Wednesday, November 4, 2015

List of Anime to watch: Recommendations Part 2

Hello everybody out there in the big big world of the Internet! This post today will be touching on a continuation of the anime recommendations that I have, a rough plot outline and what makes the anime worth watching! If you liked my previous post (see here), then you'll be sure to enjoy this one!
Now before I even begin to harp on the next 5 animes that you should most definitely watch, I'll first recap the top 5 animes which I ranked previously.


And here you go! If you didn't read my previous post, then these above quicklinks will direct you to the website with which I watch my anime - Kissanime.com! I am in NO way promoting or selling their website or their services to you, its' just like my header of this post- a recommendation. They do have pretty good streaming capabilities and updated subbed episodes though!

Moving on to my next 5 in my recommendation list (in order of merit):

6) Hyouka
Hyouka wallpaper

Released in 2012 and adapted from a Light Novel (aren't all animes adapted from these nowadays?), Hyouka follows the story of a boring, lazy but genius schoolboy named Oreki Houtarou who joins a mysterious Literature club and meets Chitanda Eru, a girl who is constantly curious about the school's mysteries and cases which the dynamically awkward duo take on to improve their club's reputation. Budding romance, simple yet twisted cases, Hyouka is in my top 10 solely due to the fact that they can make something that seems so plain and boring and craft it into an anime that keeps you hooked. One of the anime which I slowly enjoyed, although some parts may seem a tad bit slow and draggy for some. Highly recommended if you like animes like Detective Conan and the school-type of anime!  

7) Gangsta
Word of warning: If you are not comfortable with seinen themes i.e. prostitution, drugs and gang violence, DON'T attempt to watch this anime. Splattered with gore and action, Gangsta (as its' name suggests) depicts a dystopian world where Naturals (normal humans) and Tags (superhumans) coexist in a autocratic-like environment. It touches on topics of discrimination and other mature themes, which to the school-girl loving anime geek will most likely be put off completely by this anime. However, that being said, this anime is still highly rated in my books mainly due to the fact that it manages to mix in comedy with some aspects of reality - that life usually isnt that straightforward and people that enter the seedy nightlife industry and participate in gang-related activities usually are trapped in there...for life. If you like violence mingled with some storyline, watch Gangsta! The only thing I dislike about this anime is that there is only 12 episodes so far, but I think there will be a second season coming up soon, so put on your seatbelts and sit tight!

8) Aldnoah Zero
Don' get this mixed up with Fate/Zero! Although they may have similar sounding titles, the truth is that these two animes couldn't be further from each other! Released in 2015, Aldnoah Zero takes place in the distant future, where humans have colonized Mars and there is a rift between the Mars-dwelling humans and the ones who are on Earth. They fight over what is called the Aldnoah Drive, an ancient technology that like any other cliche Mecha anime, determines the fates of both civilisations. Much like any Gundam anime, this show features Mechas and big explosive fights between the two planets, with a main character who is hell-bent on bringing peace and defending his planet from the Mars invasion. The start of this anime was great, but it sort of tapered off towards the end, with an anticlimatic final fight and ending which left much to be desired. But hey, real life doesn't always go the way you want it to right? 

What is an anime list without an anime with the intense feels? Clannad: After Story is just that. Picking up after the first season (which I felt was undoubtedly boring and bland), Clannad: After Story is undoubtedly one of the most moving and emotionally-driven animes which aim to empty your nearby convenience stores of tissue rolls. Regret, Sadness and Reconciliation are the main themes of this anime. This anime is a far cry from the first season and many other people have claimed that this season was far better than the previous one (which I wholeheartedly agree). Although this anime may be a tad bit old and doesn't look as flashy or great unlike newer animes, this show is a MUST-WATCH in my eyes. The only reason why I didn't give it a higher spot was due to the fact that it had too much emotion and the graphics left much to be desired. Overall a highly recommended anime!

10) Steins:Gate
Rounding off my top 10 list and the last of my recommendations in this post is Steins:Gate, which features a weird protaganist, Rintaro Okabe with his trusty friend, Mayuri Shiina as they unravel the physics and attempt to create futuristic tech with their weird contraptions and ridiculous ideas. With the concept of time travel and multiple universes coming into play in this anime, you have to watch the entire thing to not be mind-f****ed (for lack of a better word to describe this) by the logic and what actually goes on in this show. Tough choices face our odd and funny protaganist. Will he triumph over his adversaries and challenges? Or will he become a shadow of regret and pain? Funny, weird and oddly perverted (in some ways), this anime is a good watch if you need a laugh! Watch to find out more!


