But don't forget, that the card pool was different back then. Rogues had 2x Azure Drakes and 2x Tomb pillagers + the HoF-ed conceal and maybe other things, which I can't name atm.
But imho, and I don't want to offend anyone, miracle rogue doesn't have anything new or strong to offer. Even if you include Vanish, Valeera and concentrate on the end-game value, this deck will still feel fair to play against. But imho it will be another case with Kingsbane rogue - it shows so much potential to thrive, as if the meta becomes slow, then this deck wrecks slow decks by milling them, by vanishing every threat (slowing the opponents even more), by running an endless damage-dealing source. This deck has more win-conditions that the miracle variant.
But this is my opinion, I don't have any knowledge of the rogue class, so I don't think, that my opinion can be the correct one at the end.
You are definitely right, that miracle Rogue stays a "fair to play against" deck. I guess for the next two months the Valeera version with Giants and Spiders is absolutely viable (like the one I posted today http://www.hearthpwn.com/decks/1030262-after-nerfs-miracle). The Patches was a nice inclusion but never as strong as in decks with Captains and Prince. Depending on the coming meta's pace I will use Hallucinations, maybe keep the Burglers or try another Sap (against Cubes and stuff) or even Fireflies.
The Patches was a nice inclusion but never as strong as in decks with Captains and Prince. Depending on the coming meta's pace I will use Hallucinations, maybe keep the Burglers or try another Sap (against Cubes and stuff) or even Fireflies.
And I will play more Mill as well, of course :D
Let's see how both decks will do.
Miracle Rogue gets quite a big buff and I am so looking forward to it :)