Miracle Rogue Deck List Guide (Rastakhan's Rumble February 2019)
Miracle Rogue is one of the oldest and most established decks in all of Hearthstone. The deck's core of powerful cards come largely from the Basic and Classic sets, which will never rotate from Standard. Among these cards is Miracle Rogue's long-time card drawing engine, Gadgetzan Auctioneer, which is the true namesake of the deck. In combination with Rogue's 0-Mana spells, Preparation, Shadowstep, and Backstab, it is not uncommon to see a Gadgetzan Auctioneer draw and play a "miraculous" number of cards in a single turn. However, the printing of Hench-Clan Thug and Fal'dorei Strider have completely changed the texture of the deck. A while ago, Miracle Rogue typically won by building a massive Edwin VanCleef or Questing Adventurer in a single miracle turn. Now, the deck can win games more easily by playing minions on curve and fighting for the board with cards like Vilespine Slayer.
The latest card additions from the Rastakhan's Rumble expansion have not seen too many changes in the deck. However, additional cheap spells provided by Banana Buffoon have led to the deck favouring Gadgetzan Auctioneer over Sprint once again.
1. Miracle Rogue Card List
This Miracle Rogue deck costs 6,560 and it is made up of the following cards.
|Rogue Cards||Neutral Cards|
2. Miracle Rogue Mana Curve
3. Aim of Miracle Rogue
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 with Cold Blood, Eviscerate, and Leeroy Jenkins. Due to the burst-oriented nature of Miracle Rogue's damage, the deck tends to be excellent against control decks.
4. Miracle Rogue Mulligan
There are very few matchups where Hench-Clan Thug on Turn three into Fal'dorei Strider on Turn four is not the strongest play for Miracle Rogue. Consequently, look to keep your both of these cards in every one of your mulligans. As the deck's only 1 drop minion, Fire Fly is also a strong keep in the majority of matchups. It is frequently correct to mulligan away all cards which are not Hench-Clan Thug, Fal'dorei Strider, or Fire Fly in an attempt to find them.
Against decks which are capable of playing large minions in the early game (such as Even Warlock or other Miracle Rogues), it is often correct to keep Vilespine Slayer to have a way of dealing with them, especially when you have The Coin. Sap is another card which can deal with large minions, and might be worth keeping against decks such as Even Warlock if the rest of your hand is already strong.
Decks which go "wide" instead of "tall", such as Odd Paladin, are very difficult for Miracle Rogue to handle. Fan of Knives is the closest thing the deck has to a board wipe, and is a snap keep against token-oriented decks. You might also consider keeping Edwin VanCleef and Backstab against these decks, as a large, early Edwin is one of the best ways to cheese out victories against them. SI:7 Agent is also a defensible keep against aggressive decks, especially when you are on The Coin.
5. Miracle Rogue Strategy
5.1. Miracle Rogue Early Turns
The objective in the first four turns of the game is very simple: play minions on curve and dagger on Turn two (unless you have an opportunity to Cold Blood a Turn one Fire Fly against a deck which is unlikely to have an answer for it). The dream sequence for a Miracle Rogue in virtually every matchup is Fire Fly on Turn one, dagger on Turn two, Hench-Clan Thug on Turn three, and Fal'dorei Strider on four. Though it is important not to get behind on board against other aggro decks, the limited number of on-curve plays this deck has in the early game means you will frequently have a limited number of options in the first few turns of the game.
5.2. Miracle Rogue Later Turns
Miracle Rogue is capable of generating incredible amounts of burst damage. Leeroy Jenkins, Cold Blood, and Eviscerate can combine to deal between 10 and 20 damage in a single turn, entirely from hand! However, you will need to stick a minion or two to the board in order to find the rest of the damage you need to kill your opponent. One way to stick a minion is to run your opponent out of answers, but this is not always possible against control decks. Perhaps the most reliable way for Miracle Rogue to stick minions to the board is to generate multiple 4/4 spiders in a single turn. This can be done by holding on to your Gadgetzan Auctioneers until after you have already played one or both of your Fal'dorei Striders, then playing many spells in a single turn to draw through your deck and generate more minions than your opponent is able to deal with. For this reason, especially against slower decks, it is good to hold onto your Preparations to maximise the number of cards you can draw with your Auctioneers.
