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Pirate Questing Miracle Rogue

  • Last updated Nov 9, 2016 (Yogg Nerf)
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Wild

  • 14 Minions
  • 15 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Miracle Rogue
  • Crafting Cost: 5080
  • Dust Needed: Loading Collection
  • Created: 11/10/2016 (Yogg Nerf)
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  • Total Deck Rating

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One of the weaknesses of classical Miracle Rogue in the current meta is the inability to deal with shaman and their endless stream of taunt minions. As well, the Malygos variant almost auto-loses to hunter and face warrior due to not having enough minions to contest theirs. To combat these cancer decks with rogue, I bring you this variant which focuses on building a strong minion board that can deal with the opponent's and accumulate into lethal within 2-3 turns. An early warning, however, that the decisions to be made are often difficult. On my climb to legend this season, I was able to climb from rank 10 to rank 5 in a couple hours with this deck.

Early Game Strategy

Prevent the opponent from developing too much onto the board while expending the minimum amount of resources (note that Dread Corsair is a potential 0 mana buff for Questing Adventurer). You want to build up to a strong mid-late game combo push involving Questing Adventurer(s), Dread Corsairs, Conceal, and the miracle turn with Gadgetzan Auctioneer. Ideally, you'll be dropping SI agents, Tomb Pillagers, or a 4/4 (or 6/6) Edwin to contest the board or apply pressure. Save the coin from your Tomb Pillager unless it is absolutely necessary. Maintain face health above a potential lethal turn from your opponent when you are able to pull off your combo finisher. Don't be afraid to expend Eviscerate, but do so sparingly.

Common Combos to Help Maintain Board:

  • Deadly Poison + Dread Corsair
  • Backstab/Swashburgler + SI Agent

Mid/Late Game Strategy

This is the most difficult part to discuss because the combinations are endless and will vary a lot depending on the board state. Consider the opposing class, board state, and combos in hand, and decide whether either go ham or be patient. The ultimate goal is to initiate a two-three turn lethal. If you can get a Questing Adventurer/Tomb Pillager to stick early game (very unlikely), you are in a great position to win. If you have the right combos in hand against a slow class like renolock, you can usually close out the game by turn 5.

Example 1: (1) Gadgetzan + Coin + Conceal. (2) Miracle Turn + Clear Board + Develop Edwin/Questing Adventurer + Conceal. (3) Sap Taunt Minions + Lethal.

Example 2: (1) Tomb Pillager is still on board so you hit face + Clear Board + Develop Questing + Conceal. (2) Trade Tomb Pillager to get Coin + Miracle Turn + Conceal. (3) Sap Taunt Minions + Lethal.

Example 3: (1) Assassin's Blade + Deadly Poison to clear board + Dread Corsair (x2). (2) Develop Questing Adventurer/Auctioneer + Little Miracles + Conceal. (3) Sap Taunt Minions + Lethal.

Mulligan Strategy

You want minions and deadly poison really bad. This depends on the opposing class, so think about their strongest turn 1-3 moves and mulligan appropriately. Dropping a Tomb Pillager on Mid-Shaman if they overload with feral spirits on turn 3 is very relevant and game winning because they are not able to hex it immediately, almost guaranteeing you a free coin.