With that, we have come to the end of this post! Hope you have enjoyed the anime that I have recommended and do comment on what YOU like to watch, whether you find the recommendations great/not-so-great! Until the next post,

Endblade

Monday, October 26, 2015

List of Anime to watch: Recommendations (updated Oct 2015)

Hello everyone! Its been a long time since I last posted on this blog, and I dare say I've missed writing up columns here, even though nobody actually reads this! But still I love doing this though! Anyway, for those of you who have just gotten into anime, or are in the midst of binge-watching anime (like me), then this list is for YOU!

Basically I'm listing down a few anime that I HIGHLY RECOMMEND (I've watched them to the end and LOVED them). Now if you guys are really interested in these types of write-ups I can always do up more of them, maybe do some Noob's Perspectives on some of these titles!

But until then (and if I ever get to it), enjoy the list below! Links are provided for you lazy shits.

In order of merit (watch the first few first!):


1) Fate/Zero -

If you like action, dark themes and a battle of twisted morals, this anime will not disappoint you!
The plot follows the hero of this franchise, Emiya Kiritsugu, in his quest to rid all the world of evils and in the process sacrificing and commiting acts which others deem as treacherous. The setting is in Fuyuki City, inspired by real-life city Kobe, in Japan. Willing or unwilling, magi (the term for Harry Potter's type of people) are drawn into this century long conflict. Will Kiritsugu emerge victorious in this conflict? Or will he lose more than he gained in this war? Even if you aren't into these themes, just watch it. 

Personal favourite! I've seen gushing reviews about this anime, and some not-so-satisfactory reviews about it as well. Mixed I guess, but nonetheless still worth the watch! 22 episodes of comedy, romance and tragedy! Much like your modern-day Romeo and Juliet, except that maybe not as tragic.
The story depicts a typical gifted individual, which in this case is 14-year old Arima Kousei and his hot-cold relationship with equally gifted Kaori Miyazono. Overcoming the odds and his past with this girl, who by herself has underlying issues plaguing her as well. This was one of the only anime where I actually teared (a little). Give it a shot!



























Sequel to Fate/Zero, where now we follow Emiya's son Shirou Emiya! This anime is less dark and more flashy. Fight scenes and action galore, past conflicts and fights from previous times are brought back to the fore 10 years after. There's a reason why people dub this anime as 'Unlimited Budget Works'! See it to believe it!

















This anime is about as old as Fate/Zero, which debuted in like 2012/2013 if I'm not wrong. Your typical Shounen school-life anime. I watched it because my friend introduced me to it, and for a while this was my top favourite anime. Well until the top 3 above rolled into my life that is. Still a MUST-WATCH I dare say.















Similar to Shigatsu wa kimi no uso, the feels train on this hits hard, like a wrecking ball. Overall the art is really pretty and unique for an anime. The opening song is pretty good too! Do not watch this after/before you watch Shigatsu, because you'll feel so emotional you can't go to school/work the next day. Either that you'll sink into depression (haha).

These TOP 5 picks above are MUST-WATCHES in my eyes. The rest which I'll cover in another post will be those not too bad but not that great type of anime. Look out for that in the coming days/weeks/months/years!

Until next time,

Endblade

DISCLAIMER: KISSANIME.COM IS WHERE I WATCH MY ANIME FROM. I DO NOT GET PAID/ENDORSED BY THEM TO PROMOTE THE WEBSITE. IT IS JUST MY OWN PREFERRED WEBSITE TO WATCH HIGH QUALITY ANIME AND WATCH THE MOST RECENT EPISODES SUBBED. 

Updated 2020: Do take a look at my not-so-comprehensive personal list right here!

Saturday, April 18, 2015

Hearthstone on phones!

Hello everyone, it's been quite a while since my last post! I'm excited that as of last week, Hearthstone, the game that I have grown to love and play a LOT, has FINALLY been released on phones! To see the promotional video, click the link: http://us.battle.net/hearthstone/en/blog/18648148/hearthstone%C2%AE-now-available-on-mobile-4-14-2015

Well, on to my first impressions on the new Phone app. It's really intuitive, I played it on my iPhone 6, although arguably the screen size takes a little to get used to. But the fact that it all manages to fit in the screen of the iPhone is a marvel to behold. Such that I realise the effort and time put into not just making it a computer or iPad port of the game to phones, but a more stylised design. 

