DragLord's LEGEND Ungoro Stonehill Miracle Rogue
- Last updated May 23, 2017 (Un'Goro Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Miracle Rogue
- Crafting Cost: 6600
- Dust Needed: Loading Collection
- Created: 5/21/2017 (Un'Goro Launch)
- DragLord
- Registered User
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- 11
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Battle Tag:
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Total Deck Rating
95
First of all sorry for keep you waiting.I have so much to talk about and dont know where to start to make you understand my points first I need to tell you some of the basics of the miracle rogue.
Miracle Rogue
Now let's talk about miracle rogue first. What is miracle rogue? Miracle rogue has always been a removal heavy deck which can do massive damage on 1 turn and end the game. It's basic strategy in early turns is using backstabs SI7 Agents to remove small minions. Using sap to big targets to gain time and messing with your opponent's curve. Miracle rogue always had tools to win games but it's weakness was always itself aswell. By playing so much removals and spells you couldnt have enough minions to stick to the board. Generally in the first 6 turns a miracle rogue always has atleast 2 empty turns. Lets check the drops. As 1 drop we have swashburgler a really strong start if you start with it. But as a result of playing only 2 pirates and patches in the deck more less %30 percent of the time (there is chance of drawing it in the starting hand and shuffling it back) you will draw the patches before the swashburglers. Now as a 2 drop we have razorpetal lasher and this card is probably one of the biggest reasons why miracle rogue is viable in this format. As 3 drop the deck has SI7 agent but is it really a 3 drop ? I dont think so, the only way you would play it with value on 3 mana is backstab+SI7 agent and it doesn't always happen or your opponent wont have enough on the board for you to use this two at the same time. Generally you play SI7 on 2 (if you started second) by coining it or on turn 4 by playing razorpetal first or hallucination. And these minions were the only 3 mana or lower drops this deck had and you mainly lose because you couldnt pull it off in the early turns
Why stonehill?
In my opinion those are not enough to stick to the board and start pressuring your opponent in early rounds so the idea of putting the stonehill mainly came from this and to fill those empty turns I mentioned before by getting a taunt minion of your choice. So lets talk about this card. Why is it a good card? Because of the reason it's never a dead draw. Even if you couldnt draw it in the early game it wont be dead even in turn 10. You can just play it and get a heavy drop. Against aggro matchups which is the main reason of this tech this card really shines. The ladder is full of murloc paladins, hunters, pirate warriors and beast druids. So if you want to make a deck at the moment the deck's first priority must be beating those guys.
How to play against aggro?
With the latest expansion every single aggro deck is pretty much the same at the moment. They all have one thing in common ''synergy'' if paladin doesnt have murlocs on board he can't do much. If hunter doesn't have beasts on the board he cant do much. If druid doesnt have many minions his buffs won't work well etc. So your main goal is to clear and clear. Every single turn you have to use your sources correctly and remove your opponent's minions while you are playing yours. This is the exact strategy against every single aggro deck. But of course in every single one of them you need to play around different cards.
I am gonna edit every single matchup and Q/A 's pretty soon (today or maybe tomorrow). I am so tired at the moment the only reason I wanted to write about it is because you wanted it. There are people saying if you wouldn't gonna write the guide why did you add the deck or that kind of things. It's not like I am getting paid to write in here mate. I get to legend with my own build and wanted to share it with people. Thanks for reading and forgive my mistakes as I said I am very tired atm.
Thanks to kiwiinbacon for gameplay
Do not care about the offensive comments, it works out great for me. I got 17 wins in a row without any lose and only thing i change is Patches the Pirate with shaku. It works as f.. if you play this correctly.
ya i bet rank 20 is alot of fun with this isnt it?
Meh, only original cards are stonehills and those really aren't that great in rogue.
Gratz on legend but this deck is extremely poorly builtif you want my true sentiment.
I almost only play Rogue and I feel I need to share my opinion because this deck seems so wrong to me.
People seem to like your list so I'm not going to make friends with this post but it has to be said.
Edwin VanCleef is necessary as Rogue. I should not even have to explain why. This card is the only reason Rogue is playable, it even wins Aggro matchups.
You want to counter aggro but you don't even play Counterfeit Coin that allows you to cheat on your tempo and curve.
Double Cold Blood in Arcane Giant Rogue and no charge minion, for real?
