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[LEGEND] Miracle Rogue -refined-

  • Last updated Jan 6, 2017 (Gadgetzan)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Miracle Rogue
  • Crafting Cost: 3940
  • Dust Needed: Loading Collection
  • Created: 12/27/2016 (Gadgetzan)
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  • Battle Tag:

    IsHaltEchtSo#2422

  • Region:

    EU

  • Total Deck Rating

    15

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Ahoy, me Hearthies!

I'm a 21 year old german casual hearthstone-player and I just wanted to share my edited decklist which I got legend with a few days ago to help you out getting legend too!

 

UPDATE: + 1x Questing Adventurer, 1x Conterfeit Coin, 1x Southsea Deckhand

                  - 1x Edwin VanCleef, 1x Bloodmage Thalnos, 1x Leeroy Jenkins

The reason behind this: Questing is MUCH better against Reno/Kazakus decks since they run dirty rat and Edwin is just a 2/2 vanilla while Questing will get huge since they just spared you three mana. Furthermore it has better synergy with Conceal and you don't have to go all-in in one turn, you can spare some cards for your other turns, feels so much better.

Southsea has a better synergy with your second Questing, has almost all the time charge so it's another direct 2 damage, great with Eviscerate orBackstab and it's not a dead card if drawn early just like Leeroy is.

Not the final question: Why Coin over Thalnos? First of all, in 90% of the games Thalnos is just another draw for me but so is the coin with Gadgetzan and you get more value out of the coin with SI:7, Questing, Adventurer etc etc as an combo activator. And I don't feel like Rogue need's 2 drops since we got our dagger which has great synergy with almost every card since you're more free to trade and ofc there are Southsea Deckhand and Small-Time Buccaneer.

I am currently testing this but it seems pretty good to me. Will update this after 50 more games or so.

Okay let's start with some card's that may differ from other lists:

Questing Adventurer

This is like the reversed Edwin that gets real sticky if it survives it's first turn. 2 copies is just too much, since you want to buff your first one real good so that it survives your opponents removals if they got any left (NEVER just play it on curve and hope that your opponent has nothing to deal with it, because they do!). If you buff your first one nicely, there's no need for a second one. And there won't be enough cards to buff the second one too probably. 

Shadow Strike:

I really love this card. I often feel like Sap can't do what it's suppossed to in our current meta, create some insane tempo. Sure, there are some nice cards that you really want to sap, like Flamewreathed Faceless or a huge Edwin VanCleef, but 2 copies is too much for just that. Instead of that I play one copy of Shadow Strike to deal with minions that you DON'T want in your opponents hand again like Gadgetzan Auctioneer, Frothing Berserker, Bloodsail Cultist, Azure Drake, Twilight Guardian, Drakonid Operative, basically everything with a battlecry, some draw mechanic, type synergies like pirate/dragon or even when it got's taunt-you never want taunt minions.

Conceal:

Just 1 copy. 2 would be good only against control matchups and if you're playing 2 Questing Adventurer. Not quite good in our current aggroish meta.

SI:7 Agent:

I really like this card, still I've been in a lot of situations where I either couldn't or wouldn't trigger his combo. That is because on the one hand you really want your coin for some Edwin/Adventurer/Auctioneer plays or even for a Tomb Pillager on turn 3. Other activators for your combo would be Backstab but again, how often do you play against a Shaman/Rogue/Warrior, opening with Small-Time Buccaneer and you're just fine with Backstab/Dagger? On the other hand, 2 damage is either too much for aggro or not enough for control decks, so I just replaced one copy of it with a Questing Adventurer, which has so much more value with coins and your cards in general.

I guess the rest of my list is pretty much common, but if you still got questions about why I put in which card or what card to switch out for a card, that you think could fit better, just let me know. 

Mulligan

Mulligan is because of your overall cheap cards a bit difficult. Keep your early drops, if you already got 1 pirate, replace the other. If you got the coin (yes, even the fake coin), keep your Edwin, otherwise replace him. Against control decks you don't really want a backstab or other small removals, especially if you got no pirate in hand, you really need the pirates for tempo. Against aggro you can keep BackstabFan of KnivesSap for Shamans if you're afraid of Dr.7/7 and of course your pirates.

Some minor advices

You are a rogue. Not a warrior.

Please don't spam your cards like crazy just because they are cheap af. Use your cards and of course your dagger to its fullest. Our win condition is not to throw everything on the board and hope that it goes well, sometimes our win condition is to keep our cards in our hand for one or two more turn to explode with a huge Auctioneer or Edwin! Keep in mind, that you want some cheap cards as activators for your combo cards like Eviscerate or Cold Blood or for your Edwin/Auctioneer/Adventurer synergy. Sometimes it's just better to use your Dagger Mastery instead of playing 2 Swashburglar just because there COULD be some good cards in it. Just keep in mind, getting one card is already real op, because that's one more card in hand that could potentially play out nice with the rest of your hand/strategy, but don't overdo it with playing 2 turn 2, just dagger up. 

 

If there are any questions left, just comment below or add me on battle.net, my tag is IsHaltEchtSo#2422.

Full Mulligan Guide if this gets some likes

Good luck climbing!