5.3. Miracle Rogue Against Fast Decks
Against aggro decks, most of your opponent's answers are likely to be minion-based. Consequently, you should seek to control the board and build a lead by generating tempo with cards such as Vilespine Slayer and SI:7 Agent. Miracle Rogue does an excellent job at closing out games when playing with a lead, but it struggles to catch up on board when playing from behind. Because of this, do not be afraid to use your resources aggressively or in less-than-optimal ways to help win control of the board in the early game. It is often correct to play a SI:7 Agent or even a Vilespine Slayer without the combo trigger if presented with no other options. Continually trade into your opponent's board as cost-effectively as you can, and only after you have seized control of the board should you start aiming your damage at the opponent's face.
5.4. Miracle Rogue Against Slow Decks
Miracle Rogue beats control decks by asking more questions of the opponent than they have answers for. The kind of questions you should be asking depends entirely on the kinds of answers your opponent is capable of providing. If your opponent is heavy on board clear spells, your job is to present boards to them which are just large enough to demand a board wipe, but not so large that you run yourself out of your resources by over-committing. If your opponent is packing many removal spells, try to bait them out by playing your least powerful minions first.
Sap and Vilespine Slayer are often necessary "combo" pieces for finding lethal damage against control decks. Though you will need to deploy these cards for tempo against aggro decks, it is typically best to hold onto to them against control decks in order to have an answer for large Taunt minions. Try to save your Saps for Voidlord, and your Vilespine Slayers for The Lich Kings whenever possible.
6. Miracle Rogue Single Card Strategies
6.1. The Coin
Miracle Rogue is one of the best decks in all of Hearthstone at leveraging the power of The Coin. In addition to buying some tempo, The Coin can frequently be used to enable one the deck's many Combo cards. When on The Coin, look to keep Combo cards such as SI:7 Agent or Elven Minstrel which you may not have otherwise. Coin into Elven Minstrel on three can bail you out of many situations where you need to find action, and Coin into Vilespine Slayer can completely swing a board around to your favor.
6.2. Cold Blood
Cold Blood is one of the most powerful cards in the deck, but it also one of the most commonly misunderstood. A good rule of thumb is that Cold Blood is always good for 4 damage, which is just as true on the game-ending burst damage turn as it is on turn two when played on a Fire Fly. As it is trivially easy to set up a situation where your Cold Blood deals 4 damage, your real goal with the card should be to look for situations where it can deal 8. One easy way to get 8 damage off a Cold Blood is to use it on an Argent Commander, as it will not always be possible for your opponent to clear away the Divine Shield. Alternatively, you can look to play your Cold Bloods as early as possible to minimize the chances that your opponent has a removal spell in hand.
6.3. Gadgetzan Auctioneer
Gadgetzan Auctioneer is single-handedly the most dominant card in the deck. When used correctly, it is capable of drawing a significant portion of your deck in a single turn, which is usually enough to set you up to end the game, while also presenting a very threatening minion onto the board for your opponent to deal with. However, the drawback of using Gadgetzan Auctioneer instead of a card like Sprint is that it requires more setup to use. The first thing to consider is how many spells you can play in a single turn. The easiest card to facilitate this is Preparation, effectively allowing you to play two spells for 0 Mana and, where possible, you should try to pair it with higher-Cost spells like Fan of Knives. Secondly, saving The Coin for the turn goes a long way to boosting the value your of your Auctioneer, providing you with one additional card draw and also more Mana to play additional spells. Lastly, you should not play your Gadgetzan Auctioneer immediately with 6 Mana. The longer you can go without playing it, the more Mana you will have available and the more cards you will be able to draw as a result.
