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Not Miracle Rogue [Standard]

  • Last updated Apr 11, 2018 (Patches Nerf)
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Wild

  • 14 Minions
  • 14 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Rogue
  • Crafting Cost: 7720
  • Dust Needed: Loading Collection
  • Created: 4/5/2018 (Patches Nerf)
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  • Total Deck Rating

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Hi everybody,

Image result for vilespine slayer

 I just realized: If you have Harrison you should probably run it in this deck. Skull and Aluneth are really good targets and it fits the gameplan. I don't own him, so I won't put him in the decklist, without trying him out, but I'm pretty sure it should be good. Probably cut a Shinyfinder or a Shiv.

I had pretty good success with my wild Shadowstep Rogue (https://www.hearthpwn.com/decks/1019557-not-miracle-rogue currently rank 3) and I finally found a build that works pretty well in standard too (currently rank 3). Thought I'd share it with you :)

What the deck does

The deck cuts Auctioneer, but keeps some of the powerful mechanics that are in Miracle Rogue. It transforms into a full tempo deck, using cards like prep as a mana cheating board control tool, while including more flexible and better statted cards to substitute for the draw Auctioneer usually provides. 

For everyone who is familiar with Miracle Rogue, this deck will be easy to learn, for everyone that's not here is a very brief summary of how to play: gather syngergetic cards to combine them in one turn, where you remove your oponnents threats while presenting your own. Repeat this until you can kill them, often with burn from hand. Manage your curve and combo cards carefully and plan your turns in advance, anticipating what your oponnent will do and how you wanna react to it, as good as you can. This deck goes from being behind into full offense very quickly, but you need some pratice to figure out how to do it optimally.

Matchups

1) Murloc Paladin: 

Key Cards/Mulligan: SI7 Agent, Backstab, Shinyfinder/Shadowblade, Firefly, Prep (if the hand has enough value), Edwin (if going second and especially when you have 0 mana spells). 

You want to remove their Murlocs, get ahead on board, take favorable value trades and start clocking them yourself. Their only real comeback mechanic is Tarim, which you should play around if you can afford to.

2) Silver Hand Paladin:

Key Cards/Mulligan: SI7 Agent, Backstab, Fan of Knives, Firefly, Prep, Ediwn

Similar gameplan as with Murloc Paladin, but you can afford to ignore some of their minions and push more face damage. If you manage to be ahead on board or even with them, when they develope Stand Against Darkness you can get huge blow out turns with Fan Of Knifes. Or comeback turns with prep Fan of Knifes plus minions.

3) Control Warlock

Key Cards/Mulligan: Edwin (when going second or having a fitting hand), Sap, Faldori Strider, Elven Minstrel, Shinyfinder, Backstab (only if the hand has enough value or Edwin).

You need to play around Defile and Hellfire as good as you can, try not to overextend and plan your refill. You can often take it surprisingly long, getting value of your Minstrels and Striders. Whenever your board is reasonable strong, but they don't immidiatly remove it, start burning them (weapon swings to the face) and make them react to smaller boards than they want to. Ideally you can sap their Voidlords and burst them down with Leeory+Shadowstep/Coldblood/Evis.

Cubelock

Key Cards/Mulligan: Edwin (when going second or having a fitting hand), Sap, Faldori Strider, Elven Minstrel, Shinyfinder

Similar gameplan as with Controllock, but overall more difficult. They can counter pressure you better and Sap does not beat Skull of the Manari

4) Secret Mage

Key Cards/Mulligan: Backstab, Firefly, Shinyfinder, Shadowblade (when going second), SI7 Agent (when going second or having cheap spells), Evis (with prep and if you have 3 or 4 drops already), Edwin (with the right hand)

Against Mage you need to push them off board and start counter pressuring them as soon as possible. Line up your removal accordingly to their minions. Try to avoid face tanking, whenever you can without losing valueable minions or tempo, as soon as the start burning you while being behind, intesify that strategy and start swinging weapon charges to the face while trading with your minions more. Almost always pop their Ice Block with a plan to kill them the following turn, while not dieing. Playing around their Secrets is relativly easy with this deck, but as with all other decks: If you make a play that isso weak that it gets you massivly behind in order to play around a specific secret, don't, just risk it.

Spiteful Priest:

Key Cards Mulligan: Backstab, Sap, Shinyfinder, Edwin, Faldori Strider (if going second and having good tempo tools already), Vilespine (if going second with good plays for the tuns before).

Play around their Duskbreaker, start pressuring them in a way the have a hard time reacting to with Edwins, Coldbloods and Spiders. Sap or Vilespine there Spiteful minion and set up ways to kill them. Always remember that they have limited ways to react to what you are doing.

Other Priests

To be honest, Priest archetypes are very confusing right now, since they all are so similar. Once you found out what Priest it is you need to adapt your gameplan. Against Inner Fire, you wanna kill their minions especially their high health ones and you don't wanna go to all in with high attack minions like Edwin or Cold Blood, since they can Acolyte them. Play around potion of madness, by putting Thalnos only on board if hes your only minion and trade him away as fast as you can (it really is quite a big swing). 

Against Control Priest the gameplan is similar to the one against Warlock. Play around their board clears, plan your reloads, prioritse drawing. The main difference is that you can't steadely burn them over time as well. Try instead to keep the around a lifetotal that is just low enough for some Leeroy Combos. Shadowstepping Elven Minstrel or Faldori Strider is very good in this matchup.

If you have any questions or ideas for improvement let me know

Have Fun :)