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Arcane Giant Miracle Rogue Karazhan Standard Deck

Last updated on Aug 19, 2016 at 19:19 by Sottle 26 comments

Table of Contents

The following guide outlines how to play Miracle Rogue. This deck was dominant in various forms for large parts of early Meta of Hearthstone. However, a nerf to Gadgetzan Auctioneer forced it out of the Meta. Due to Tomb Pillager coming into the deck however, it has been revived and can now be considered viable again.

Miracle Rogue can be played with a variety of different win conditions, but this guide is concerned specifically with the Arcane Giant version.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Arcane Giant Miracle Rogue Karazhan Standard Deck

Our deck costs 4,980 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Miracle Rogue is a combo based deck built around drawing through your deck quickly with Gadgetzan Auctioneer. There are many different variations, but this particular guide is concerned with the Arcane Giant based build.

Since the deck is highly focused around Gadgetzan Auctioneer, the card list features a high amount of card draw to help you cycle through the deck and find your Gadgetzan. These cards, such as Shiv and Fan of Knives are important in the early game as they can serve the double purpose of removing your opponent's early minions, as well as helping you to dig deeper into your deck.

Managing the Rogue Hero Power is also hugely important in the early turns. A very common turn 2 play for this deck is simply to use Dagger Mastery and equip a Wicked Knife. It is important not to waste charges of this weapon by attacking your opponent's face, as having a dagger available on as many turns as possible is much more important than doing 1 damage to your opponent. The exception to this rule is when you expect to have spare Mana the following turn to be able to use Dagger Mastery again. In this case, attacking your opponent is fine if there is no better target available.

Also key to the early turns are your early Minions. These 3-drop creatures, particularly SI:7 Agent, will be key to removing your opponent's minions early and starting to take control of the board. If you have an SI:7 Agent in hand, pay close attention to cards such as Backstab or Journey Below as these cheap spells are important to activate the SI:7 Combo effect. Avoid using a Backstab or Journey Below if you feel you will need it in a later turn to Combo with your SI:7.

Once you have successfully navigated these early turns, Miracle Rogue really starts to come into its own in the mid-game. You will begin to drop strong minions such as Azure Drake to dig further through your deck and buff your removal cards, and wait to begin your "Miracle" turn.

Tomb Pillager is a minion introduced in League of Explorers that also comes into play during this period. Tomb Pillager allows to generate a strong minion onto the board in the mid-game than can help to fight for control of the game, and then grants you The Coin on death. The Coin is a fantastic card for activating your Gadgetzan Auctioneer later as it is a 0-Mana spell itself, which also generates an additional Mana for you to spend.

The name Miracle Rogue comes from extremely powerful turns this deck is capable of. Using Gadgetzan Auctioneer in combination with Preparation can draw enormous amounts of cards while simultaneously clearing your opponent's board. The goal of this is to dig through your deck quickly and to draw into your finisher, which in this deck comes in the form of Arcane Giants.

Choosing when to begin your "Miracle" turn is key to success with this deck. A good turn usually consists of dropping Gadgetzan Auctioneer and using at least 1 Preparation or The Coin, whilst simultaneously clearing your opponent's board. The exception to this rule is Conceal. If you are able to drop a Gadgetzan and Conceal it, even if that is all you do that turn, you should usually do so. If your opponent is unable to deal with your Concealed minion, which is likely, you will have your entire Mana pool available the following turn to cast spells.

This particular deck plays no pure win condition in terms of burst damage from hand, instead it adds Arcane Giant into the deck which can be used in combination with Conceal in order to load up an incredible board that your opponent will be unable to interact with and threaten lethal damage on the following turn. This strategy makes it play out a lot more aggressively than most forms of Miracle Rogue as you will need to push for damage from the outset in order to make sure that you can threaten lethal at any time with a Conceal play.

You will not always have time to set up the perfect play with Conceal and Arcane Giants. Sometimes, you will need to regonise when to simply drop a cheap Giant on the board, particularly against classes that struggle to remove it, such as Druid and Aggro decks. Additionally, you should recognise alternate situations to use a Conceal that do not involve Gadgetzan Auctioneer or Arcane Giant. In some situations your best chance for victory will be to put Cold Blood on a minon and then use Conceal and try to race your opponent that way.

3.1. Synergies & Combinations

Miracle Rogue is perhaps the most combo reliant deck in the game, and as such listing all the synergies and combinations would be impractical. We will however, discuss some of the key interactions between cards and how you should use them successfully.

The Gadgetzan Auctioneer and spells combination is used to cycle through your deck. Using Preparation during this combo will lower your cheap spell's cost to 0 whilst drawing a card itself.

Backstab and SI:7 Agent is a key combo early against aggressive decks, able to effectively deal with 2 small minions on turn 3.

Edwin VanCleef in combination with cheap spells can create a huge minion extremely early in the game. For example, using the sequence Backstab, Preparation, Eviscerate, Edwin VanCleef, you are capable of clearing 2 minions and playing an 8/8 minion of your own all for the cost of 3 Mana. This is usually reserved for Aggro matchups, where dominating the board early can be key to victory, but is also now very effective in Control matchups due to the lack of Silence and Big Game Hunter in the Standard meta.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy varies hugely depending on whether you are facing Aggro or control.

3.2.1. Vs Aggro

Against Aggro, the key cards to look for in your mulligans are Backstab, SI:7 Agent, Shiv and Fan of Knives. These cards will help you to stem the tide of your opponent's minions and give you enough time to draw into the cards you need.

Against minion focused aggressive decks such as Zoo, you simply need to survive long enough to gain control of the board once. Remove your opponent's minions at all costs and wait for a swing turn using Preparation. However, against more bursty Aggro decks that are capable of creating damage directly from their hand you will tend to struggle with this deck. In these matchups, it is usually best to try and race your opponent from the outset. Use Cold Blood aggressively to push for damage and try to create a huge Edwin VanCleef early and you may still be able to come out on top.

3.2.2. Vs Control

Against Control, if you do not have a Gadgetzan Auctioneer, Azure Drake, or Tomb Pillager in your opening hand, you should mulligan away all of your cards to look for one. If you do have the Gadgetzan, then you can consider keeping additional early game cards such as Backstab, SI:7 Agent, and Eviscerate. This deck is heavily favoured in most control matchups due to the amount of time you are given to set up for your mid- and late-game. It also features a large amount of damage, so if given significant time to draw through your deck you should come out on top.

3.3. Card Swaps

The deck can be played more aggressively by cutting out cards such as Azure Drake in favour of Sinister Strike and Novice Engineer.

Leeroy Jenkins can be added into the deck to create an alternate win- condition in place of a Shiv.

4. ChangeLog

  • 19 Aug. 2016: Deck added.
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