6.4. Edwin VanCleef
Edwin VanCleef is perhaps the trickiest card to use correctly in the entire deck. When is it safe to go all-in on a big Edwin? When should you simply play it as a 4/4 for tempo? The answers to these questions depend entirely on the kinds of cards your opponent is playing in their deck, as well the favorability of your matchup against them. Generally speaking, the more favorable the matchup is for you, the less you should be taking risks. Against the likes of Shudderwock Shaman or Control Priest (highly favorable matchups for Miracle Rogue) you do not need to take big risks in order to win, and going all-in on an Edwin is only setting yourself up to lose to a Hex or a Shadow Word: Death. Against Odd Paladin or Spell Hunter (highly unfavorable matchups), you will probably need to take some risks in order to win the game, and will simply need to accept that they will sometimes have an answer for your big Edwin.
7. Miracle Rogue Key Cards and Swaps
Leeroy Jenkins is one of the strongest finishers in any aggro deck (and perhaps the safest Legendary minion to craft in all of Hearthstone), but it is not necessary for the deck to function. You can get by without him by replacing him with an additional charge in Argent Commander. The same can also be said for Edwin VanCleef, who has a tendency to set players up newer for failure almost as often as he sets them up for victory. Edwin can be replaced by a Questing Adventurer or a Vicious Fledgling for budget reasons.
Fal'dorei Strider is one of the most important cards in the deck and is not replaceable.
7.3. Flex Slots
The first copy of Elven Minstrel is essential, but the second copy can lead to some awkward hands where you have two Elven Minstrels and nothing compelling to play on-curve. A Questing Adventurer or Violet Teacher can replace the second copy of Elven Minstrel.
Another direction you can take Miracle Rogue in The Boomsday Project is Myra's Unstable Element plus Academic Espionage. This combo can set up turns where all of the 4/4 spider tokens created by Fal'dorei Strider are dumped onto your board, and Academic Espionage will prevent you from quickly dying to fatigue.
8. Augmented Elekk Variants
Many Miracle Rogue players like to run Augmented Elekk as an additional minion which can be played on curve. Though SI:7 Agent is more flexible, it is not nearly as strong as Augmented Elekk when played on curve. The only card in the deck that can take advantage of Augmented Elekk's ability is Fal'dorei Strider, which makes the play patterns with these 2 cards quite obvious. If you find SI:7 Agents to be underwhelming, try swapping them out for Augmented Elekks to see which card you like better.
9. Budget Miracle Rogue Deck
Both Edwin VanCleef and Leeroy Jenkins are not necessary for the deck to function (just nice to have). However, 6 of the 7 epic cards are completely necessary. For the budget version, Edwin VanCleef was swapped out for an extra Questing Adventurer, and Leeroy Jenkins for Argent Commanders.
|Rogue Cards||Neutral Cards|
With a Questing Adventurer in the deck, the budget version of Miracle Rogue is slightly more dependent on classic "Miracle" turns. Whereas Edwin VanCleef can be a powerful tempo play as a 6/6 or a 4/4, jamming a 2/2 Questing Adventurer onto the board is a good way to run out of threats. If possible, try to hold on to your Fire Fly tokens and your Preparations until after you have played a Questing Adventurer.
10. Wild Miracle Rogue Deck
The existence of Counterfeit Coin and Conceal in the Wild format completely change the focus of Miracle Rogue. With the addition of these two cheap spells, there is no longer much of contest between Sprint and Gadgetzan Auctioneer as the card drawing engine of choice:
|Rogue Cards||Neutral Cards|
With access to Conceal, Miracle Rogue is able to deploy its key minions more safely than it can in Standard. If the opponent lacks a board wipe, an unkilled Gadgetzan Auctioneer or Questing Adventurer can win the game on their own. With this build of the deck, it should be much easier to set up multi-spell Miracle turns that churn through your deck for spiders.
11. Quick Tips and Tricks
- It is most often correct to dagger on Turn two and not attack your opponent's face, even if you do not have a playable three drop in your hand. This is especially true if you plan on playing a Hench-Clan Thug on Turn three.
- Try not to use your Gadgetzan Auctioneers until after you have played a Fal'dorei Strider or two.
- Fire Fly is one of your best combo enablers in the deck. Though you may need to play the first one to get onto the board in the early game, try to hold on to the Flame Elemental so you can have a combo enabler when you need one, even if you do not have a combo card in your hand (you are very likely to draw into one).
12. Similar Hearthstone Decks
- 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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