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Season 26 Miracle Rogue Arcane Golem No BrM/LoE/Kara Wild Deck

Last updated on Nov 18, 2014 at 18:38 by Sottle 4 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

The following guide outlines one of many builds of the popular Miracle Rogue archetype. This particular version, pioneered by Blackout and Chakki, focuses on Arcane Golem as your primary win condition. For different variations of Miracle Rogue, be sure to take a look at our full Rogue section.

Following Decembers nerf to Gadgetzan Auctioneer, our Miracle Rogue decks have been evaluated and it has been decided that no changes should be made. Gadgetzan Auctioneer is an irreplacable effect in the deck, and Rogue players will simply have to cope with their "Miracle" turns coming a turn later.

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. S26 Miracle Rogue Arcane Golem No BrM/LoE/Kara Wild Deck

Our deck costs 6,640 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 Golem 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 SI:7 Agents. 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, Deadly Poison, and Sinister Strike 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.

As this deck does not play the usual Earthen Ring Farseers that are found in many Miracle Rogue builds, you must manage your life total carefully. You might find yourself having to spend your removal more liberally to preserve your life total in cases where it might be appropriate to save spells for Gadgetzan Auctioneer in other Rogue decks.

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. Do not hesitate during these mid-game turns to buff a minion with Cold Blood if it is able to attack your opponent, especially if the board is clear.

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 combos using Arcane Golem, Cold Blood, and Shadowstep.

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 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.

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.

Arcane Golem Combos are your primary finishers.

  • Arcane Golem + Shadowstep = 8 Damage for 4 Mana
  • Arcane Golem + Shadowstep + Cold Blood = 12 Damage for 5 Mana
  • Arcane Golem + Shadowstep + Cold Blood x 2 = 16 damage for 6 Mana

Compounding these combos with additional minions, Sinister Strikes, and Eviscerates can create 20+ damage burst in a single turn.

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.

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, Deadly Poison, 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. Blade Flurry is also a key card since combined with Deadly Poison you can effectively sweep your opponent's board with 3 damage AoE.

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 Blade Flurry or Gadgetzan Auctioneer + 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 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 Deadly Poison. 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

If you are facing a large amount of Aggro decks, you can replace one Azure Drake with an Earthen Ring Farseer. This will provide you with a little more survivability and increased early-game board presence.

A second Shadowstep can be added to the deck in replace of a Sinister Strike. Shadowstep is often a dead card in your hand until the time comes to kill your opponent. However, it is fairly flexible in that it can be used effectively with Loatheb, SI:7 Agent, and Earthen Ring Farseer if you have included them.

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