How to beat 10/10 9/9 stealth minions?

I haven’t been playing much. I have yet to run into a Miracle Rogue. Nevertheless, I understand the idea is to carefully cast as many spells, namely coins, as possible thereby summoning massively stat’d minions. What possible answer is there to this? We don’t like freezing, but that along with alibi seem to be the best bet.

It’s an issue of uninteractivity that continuously plagues Hearthstone and we’re left wondering why because that’s often the justification for nerfing cards. There’s one supposed design philosophy for some classes, and then another class is specifically designed with solitaire in mind. I don’t get it.

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i toy around with vandar DH quite a bit, you have a very strong clear at turn 5 with topple, cna go to 10 dmg, so it takes out almost any highroll of the rogue, and after that you can put down a lot of taunts, at least with my version to finish them.

+some healing of felspells, very favoured matchup if you set yourself up correctly for their “miracle”.

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I had a 13/13 on turn 4 with miracle rogue yesterday, but to be fair this deck is so RNG based. You’re literally fighting your own hand, not the opponent.

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Well, I have little problem with the deck existing. I just get frustrated when everything is busted but only mage gets called out.

How to beat 10/10 9/9 stealth minions?

Shadow Word: Ruin

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Because we’re all running suboptimal priest decks. And how does that work on stealth minions?

Obviously! Duh.

You stream right? Sorry for the off topic question.

Nope. Never streamed.

I must be thinking of someone else.

Are you trying to defend Miracle Rogue? To me this seems like a ridiculous win condition because there’s nothing to do but finish your turn and accept lethal.

Are you trying to defend Miracle Rogue?

No. I just play a lot of quest priest.

Whatever beats aggro gets usually a lot more attention compared to what beats control.

Cariel died for that; it’s probably the less intuitive nerf of the year, for me.
+1 mana literally does nothing on paper, it only makes her weak against aggro (at 7 mana was already a worse reno jackson).
Smart decks used viper to get rid of the weapon and the heropower was more of a mr.smite problem anyways.

It’s not only mage who gets gutted; it happened to warrior (6 nerfs? I don’t remember but they were a lot) and paladin.
Control priest was demolished last year with warlock as well; shaman was also nerfed for some reasons with the spell that for 1 mana overloaded and cleared the board (probably too good against aggro).
Now it’s clearly mage turn to tale the hit! Or is there another class with a control deck available?

My bet is that after control mage gets nerfed, it will be warlock time again (it has insane control tools right now)

most important thing playing vs miracle Rogue is knowing what to expect…or just putting down early pressure.

e.g. i´ve won quite some games vs the deck just coining out brann turn 2 with no follow up in hand because they can´t know that, and usually you get a gnoll+step or 2 gnolls to remove brann and asap their miracle is at most a 6/6 if at all.

they´re only dangerous if they shroud on 3 basically, then you need to prep some good removal or taunts or both, as there will be some 8/8+ coming down turn 4-5 usually. But if you´re at 40 health it´s fine to even take an 11/11 to the face, if they don´t utterly highroll they have limited reach.

I don’t have a problem with mage being nerfed. It has had it’s time.
It does bother me that their nerfs always seem to revolve around the cards that aren’t in the latest rotation.
I suspect so they can milk as much profit from the rubes as possible.

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My concern is with the lack of interactivity. It seems to be a repeating symptom of rogue in that it is designed in a way wherein there is very little an opponent can do to prevent what they’re doing. So, you have this entire strategy in which the rogue is playing cards like a madman and all one can do is watch. Unless you’re playing a Quest Priest with Ruin, or a Spooky Mage / BSM with freeze, you’re screwed. I don’t believe such playstyles should exist in a game like this.

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i think the deck has actually a higher skillceiling to play against it than to play it, just the utter highroll is very non interactive for most decks, but that´s for a lot of highrolls in this game.

i mean i won´t be sad if the deck is destroyed as i really don´t think it´s a great deck for rogue to have, being as linear as it is.

Maybe this high roll **** is problematic. Perhaps, games shouldn’t be decided so much so on luck. The scenario you describe is one in which there is no interaction available but rather 'it is what it is" and the game is over because the opponent didn’t draw their stall.

There are so many interesting possibilities for a class like rogue and yet here we are. It is disappointing and we shouldn’t be complacent about it.

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i mean i hate any type of highroll deck personally, don´t find it fun to play at all. But of all the meta decks i don´t mind miracle Rogue terribly much, as about any class has game against the deck.

Mage and Druid are far more problematic, as for half the classes the only possible answer is play theotar and pray.