It's been quite a while since I posted on here, so maybe a little update on what I've been up to in the past few months, for those that follow or used to follow or somehow STILL follow this blog. Basically life this past few months has been eventful, hectic and fun to say the least. An emotional roller coaster to be exact. Many things transpired and this half year has really changed me quite a bit, notwithstanding the evergreen love I have for gaming. 

I recently also picked up a new Nintendo 3DS, the limited edition Majoras Mask one. I have been spamming Monster hunter 4 unite, or mh4u in short, and I must say, it does not fail to live up to all my expectations of a game unique to the portable. I might write up a game review of this title, depending on my mood hahaha. So look out for more updates on this blog, I plan to make posting a little more frequent. 

And Xenoblade Chronicles is OUT too, but I'm too busy with life to pick up too many games to play at the moment, but I'll get to that as soon as I can! Look out for updates on that too!

So it's been quite a short post this time round, the beginning of a new fresh start to posting on this blog! Thanks for reading and until next time,

Endblade 

Thursday, October 23, 2014

Hearthstone Deck Check: Let the Hunt begin...



Hello everyone, Endblade here. Today I'm gonna share with you guys (yes I finally succumbed) my Hunter deck, influenced largely by many Hunters that I've faced on ladder as well as getting some inspiration from Hearthpwn, Youtube, and watching streamers on Twitch. But mostly from just facing Hunters on ladder.The focus of this deck is as I named the deck- to zerg down your opponent much like Zoo, but the playstyle is slightly different, with some decent mid-game presence and secrets to mess with your opponent.

As you can see, the early game is littered with many low-cost deathrattle minions like webspinner, loot hoarder, leper gnome, mad scientist and haunted creeper, which means that playing a minion on turn 1 onwards should not be a huge problem given the bottom-heavy nature of this deck. Generally you would want to mulligan for low drops like your Undertaker, which synergises excellently with your minions to get buffed up 2-3 times and deal some damage and force out a Wrath on turn 2 by druid, hunter's mark+arcane shot combo or kill command by hunter, frostbolt by mage on 2, and etc. 

What I'm trying to say is that more often than not, Undertaker will win you games if played aggressively rather than used to trade for board control. For this deck, you don't neccessarily need to fight for board control, because usually what happens is that by turn 5 or so the opponent is at less than 20 health or even in the low 10s, which then makes it very dangerous for him to leave my minions alone and go for me (unless its' hunter mirror match or zoolock type matchups) and hence they will be forced to clear your board first by using their AOE or better yet, trade their minions to kill off yours. I run many single copies mainly because hunters in terms of spells don't have much space for it, and in most cases you want to leave the hunter's mark for big taunts in the way of your minions or tracking, which serves as a good filtering mechanism but I realize for these cards more than 1 generally is useless, as you want to go for damage and spells like these do not help contribute to applying pressure on your opponent. This deck is not as fast as zoolock type of play but not as slow as the warrior control. 

Ironbeak Owl is there because 1) its' a beast and 2) it gets rid of taunts
Now for traps I chose one Freezing Trap, one Explosive Trap mainly for the utility and both are useful in different cases, the former being as a tempo play while the latter to act as possible board clear or even as 2 damage to the opponent. Misdirection is there as a surprise play, I used to run Snake Trap, that is useful too but I prefer misdirection because of the surprise factor as well as the possibility of the attacking minion attacking the opponent's face, which is hilarious. Mad Scientist helps you fish out for these traps for free

Flare as a card is useful, it acts somewhat like Tracking but against Secret Mage and in mirror matches, can mess with them quite a bit by popping their Secrets.

Eaglehorn Bow synergies well with the various Traps as well as is good as minion removal. Don't be afraid to go for face with this, sometimes, the extra 3 damage helps threaten lethal earlier.

Now Animal Companion is just great because all the Beasts you get generally are useful, the Pig-guy (Don't know his name) is arguably the best and helps you push for damage, Leeok is good when you have a well-developed board of minions and can help ensure favourable trades if needed. Houndmaster is just there to provide an option for Taunt, and is a good 4-drop generally for Hunters since Beasts aren't that hard to come by. 

Kill Command arguably is the best card in this deck, and it wins games if you topdeck it (which HAS happened before), and is possibly decent removal. 

Loatheb is a arguable choice, but I run Loatheb in almost all deck that I've played post-Naxx just because he has so much utility. For example, he delays AOE like Flamestrike and Lightning Storm by turn, which can seal the deal when you already are threatening lethal and just want assurance he won't get lucky and topdeck some spell to undo all that you have done.