You don't play Sherazin, Corpse Flower, why not, but for what? Playing Xaril, Poisoned Mind instead? This card is way too slow in your peculiar list and a card like Violet Teacher seems to be way better, the synergy with Cold Blood is as well very good.
Stonehill Defender is pretty bad in Rogue. Rogue does not have any single taunt as a class card. Therefore, you only have the choice between neutral taunts that are most of the time trash cards. If you want to boost your matchup against aggro, just put Bloodmage Thalnos in or even a card like Wild Pyromancer if you really want to be innovative.
In terms of pure tempo (which is what Rogue's good at and should focus on), Stonehill Defender is trash and Tar Creeper (which is kinda bad in Rogue) seems by far more reliable.
Sap is currently a pretty bad card. It's only good against paladin's late game (which you beat with Vilespine Slayer and some good tempo), Savannah Highmane (Hunter is pretty rare and you have the matchup), buffed Priest minions (Priest is still a rather good matchup) and Bittertide Hydra (the matchup is hard and Bittertide Hydra get destroyed by Vilespine anyway).
The rest of the deck is just Rogue Core Cards.
You should try the deck in all honesty. Regardless of whether it is awful or not the least you can do is test some games with it and see in game if your statements hold up rather than deducting how good a deck is without playing it. Don't get me wrong, I agree with almost all of your points (except the one on sap, that card is great if you are playing a faster rogue deck like tempo rogue). However, speaking only hypothetically without any gameplay evidence doesn't instantly label a deck as bad.
(Comment downvotes incoming LUL)
I think that these are very fair criticisms. It feels a lot like a budget build (with Xaril beeing a boon draw from a WoG pack). I would definitely swap out cold blood for coin, or cut the giants and go Leeroy and a "haHAA". I feel that the coins are a much stronger card for the reason you point out above. I'd definitely cut only one Sap for Edwin. Perhaps a Hallucination for Sherazin. Those feel like the more flexible card slots. Sap did indeed lose its potency because the metagame is focused on flooding the board instead of playing big dudes. Maybe you could ditch the second sap for Thalnos. 2 damage fans are preeeeety good. Despite the clunkiness in the deck choices, I give my congrats to the pilot for taking the deck all the way. That requires some patience and knowing your risks and your outs. I think people experimenting with lists like this is a good exercise.
here is alternative version if you don't have xaril, you can use shadowcaster like me
great ending vs midrange paladin :)
https://www.youtube.com/watch?v=mKGuxhTyzoY
I swapped out Xaril for Sherazin and have had some success. But yeah, should find a way to get Edwin in this. Should probably cut a Sap.
Hey guys! Recorded some games using this deck in the Legend ranks! I have a game against a Mage, Hunter and Druid! Check it out and I hope you enjoy :)
"Miracle" no Edwin. Will addhim
I think you need to add a few more qualifiers to your deck name... Maybe toss in "Meta" and "100% winrate" or "best ladder deck try me now".
Kappa
Mindset behind x2 sap on top of the x2 vilespine? Most giant lists run 1 or no saps.
Every single card in this deck put in it to make the optimal win rate. Sap is a game saver against many classes. Against silence priest it's a must play card. Against paladin's Spikeridged Steed and Tirion it's very essential. And in somecases Hunter manage to make a big scavenging hyena in early and sap is the best answer. There are many other cases where a minion is over buffed (blessing of kings, houndmaster+ratpack, or just sapping the Savannah highmane) and sap is the best solution to get out in those situations. Vilespine doesn't loose any value it still has many targets if the game goes on.
idk about this on tho
Any replacement for Patches? Edwin, maybe?
You can probably replace 1 with assassinate, but it's good to have at least one. That card is pretty important.
Assasinate is not a viable option. Edwin Van Cleef is your best bet. You could also try Leeroy as a finisher or Southsea Deckhand as another Turn 1 pirate. Sherazin is an option if you have that, and Bloodmage Thalnos always works well in Rogue.
Nice deck, I really liked it.
Correct me if I'm wrong but isn't Edwin like a flatline boost to your winrate. I mean you sometimes just auto win with it, is it worth cutting?
I don't have Xaril and it doesn't seem worth crafting for me so I use Edwin instead and it has definitely won me a game or two so far.