+4
Favorite this Deck

5x Legend TheJordude's Miracle Mill Rogue (Post...

  • Last updated Oct 6, 2014 (Naxx Launch)
  • Edit
  • |

Wild

  • 13 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6900
  • Dust Needed: Loading Collection
  • Created: 10/7/2014 (Naxx Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    494

View 16 other Decks by TheJordude
BBCode:
Export to

Hi I'm TheJordude, I am a 5 time legend player, and today I wanted to show you guys this fun, yet competitive Rogue deck.

Twitch: http://www.twitch.tv/TheJordude

Background:

Originally I wanted to make a troll mill deck, the idea being that you fill up your opponents hand so that they burn cards from top decks and get to their fatigue stage earlier on in the game.  When I finished making the deck, I played it on ladder and found that it performed very well against the control slow decks that are popular in the meta (Priest, Warrior, Druid, Handlock, etc)

How this deck works:

The idea of this deck to fill up your opponents hand, while controlling the board and pushing tempo in your favor. This is actually quite an aggressive deck and can win games considerably fast. While you are stocking up your opponents hand with cards they can't use all at a time, you are pushing out a lot of cards through cheap spells, and combos to give you the advantage. This deck works as a hybrid between tempo rogue and miracle rogue, as you use many resources to gain tempo and control, you do not run out of resources from the miracle card draw engine. So overall, this decks general play style is to aggressively control the board, out tempo your opponent, and fill out their hand while you can continue pushing with steam.

Good match ups: Ramp/Taunt Druid, Handlock, Tempo/Control Priest, Warrior, Shaman, Freeze mage

Like any decks, this deck has its good and bad match ups. This deck is similar to miracle rogue as in it is strong against slower, control match ups. Since the control player relies on getting board control and pushing out bigger minions, this deck ruins their tempo and gives you the advantage with cards like Sap, Eviscerate, Patient Assassin, etc. The free draws the control player gets is usually not helpful since most of their cards cost a lot of mana and inexperienced players will have a hard time with all the decision making they have to do. On the other hand, the extra draws benefits you greatly since everything is of low cost mana.

Bad match ups: Zoo, Aggro Hunter, Aggro Mage, anything aggro

This deck is particularly weak against very aggressive decks. Unlike the regular miracle rogue, this deck does not have any taunts or life gain that it normally needs to survive aggro decks. Since aggro players dump their hand, the card draw they get does benefit them so it is sometimes tricky to play around it. The match up is winnable, but you have to rely on removal cards such as your Backstabs, SI:7 Agent, Blade Flurry, etc.

The Unique Card Choices with Explanations.. (a significant portion of this deck list has normal miracle rogue stuff, so I don't need to go over that as you should probably already know how they work and why they are good):

2 Saps - Saps if played at a good timing can win you the game... and 2 synergizes perfectly with the idea of this deck. When you start to get minions on your board, and your opponent invests their entire turn trying to develop a big minion, sap pushes back their tempo hugely. It can also get rid of taunts to get you the win. Also, when you fill up your opponents hand, if you play sap the minion dies... it can essentially be a 2 mana assasinate!

Patient Assassin - So this card is basically never seen in anybody's deck, he is a under looked card and especially since he is an epic, no one probably has him. This card can actually be quite useful when played on the right turns. If you are establishing board control and drop him, it forces your opponent to waste a turn playing a less strong minion to bait out the assassin, or it forces them to just throw away a strong minion. This card overall can get really strong value and tempo control.. as long as there is no AOE.. I haven't lose him to an AOE spell yet though.

Coldlight Oracle - Of course we need this card if we are playing a mill deck. This card helps you draw into combo pieces you need to gain tempo control as well as giving your opponents cards they don't want. Filling up your opponents hand isn't the worse because most of the time they can't spend the mana to play all of them anyway. It is especially funny when your opponent says Thank you for the cards when later on they end up burning a lot more.

Dancing Swords - This card has been downed upon for it's bad deathrattle. I would have to disagree on most of those statements cause Dancing Swords actually gains a lot of value and tempo push. A 3 drop 4/4 is especially hard to deal with on turn 3 and if your opponent can't deal with it with just 1 card, this card already gains you value. This card is especially better in this type of deck where you want to make your opponent draw anyways.

King Mukla - Like Coldlight, this card is used in any mill deck. It fills your opponents hand with bananas and forcing them to burn more useful cards that they would draw from their deck. This card is very powerful if you can play it on an open board so that your opponent can't deal with it and use the bananas on 1 turn. Even the banana buff isn't that important since you have good removals such as Sap.

Leeroy Jenkins - Since the nerf of Leeroy Jenkins going to 5 mana, you can no long play him 3 times in 1 turn. This has turned off many miracle players but I don't think they realized that Leeroy is still viable. The only thing the nerf did was force players to play differently. You do not have to play Leeroy 3 times to win, I actually think it is better now. With an extra Shadowstep, you are much more flexible to gain advantage of using Si:7 Agents, Coldlight Oracles, Loatheb, King Mukla and pretty much anything in your deck. I find that my tempo control gives me enough damage where I only need to play Leeroy once or twice to end the game.

Vanish - Another one of those unplayed Rogue cards. Vanish is actually a very strong card against control decks. Since the control player is focusing to slower develop a strong board, 1 Vanish completely ruins their hard work and it takes them a few turns to redevelop the board. This card can also work the way as sap, where if your opponent has an open hand, all the minions just die.

 

Overall this is a super fun deck that holds its own on ladder and is really good for the current control meta. Check out my youtube videos to have a more indepth of every card in this deck as well as watch some games I play using this deck.

Deck Tech

Miracle Mill vs Priest