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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)
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 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