Miracle Rogue Deck List Guide (Rise of Shadows April 2019)

Last updated on Apr 08, 2019 at 00:00 by Kat 2 comments
General Information

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 has 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.

The year of the Dragon resulted in the loss of many Miracle Rogue tools. However, as one of Rogue's oldest archetypes, Miracle Rogue continues to live on.

1. Miracle Rogue Card List

This Miracle Rogue deck costs 7,000 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards
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2. Miracle Rogue Mana Curve

4
0
9
10
4
1
2
0

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

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.

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. The dream sequence for a Miracle Rogue is virtually Dagger Mastery on Turn two, Hench-Clan Thug on Turn three, and then a Hench-Clan Burglar on turn 4. Though it is important not to get behind on board against 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. While the number of minions in the deck is limited, there are many cards in the deck that can snowball out of control. Hench-Clan Thug, Questing Adventurer, and Edwin VanCleef are all excellent cards at snowballing out of control. If left unchecked, any one of these cards can easily amass 10 or more damage to get opponents low enough to be burst down. At the very least, the huge threat these minions pose will draw out removal and increase the chance a future Gadgetzan Auctioneer will survive multiple turns to rapidly cycle through your deck.

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 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 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 is often a necessary "combo" piece for finding lethal damage against control decks. Though you will need to deploy it for tempo against aggro decks, it is typically best to hold onto to it against control decks in order to have an answer for large Taunt minions.

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 which you may not have otherwise.

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 Control Priest (highly favorable matchup 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 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

7.1. Legendaries

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 newer players up for failure almost as often as he sets them up for victory.

7.2. Epics

Preparation is an essential tool for boosting your Gadgetzan Auctioneers and triggering Combo. It is not recommended to play Miracle Rogue without it.

7.3. Flex Slots

Another direction you can take Miracle Rogue since The Boomsday Project is Myra's Unstable Element plus Academic Espionage. This combo effectively allows you to have a third way to draw through your deck alongside 2 copies of Gadgetzan Auctioneer before refilling you deck agains with Academic Espionage to prevent fatigue damage.

8. Budget Miracle Rogue Deck

Edwin VanCleef, Bloodmage Thalnos, and Leeroy Jenkins are not necessary for the deck to function (just nice to have). However, Preparation is completely necessary. For the budget version, Bloodmage Thalnos was swapped out for a Mana Reservoir, and Leeroy Jenkins for an Argent Commander.

Rogue Cards Neutral Cards
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The budget version of the deck performs very similarly to the main deck. However, the presence of Argent Commander makes the deck's burst damage combo much less all-in. It can often be a great choice to take advantage of Argent Commander's Divine Shield by playing it earlier in combination with a Cold Blood if you have no better plays available.

9. Wild Miracle Rogue Deck

The existence of Counterfeit Coin and Conceal in the Wild format completely changes the focus of Miracle Rogue. With the addition of these two cheap spells, there is no longer much of a contest between Sprint and Gadgetzan Auctioneer as the card drawing engine of choice:

Rogue Cards Neutral Cards
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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.

10. 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.

11. Changelog

  • 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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