I’m a rogue main and have been since near the start of Hearthstone life. I got hooked into playing Hearthstone when I got to legend for the first time playing miracle rogue (old variant.) When I played miracle rogue theni thought it was a deck of endless interest, it didn’t feel overpowered, but it constantly felt like I could improve cause I made a small misplay here or larger mistake there.
I played a lot of miracle rogue (if you are familiar with how hard legend was back then, then you know I’d have to play a lot to get good enough to take it to legend) and even though the deck has some similarities to current miracle rogue, there is a fundamental difference.
That difference that I speak of is, in miracle rogue old school, you have to play a very careful setup turn with auctioneer, and your opponent could destroy your auctioneer even in stealth. So you had to careful bait out enough removal to get the set up in place.
Such planning was both the most skill testing part of playing miracle rogue and the single hardest part of playing the deck. Once your auctioneer was set up you would just have a “pop off turn” where a lot of times you coast to victory since you draw through most of your resources.
The current revision of miracle rogue is a similar to the old version in the “pop off” turn, however the new version has no setup required, it’s literally just what you draw. This is abhorrent to the whole archetype, it’s like removing the skill testing component of a god tier deck, and just letting the deck have consistent pop off turns with zero set up. This means the opponents have nothing to interact with.
Well Blizzard, I didn’t think you’d stoop this low, but you did. You destroyed the one deck archetype that was the thing that hooked me on your game. Perhaps the full circle nature of this should be indicative of just how awful things have gotten.
3 Likes
Actually they made it consistent.
What you want isn’t a deck more dificult to play but one that just bricks more letting you without anything to do so you think you lose when it was all RNG.
The Power level is without doubt too high but ignoring that it’s needs nerfs…
The actual iteration is far more well designed than the older ones.
Decks for good players =! Decks that consistently brick for no reason other than bad luck.
Yes, agreed but consistent doesn’t make it better designed, in fact makes it worse designed, since the deck hardly interacts with the other player.
Umm, every deck can “brick” in the sense that if you draw terribly you will just lose. This isn’t really the issue.
What I’m getting at is that old variants of Miracle Rogue required a setup turn, which allowed direct interaction with your opponent before the deck popped off the following turn. Sometimes you could pop-off the same turn but mana requirement for that was extremely high and would only happen late game.
Current iteration of miracle rogue has zero setup required. The setup turn is the turn that opponents interact with, once the rogue pops off its no longer interaction, its just the rogue spamming everything in their hand and deck onto the board.
Therefore the current iteration is terrible, there is near zero interaction with the opposing player.
See above, the main issue why curren Miracle Rogue is much worse designed is because they removed the one part of old Miracle Rogue that allowed player interaction, and just gave Miracle rogue the pay-off/pop-off turn from hand! Idiotic design.
If they slowed Gnolls down, and slowed Sinstone Graveyard down so people could actually tech to destroy the location, maybe people could actually interact with Miracle Rogue.
Who am I kidding, as soon as it gets nerfed every rogue main will switch to an updated decklist that can pop off without it being easily countered or just abandon the deck entirely.
4 Likes
That can be done by literally removing stealth from ghosts. That gives interaction back.
It really isn’t that big of a deal and should have been the first nerf for the location rather than extra mana cost.
People nowadays act like every damm design issue is baku/genn where you can’t even a way to nerf the cards.
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They need to make a rogue card: 1 mana, echo, cast every card in hearthstone and just be done with the nonsense
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Problem with todays HS is theres no need to setup hardly anything. Just vomit cards, draw more cards, oh look astalor…shadowstep replay etc etc.
Remember when Emperor Thaurissan played on 6 by opponent was the scary turn? Because then you knew they have their pieces already.
Freeze mage with thaurissan on 6. Lets expect my health to be 15 turn 8 or 9 by alexstrasza and dead the following turn. 
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What is surprising to me, is typically I’d expect a Rogue to drop a Sinstone graveyard and pass the turn giving me at least a turn to do something before the big boys come to play, but sometimes they drop the location and pop off in the same turn with seemingly no mana, which is cray cray.
Its a pu$$y deck for pu$$y a$$
players. Its completley RNG the whole match. Its brainless and makes the game frustrating. The deck can literally have anything and the opponent csnt do anythibg about it. 30 cards of RNG draws
you want to play auctioneer for 6 mana and give it stealth then draw your entire deck on and possibly kill the opponent on turn 7 ?
deathknight is a hardcounter sitting on 60hp and has enough untargeted removals it kills both auctioneers without breaking a sweat, maybe even snipes the second one from your hand / deck, then at lower ranks token druid is still very much alive and you need to literally GOD draw to not be dead on turn 5
garrote rogue played close to the old miracle and a high skill cap deck but they gutted it for some reason, I don’t think it would even be that good in the current meta
Which should be done, they should have never give the ghost stealth, because we all know it’s problematic even Blizzard, because they removed conceal from Standard for exact the same reason…
they nerfed garrote rogue cause it was insane at that time, it maby not being good in current meta is irrelevant since it lost to many of it core cards that made it work
I played it a bunch, it was a high skill cap deck with an OKT that wasn’t enough to punch though a hero at full health with a chunk of armor, at best it was a little faster than quest mage.
imo it didn’t deserve the nerf, if it were unnerfed now it wouldn’t even perform in this joke of a meta
Yeah, I do think that’s part of knowing your matchup. You can set up a decent graveyard turn to summon a 6/6 or so on turn 3. That’s good against a lot of decks that aren’t druid or warlock. Other matchups you want to drop the huge ghost they can’t deal with.
The deck is busted. Every time I play it I win like 4 in a row and then stop because it is just boring. Sure, there’s a lot of apm, but there’s no reactive strategy. It’s solitaire.
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This feels like all the top decks of HS. And it’s booooring.
th deck need smore then just a nerf.
Concotions are just broken a hell. The fact they are design that you don’t lose any tempo while playing them is just mind boggling. You can go turn 2 with draw 4 cards and then put a 3/2 minion on baord gothther with a 3/5 rush and maybe also another random a s s effect like a 3 mana mnion, all this while having a freaking 2 mana.
Potion belt to 3 mana
ghoul alchemist to 3 mana or reduce concotions by 2 no to 0. Lower his stats to 2/2
gnoll to 7 mana
combined potions need to like 4 mana at least
etc
Roge needs to get their insane mana cheats adressed this is just out of hand currently.