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Legendary Miracle Rogue N'Zoth Standard Deck

Last updated on Jun 08, 2016 at 13:20 by Sottle

Table of Contents

The following guide contains instruction on how to play N'Zoth Miracle Rogue. This deck is a variation on the standard Miracle Rogue formula that relies on some high damage burst combo. Instead this deck plays for board control and uses Gadgetzan Auctioneer to stay high on resources.

The original concept of this deck was pioneered by Team Liquid's Sjow who used the deck to reach Rank 1 Legend on one server, and top 10 on another.

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. Legendary Miracle Rogue N'Zoth Standard Deck

Our deck costs 8,440 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 N'Zoth, the Corruptor-based build.

This build differs enormously from most variations of Miracle Rogue in that it aims to win the game through board dominance and quality minions, using Gadgetzan Auctioneer simply to dig through your deck and keep you high on resources as well as making sure that you hit N'Zoth in a large percentage of games. This means you have to depart in strategy slightly from most forms of Miracle Rogue. Many variations of Miracle Rogue get rewarded for making aggressive pushes for damage since it is backed up by a large damage burst finisher, but since you have very little burst damage in the deck, you need to focus on board dominance a lot more.

One of the most important early game decisions in this deck is the choice between a Hero Power or Undercity Huckster on turn 2. While it may seem obvious that you want to play the minion out, there are some situations where loading up the dagger charges is more beneficial. If your hand is full of numerous removal options such as Backstab and Fan of Knives, then the extra damage potential of the Dagger can be useful on a following turn. On the other hand, if your hand simply has a curve of minions in it, then developing the board and playing for Tempo is probably stronger. There are also matchup considerations to take into account here. Against a Hunter for example, a 2/2 minion that essentially draws a card is very dominant on turn 2 since their early game minions usually have 3/2 stats. However, if your opponent has played a 1/3 minion on turn 1 then your 2/2 seems less appealing as they will usually have a way to create a favourable trade.

Primarily, with Journey Below you are simply looking for additional copies of cards that you play in the deck already. However, there are some matchup concerns to consider. Against Heavy Control decks like Warrior, super high value Deathrattles like Sylvanas Windrunner, Cairne Bloodhoof, or Anub'arak are extremely valuable. Similarly against all-out Aggro decks, picking up an Infested Tauren or Chillmaw can be life saving. Most of the time it is correct to simply cast this card when you have the Mana available, but check your hand and consider the state of the game before doing so, since it may be that you need Journey Below to serve as a cheap activator for a Combo effect.

Also key to the early turns are your early Minions such as SI:7 Agent and Earthen Ring Farseer. 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 Deadly Poison 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 you to generate a strong minion onto the board in the mid-game that 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, as it is a 0-Mana spell itself, which also generates an additional Mana for you to spend. If you are going second, then the initial Coin you are granted in the mulligan creates the potential curve of Tomb Pillager on turns 3 and 4. This is incredibly powerful and is something you should always look out for.

Xaril, Poisoned Mind is another fantastic addition to the deck that generates more token Spells for you. Not only are these cheap 1 Mana spells excellent for cycling with Gadgetzan Auctioneer, their effects also play perfectly into the strategy of the deck as there are Spells that are close approximations of strong Rogue cards like Cold Blood and Conceal.

One particular Toxin to play close attention to is Bloodthistle Toxin which allows you to return a minion to your hand and make it cost 2 less. This can become a single-handed win-condition against heavy Control decks if you are able to play N'Zoth, the Corruptor and then use a Coin or Preparation to return it to your hand immediately before they have a chance to remove your board. This way, even after they have used their premium AoE clears, you can still refill the board.

Choosing when to begin your "Miracle" turn, i.e., the turn where you draw a lot of cards with Gadgetzan Auctioneer 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. With this deck however, the extra Tempo of another 4/4 minion on the board is often quite valuable, which makes it often worthwhile to play an Auctioneer even when drawing 1 or 2 cards, especially if your hand is already powerful.

Your late-game win-condition, if it gets that far, is N'Zoth, the Corruptor which allows you re-summon all of the Deathrattle minions that have died so far. Because of this keeping track of what you have played is important, so use of deck tracking software or a pen and paper is advised if you do not have a strong memory. Since most of the respawned minions have Deathrattle effects that put cards in your hand, you can often be caused to overdraw if your opponent has an AoE effect for your board. Due to this, it may be better to dump any additional Coins and small Spells that you have in your hand after playing N'Zoth in order to make room for more valuable cards from Undercity Huckster.

3.1. Synergies & Combinations

Backstab and SI:7 Agent is a key early combo 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.

Azure Drake and Bloodmage Thalnos can increase the efficacy of your removal spells such as Backstab, Fan of Knives, and Shadow Strike.

The core synergies of the deck come from Gadgetzan Auctioneer drawing you cards from your cheap spells and N'Zoth, the Corruptor reviving your Deathrattle minions.

3.2. Mulligans & Matchup Specific Strategies

The Mulligan process with this deck is quite involved and differs wildly depending on the deck you are playing against.

Against slower Control decks such as Priest, Control Warriors, and Reno Warlocks you will want to Mulligan for mid-game threats such as Tomb Pillager and Azure Drake. The only removal option you should keep is Shadow Strike. If you are going second, you can also consider keeping Gadgetzan Auctioneer.

Against more aggressive decks, Backstab, Fan of Knives, and Preparation are your best cards. If you have Preparation already then you can also keep Edwin VanCleef since most Aggro decks are ill-equipped to deal with a huge Edwin that comes down early. SI:7 Agent is also a strong keep but moreso with The Coin than without.

3.3. Card Swaps

One Journey Below can be cut from the deck in favour of Deadly Poison in order to create some more ways to answer early minions from Aggro and Tempo decks.

Violet Teacher can be used in place of Xaril, Poisoned Mind which again will leave you better positioned against Aggro decks.

4. ChangeLog

  • 07 Jun. 2016: Deck added.
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