck right now.
This deck catched pretty quickly, I was not expecting that. So here's the promised guide.
Game Plan
This Miracle Rogue deck is tempo based, not value based. Your overall plan is to cycle through your deck as fast as possible. Your early Fal'dorei Striders have huge impact on the game and your ideal game is to swarm your board with the spiders as soon as possible to make pressure on your opponent. Use the speed of this deck in your advantage and draw lot of cards to summon those spiders and get tempo with your minions and cheap removals. You should easily be able to set your opponents health to ~15 health with all that pressure on the board. Than you can burst your opponent down with Leeroy Jenkins and Cold Bloods for extra damage.
Against Aggro
Your plan is to control the board with all the cards you have. Just don't be scared to waste some high value cards (such as Vilespine Slayer) for small minions or just Sap some small dude on the board just to have the board clear. You need to outtempo your opponent to control the board with your minions, which can be hard. Your cheap spells, removals and early game minions will help you with it.
Don't save your cheap spells for Gadgetzan Auctioneer, if you don't have him in your hand and don't feel like surviving to turn 6 (which you won't survive, because it's an aggro deck). Simply use those Counterfeit Coins and Preparations to gain tempo. You can double Coin your Fal'dorei Strider on turn 2 just to gain tempo. Loosing your cheap spells for tempo instead of using it for Gadgetzan Auctioneer is a good thing in this situation.
For instance, I've seen some players having both Fal'dorei Strider and Elven Minstrel in hand and coining Elven Minstrel on turn 3 just to use the combo effect. It's actually better to play the Fal'dorei Strider, because it's a stronger body and will survive longer on the board, so you can trade opponent's minions and you increase the chance of summoning the Spiders earlier in the game, which is pretty much crucial in this matchup.
Use your otherwise useless Cold Bloods in your favor. You really don't need them for the final combo with Leeroy Jenkins. Use them to gain tempo and make a pressure on your opponent or to trade some big minions. Don't be scared to ''waste'' the spell a bit.
Even don't be afraid to use your Leeroy Jenkins to trade some scary minion on the board, but that's really situational and you should be able to tell, if it's worth (and keep in mind that you're actually giving your opponent another 2 1/1 minions)
After you control your oponent and survive to late/mid game, your opponent runs out of cards in hand and in this stage you basicly win...
Against Control
In control matchups you need to predict your opponent's moves and play around them, this is basicly the most important part. Not like in the aggro matchup, save your removals (Sap, Vilespine Slayer) for those big minions you expect your opponent to play. Expect your opponent to have hard removals in hand and consider, if it's really worth to make a big Edwin VanCleef and waste your whole hand for it. (no, in control matchup it's not...) Play around board clears, consider wisely if it's worth to swarm the board. For example, never play all your minions before turn 7 against Mage or before turn 8 against Warlock.
In the early game try to have as much tempo as you can to make a pressure to your opponent. If you think your opponent won't have any answer for it, coin out Fal'dorei Strider. Always keep something cheap for combo triggering, we often need value of this sort. If you have Gadgetzan Auctioneer in hand, save some cheap spells for it. Don't feel bad while for using Cold Blood in different situation than the finishing combo with Leeroy Jenkins, you can use it, if you feel like your opponent won't have an answer for it. That extra 4 damage on the board makes really good pressure on the opponent, and that's what we want. In the late game you should be really careful to play around all those scary cards you expect from your opponent.
You just have to be really careful and predict your opponent. Having no tempo is really bad, but having no answers for your opponent's minions is bad too. You have to know, where is the edge of going fully for tempo and going fully for value. It's really situational though...
Against Midrange and Tempo
Well, this is basicly mix of those to above. You need to outtempo your opponent as soon as possible while being careful and play around opponent's removals and board clears. Save your removals for expected big scary minions and predict opponent's moves. Always make some pressure on the board!
Mulligan
This is highly depending on the matchup, but you almost always want Backstab, Fire Fly and sometimes Shiv in your starting hand.
