Miracle Rogue Deck
This guide contains detailed strategy, mulligan, and deck-building information to help you improve your Miracle Rogue play for The Wailing Caverns expansion meta.
Miracle Rogue is one of the oldest and most established decks in all of Hearthstone. The deck's strength comes from its ability to rapidly draw and play large numbers of cards in a single turn. This provides the deck with huge consistency in gaining tempo advantages over opponents to quickly dismantle their boards and overwhelm them before they can come up with a strong response turn.
Import This Deck in Hearthstone
Aim of Miracle Rogue Deck
Miracle Rogue is capable of playing some of the most cost-effective minions in all of Hearthstone turn after turn. If Miracle Rogue is ever able to stick one of these minions on the board, the deck can easily cobble together massive amounts of burst damage in a single turn withs and other cheap cards. Due to the burst-oriented nature of Miracle Rogue's damage, the deck tends to be excellent against control decks.
Miracle Rogue Deck Mulligan
Miracle Rogue is a deck that relies heavily on performing multi-card combos in order to create huge bursts of tempo. To facilitate this, the deck has a very unorthodox mulligan that prioritises finding key combo cards.
- General Mulligan — , , .
- Mulligan Against Aggro —
- Mulligan Against Control — , .
Miracle Rogue Deck Strategy
During the early game, the sole aim of Miracle Rogue is to set up your hand and deck to gain a strong position going into the mid game. This largely involves playingas early as possible to discount your cards by damaging it yourself with or , or by hitting an opponent's early-game minion. While doing this, you should also look to fit in , ideally paired with , in addition to in order to strengthen your position going into the mid game.
Going into the mid game, you should begin looking for opportunities to useto draw through your deck. As almost every card in the deck has a Battlecry or Combo effect, you can begin freely playing cards once your Field Contact is in play. Playing cheaper cards is typically better in this situation as it will allow you to draw more cards overall. The benefit of this process is threefold; firstly, playing lots of cards will naturally give you a solid tempo advantage over your opponent. Secondly, you will draw a large number of cards to help you access your most important cards for the situation. Lastly, drawing so many cards makes it very easy to draw into any copies of you have in your deck, to overwhelm your opponent.
To close out the game, the natural tempo advantage generated by the Miracleturns is more than enough to close out the game in most cases. However, should you need a little bit of extra power, , , and can all be used to generate that bit of extra power to push your opponent over the edge.
Against Aggro,serves as an excellent tool to gain an advantage over your opponent as you will often be able to trigger the Frenzy effect on their early-game minions. Additionally, you should not look for the maximum efficiency of your cards and instead get any value you can from them. In most cases, the tempo generated from Efficient Octobot or is enough to secure control of the board. This burst of tempo backed up by the cheap removal cards in the deck will allow you to cruise to victory once you have initial control of the board.
Against Control, your core combos and play may not be enough to close out the game and you should instead look to extract some additional value from your cards. This can largely be done by saving your Shadowsteps and to be used on either or to generate several additional strong minions to finish off your opponent.
Miracle Rogue Deck Card Swaps
- Against Aggro — Add 2x for 2x .
- Against Control — Add 2x for 2x .
- 06 Jun. 2021: Deck has been completely overhauled for the Wailing Caverns meta.
- 07 Apr. 2020: Deck has been updated for the Ashes of Outland expansion. Removed 2x Hench-Clan Thug, 1x Leeroy Jenkins, 1x Zilliax for 1x Akama, 2x Argent Commander, 1x Shadow Sculptor.
- 10 Dec. 2019: Deck has been updated for the Descent of Dragons expansion. Removed 1x WANTED! for 1x Waxadred.
- 02 Sep. 2019: Guide reviewed for September play season.
- 06 Aug. 2019: Deck has been updated for the Saviors of Uldum expansion. Removed 1x EVIL Cable Rat, 1x Togwaggle's Scheme for 2x Shadow of Death.
- 01 Jul. 2019: Deck has been reviewed for the July card rotation.
- 05 Jun. 2019: Deck has been reviewed for the June balance patch.
- 23 May 2019: Added a note regarding May balance patch.
- 01 May 2019: Deck updated for the May play season. Removed 1x Academic Espionage, 1x Walk the Plank, 2x Shiv, 2x Cold Blood, 1x Banana Buffoon for 2x EVIL Miscreant, 1x Heistbaron Togwaggle, 1x Togwaggle's Scheme, 1x Zilliax, 1x EVIL Cable Rat, 1x WANTED!
- 08 Apr. 2019: Deck has been updated for the Rise of Shadows expansion. Removed 2x Fire Fly, 2x Fal'dorei Strider, 2x Vilespine Slayer for 1x Bloodmage Thalnos, 2x Questing Adventurer, 1x Shiv, 1x Walk the Plank, 1x Banana Buffoon.
- 08 Feb. 2019: Deck has been reviewed for the February balance patch
- 01 Jan. 2019: Deck has been reviewed for the January play season.
- 04 Dec. 2018: Removed 2x Mind Control Tech, 2x Sprint, 1x Mossy Horror for 2x Gadgetzan Auctioneer, 1x Vilespine Slayer, 1x Banana Buffoon, 1x Shiv.
- 26 Oct. 2018: Removed Giggling Inventors and replaced them with Mind Control Techs.
- 02 Sep. 2018: Removed the Augmented Elekks from the main deck and added them as a variant. Replaced them with SI:7 Agents. Replaced a Mossy Horror with a Giggling Inventor.
- 13 Aug. 2018: Added 2 Augmented Elekks, Mossy Horror, Giggling Inventor, and an Elven Minstrel to the deck to better attack the current metagame.
- 07 Aug. 2018: Updated for The Boomsday Project.
- 10 Jul. 2018: Updated name, added Budget and Wild decks.
- 07 Jul. 2018: Added strategy for The Coin.
- 01 Jul. 2018: Updated for July.
- 29 Jun. 2018: Deck Added.
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