I hit with this deck legend twice (this and previous month) and I like it so much, that I want to share some thoughts about it. Honestly I think, that this deck is better than Kingsbane and its just the best deck rogue has in wild.
It is an aggressive deck with a high skill cap compared to other aggro decks and does not depend so much on the right draw like others imo. The winrate is very high (see proof below), when you mulligan correctly and know how to beat the other deck.
I think, that Sinister_Me's list, that runs Tinkmaster Overspark and double Sinister Strike for EVIL Miscreant, is worse for two reasons: first, you don't need a card against big priest, you are anyway winning; maybe against Voidlord it would be decent, but you don't face much slow Warlocks in the current meta and the bigger question is imo, if you can really pull of the transform effect as you need it, when you have an aggressive board (what is the whole point of this deck). Second, you are missing two 3-mana cards, that can corrupt your Nitroboost Poison and give you much of the flexibility you need with the two random lackeys. I don't want to write here in detail why EVIL Miscreant is such a strong card, just point out, that my winrate with this card in the starting hand is at 100%.
I will give a guide for 5 upvotes. I will write down the guide in parts, so be patient, if you are missing something or ask in the comments below, if something is not clear.
I will give a mulligan guide for 15 upvotes.
Why better than Kingsbane?
First of all - I think this deck is more consistent then Kingsbane Rogue. You don't have the high roll potential, but you will always have your weapon and because of that you can plan way better your future turns. Like you can notice in the matchup stats down below: I never (!) lost to a rogue and most of them were Kingsbane. Of course - in such a matchup most likely the better player will win - but besides that I think consistency is key and here shines the power of EVIL Miscreant because he can give you taunt, what is key in this matchup, and on top the lackeys will fuel your Prize Plunderer, so you can remove their taunt Dread Corsair.
Matchup - Strategy:
The toughest matchup in the current meta besides Odd Warrior (just insta concede). You have to know, that you can not compete for board. You will always (!) lose it. So the strategy is to rush down the mage and trade only to protect your value 3-drops (Vulpera Toxinblade, Hench-Clan Thug). You often can not play around secrets. If you lose your value 3-drop to Runes, you will probably lose the game, but if you don't play it on curve, you will lose anyway. But most likely the small things - when you are actually able to test for a secret - are key to win. It gives you 2 more damage when your Deadly Poison gets countered and not your corrupted Nitroboost Poison. Or not playing your charge minion into Runes, when you can drop something else before, will maybe give you lethal, before the mage outvalues you. The same is key to consider, when it comes to your carddraw spells. Or to test for Flame Ward before you play minions. Note: If the mage has set an Iceblock you will probably always lose. You can never pop and survive the next turn, because tempo and going face is so important in this matchup. But no win will be as sweet as against a secret mage ;)
Raza/ Big Priest:
Raza is insta win. Nothing more to say honestly. Big Priest can feel like a threat, but its a very favorable matchup. I just lost once to an opponent who got extremely lucky with his draws. Basically they need Shadow Essence on turn 4/5 into Scrapyard Colossus and perfect early removal. I know - it always feels like they have, but the statistics prove, that this is not the case. And everyone who played Big Priest himself knows, that this deck is just about rolling the dice (maybe except the mirror) and against a deck that kills you at turn 5/6 you better roll good xD
I already pointed out some things about this matchup above and it's basically a race, which the better player will win every time. Even against a high rolling Kingsbane (weapon and buffs already in hand) you will always win, when you think about your and his (!) plays. That means most of time you will have to answer the question: how can I kill him before he does? As a rule of thumb: early clear his board favorably to make sure, he cannot buff a minion, till the point you can set up lethal. Knowing when to switch for face is crucial. And most often you will rely on your card draw, to find that buffs you need for the missing damage. That means, on turn 5/6 often it is better to go for the Secret Passage then to play a minion (even a good one) without direct impact on the board.