Against Aggro
Since you need to control your opponent in the early game, you need:
- Backstab - for clearing early minions / SI:7 Agent's combo triggering
- Fire Fly - for annyoing early body on the board
- SI:7 Agent - mainly with the combo to another clearing source, but can be dropped without the combo just for tempo
Situational:
- Preparation - With Fan of Knives just so it can be played sooner with some other things
- Bloodmage Thalnos - Only with spells in hand. With Fan of Knives it's really effective and with Preparation even better
- Shiv - Only with Bloodmage Thalnos or Preparation and another cheap card with combo effect
- Counterfeit Coin - Only with early minions to play them sooner and make your opponent angry
- Eviscerate - If you know your opponent will play some scary early minions which you would have a problem with removing
- Fal'dorei Strider - If you have enough control to stay safe until playing it. With enough luck, Fal'dorei Strider can be crucial card in this matchup, because summoning 4/4 bodies in the early game is really hard to deal with for aggro decks
Against Control
You want tempo in the early game, so you will always want:
- Backstab - for early minions and combo triggering
- Fire Fly - just good in the early game, perfect for combo triggering later on
- Fal'dorei Strider - MVP of this deck, you always want to play him as soon as possible
Situational:
- SI:7 Agent - If you really need that tempo early in the game
- Elven Minstrel - If you don't have much/any minions, but lot of cheap spells to trigger the combo
- Shiv - If you really need that card draw
- Edwin VanCleef - Only with bunch of cheap spell in your starting hand
- Sap - Just if you feel like you'll need it early
Against Midrange and Tempo
You need to know what deck is your opponent playing to adjust your hand for it. Almost always you'll need:
- Backstab - Cheap early removal
- Fire Fly - Tempo body, later combo enabler
- SI:7 Agent - Can be really good tempo swing
- Fal'dorei Strider - Again, MVP of the game, solid body
Situational:
- Shiv - Card draw/removing weak minions
- Elven Minstrel - Without much minions and with cheap combo triggerer
- Edwin VanCleef - Only with bunch of cheap cards
- Fan of Knives - If you feel like needing it
Replacements and Tech cards
Todays meta is pretty diverse, but everyone is used to encountering different deck more. So if you struggle against certain deck archetype, or your collection is not that extensive, this part of the guide is for you.
Against Aggro
Tar Creeper is a card, you really want in the deck. I would remove something like Cold Bloods, Vilespine Slayer, Shiv or even one Gadgetzan Auctioneer.
If you find yourself surviving in the late game, but you have not enough board control, add in Vanish and cut off Cold Blood, we really don't need that extra disposable damage.
Against Control
You might want more removals, so second Vilespine Slayer is an optimal card for it. Remove Fan of Knives.
Vanish is also really good. It's really efficient since there is a lot of deathrattle cards and Cubelocks. Again, remove Fan of Knives.
If you feel like you need more value, you can try to add Shaku, the Collector. He can be annyoing for the opponent, while providing you some additional cards.
You may want to play Sherazin, Corpse Flower. In this meta with all those silences it's kinda risky, but against lot of control encounter you can try it.
If you're missing some cards
Cheap replacement would be Reckless Rocketeer or Argent Commander (I personally like the Commander more, because is more versatile), but don't exect to be effective replacement
If you are Rogue player or plan to play Rogue a lot, you should definitely craft Bloodmage Thalnos. People tend to overlook his strenght in Rogue decks. He has everything we want - spell power, card draw and cheap card for combo triggering. If you really don't want to spend dust on him or don't have enough dust for him, try Novice Engineer, Tainted Zealot or even Shadowstep, depending on your playstyle.
Really good card. Against, a must for Rogue players, because it's just absolutely stable card in almost every Rogue deck. Possible replacement might be perhaps Questing Adventurer, but not effective at all.
Simply unreplaceable. This is an absolute MVP of this deck. If you don't have them or don't want to craft them, you should play different deck running Arcane Giants and Valeera the Hollow, but this variant is not that succesful anymore.
Another must for every Rogue player and hardly replaceable. I would try Shadowstep, but it doesn't replace Preparation by any means.
Even though there is only one of them, it's really important piece of the deck. Another stable card, worth crafting. It's really hard to replace, but I would go for something like Shadow Strike, or in this meta it could be even Spellbreaker, but it doesn't replace Vilespine Slayer by any means...
Some more possible changes
Really good card. I like this card, because it has an incredible amount of uses. It's up to you and your situation, how will you use it. It's interesting and versatile card with decent uses, so if you like playing with it, go for it and cut off one Counterfeit Coin, Shiv or Fire Fly.
