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[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)
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  • Battle Tag:

    #2293

  • Region:

    EU

  • Total Deck Rating

    160

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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:

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:

Situational:


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

Leeroy Jenkins:

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

Bloodmage Thalnos:

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.

Edwin VanCleef:

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.

Fal'dorei Strider:

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.

Preparation:

Another must for every Rogue player and hardly replaceable. I would try Shadowstep, but it doesn't replace Preparation by any means.

Vilespine Slayer:

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

Shadowstep:

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.

Hallucination:

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.