I am not 100% about this one, but again - If you like this card, you can add it to the deck. The deck might be better without it, but it's good for spicing the deck a bit.
Here you can see this deck in action:
Special shout-out to KiwiiNbacon for making this video! You can check out his channel if you're interested in more cool deck showcases here
About the win rate complaining. It was not fake, but with not enough games played. When I uploaded it, I played about 50 games, it obviously needs more testing to figure out the best variant of it, even though this one seems solid enough. But with your help we can make it even better, that's why I share it with you.
The win rate have dropped down to 74% with more games. With higher rank comes the difficulty of this deck, however it's still pretty solid deck and works nicely!
The win rate is obviously gonna keep changing, and I will keep you truthfully updated with actual experiences. Thank you for understanding.
For any recommendations feel free to write it down in the comments, I'll consider your ideas, possibly test them, if I haven't already and if it's good enough, I'll edit the decklist.
70% of my match-ups are dude/murloc paladins and secret mages, which all just absolutely destroy this deck. I don't think this deck is any good in the current meta.
Playing miracle is always quite painfull against agro, but I don’t really see some “absolutely destroy” on it. Last season I’ve took r15-r1 with it. Actually I don’t moved leg only because of lack of time. This season started playing ladder when the brawl was over, from r5, now I’ve a little bit stucked on r2 but still feeling comfortable. Even if it’s hard against secret mages, you always can to pray to the matchup gods for cubolocks and priests which are quite simple for this deck. Also you can to make some optional replacements to improve some matchups wr like eater of secrets for example. But on the other hand optional replacements could decrease wr on the other matchups. Anyway this deck has a really strong tempo moves with auctioneer transforming a lot of cheap removals into spiders for maintaining the initiative and nice finishing moves on coldblooded leeroy and saps or even thalnos with some extra spell damage. It’s also always a chance to get your vancleef with 8-12 stats on 1-3 turns and take an ez win. So I do actually think that this deck is good in the current meta. The most interesting is that I still don’t saw a mirror matchups for a weeks.
P.s. sorry for my eng, I know that it’s not perfect)
not a chance vs secret mage secret hunter and priest
I have now played this deck quite alot the last two days, and i find it super fun!
- i do have one problem tho, i keep losing vs secret mage. ATM i am keeping track of all my games and today 6 out of 13 games have been vs secret mage, and i have only been able to win one of those games :(
Agree -- difficult against secret hunter and secret mage (but I don't have Leeroy). Seems better against dragon priest though.
What's been working for me is:
-1 Fire Fly
+1 Eater of Secrets
I've won 7/8 games against secret mage
well played this deck a dozen tomes win rate was around 20 percent if you went legend with this deck u must be einstein!
Kidnapper is also a variant. But it’s most partly about cubolocks, big priests etc to avoid deatrattle effects or resurrection. Also he can give Leeroy or Faldorei back to your hand. Especially working great with a copy of shadowstep.
++++
give us more decks
P.S
TY
It is, I have no idea why it's not in here. It's arguably better than edwin in all decks but tempo
Why not play Shadowstep? Seems real good in this deck. I play it and I see huge success with Edwin and elven minstrel. Only minion it doesn't work too well with is Auctioneer, but even then, it still doesn't seem that bad. Maybe remove a Shiv and Fan of Knives?
Miracle is so bad vs Warloc Cube
You are just bad vs warlocks and here is the proof of that https://imgur.com/a/I4sXx
this is just tempo rogue but replace all the non core cards with a miracle package.
But the average player just eats up brain dead aggro decks.
The deck can play very tempo heavy for a miracle deck.... but what the fuck are you talking about? How many cards different do you need before you consider them different decks? There's like 11-12 cards in common between this and tempo rogue. How could you possibly equate the two?
Because it doesn't miracle as much and you play for tempo? and keleseth isn't the only tempo rogue deck
I found this deck to be quite fun and pretty good, winning 5/7 games with it, but I replaced Vilespine with Assassinate and didn't see much change in effectiveness.
The 3/4 Body Often Makes A Difference In Tempo Based Games
I won't argue that, but this was just something I noticed and thought I should share as a possible replacement for those who don't have enough dust/are missing the card.