Savannah Highmane, ah this card. I used to not like it much, but with Undertaker synergy being a real thing here as well as the total stat of a possible 10/9 for 6 mana, you cant really go wrong with this guy. He has helped win games before as generally people will tend to want to remove Svannah ASAP, and your other minions will slip under the radar unnoticed. Not to mention at 5 health he is at the sweet spot beyond many AOE spells like Auchenai+Circle of Healing combo, Flamestrike, Spell-Powered Lightning Storm, Deadly Poisoned Blade Flurry, and the like.

So far this deck has helped me to go 10-1 on ladder, I lost to a mirror hunter who outplayed me. In casual I have won 5 lost 2, one due to bad draws and the other to a ramp druid (I rage quit that game he double innervated on turn 3 to summon an Ancient of War) I was so pissed haha. Generally you want to mulligan for as aggro a hand as possible especially against slow control as you got to beat them before they get to the endgame, where you will just lose out. For me, games rarely stretch past turn 8, with the occassional turn 9 or 10 but I have not played a fatigue game with this deck, generally after turn 9 or so you start to lose options and lose steam. SO try out this deck on Ladder and see how it does! 

UPDATE:This deck has so far gone 13-1 on ladder and 7-3 on casual.

So until next time,

EndBlade

Monday, October 6, 2014

Hearthstone deck check: Tempura Rogue



Hello everyone. Today I will be posting a deck check on my current favorite deck to play and it is also very straightforward, inspired mainly by Trump and his view that every play must be a value play. Now I got this concept of a this Rogue on Hearthpwn from a player called Flood, and although this deck may be very similar, I have been trying out many variations of this midrange styled Rogue especially after the nerf of Leeroy and the start of the new season in October. For those of you who are not updated on the Heathstone scene, recently about a week ago Leeroy Jenkins, yes the one we have a love/hate relationship with, has finally been nerfed. Now at first I didn't give up on him yet, I tried to make the leeroy miracle work its magic but alas the burst potential was no longer there. Not to say that it wasn't any good, but firstly I lost my matches due to the fact that leeroy was one of the outs I had to deal 20+ damage for a shock win, and was the winning image of the deck. 

Another reason why I stopped playing miracle rogue was that I wasn't interested in trying to make malygos miracle work, it was just that malygos was more of a gimmicky card to me and I didn't like the style of play the new miracle was shifting towards. But I was reluctant to put down rogue altogether so I tried something different. Tempo rogue. While I haven't played much hearthstone, so far I have gone in about something like 10-3 with this deck, and winning with this deck is all the more rewarding due to the nature of this deck- you have to make every turn count, and tempo build up and board control is the mainstay of this deck. Now onto some of the card choices and my explanation for them.




Now firstly we have the standard lineup of rogue removal cards and buffs such as cold blood, backstab, deadly poison and eviscerate. Now why only one Cold blood? Most of the time you generally use cold blood on maybe turn 4 onwards as part of a combo, you can use it on argent squire if people leave it on the board (many people underestimate argent squire and haunted creeper) which you can use to your advantage, by cold blooding them to deal early damage and pressure your opponent into make inefficient trades and wasting removal on your early drops, so that your mid game minions become more sticky. Blade flurry is good AOE and can prove to be a zoo deck's undoing. But we only play one, so use it wisely, preferably with a deadly poisoned wicked knife. But blade flurry stacks with spell power, so be mindful of that. A thalnos  powered blade flurry deals 2 across the board and can mess up with aggro decks. Bloodmage thalnos is the MVP of this deck, you may think: meh, what can a 1/1 do? But it combos so well with your spells like backstab, eviscerate, to help you push for damage to the face or remove creatures. And when playing against hand lock Giants, a thalnos powered backstab plus eviscerate can kill the 8 health minions they place on the board. Fan of knives is there for the AOE board clear and in some cases, cycling potential to grab the minions you need to smooth out the curve. Be wary of using it too freely though, unlike miracle which cycles through your whole deck this is a one shot one kill kind of thing. So only use it for the card draw if absolutely needed. More often than not, it helps to remove 2 health creatures be fanning and attacking with the knife on turn 3. The early game is important, it is CRITCAL that you have a smooth mana curve for this deck, if not your game will be pretty rough. Hence the early drops to help build up the tempo.

Now assuming you establish some form of board control in the early game and it's now turn 4-8. Now is the time where Tempo Rogue really shines. With 4 drops like Chillwind Yeti (why Yeti you may ask), you can't go wrong with a value minion. It has 4 attack which is the sweet spot for Priests and 5 health, which places it out of Direct flamestrike, swipe and the like. And although some may want to place gnomish inventor (nothing wrong with that), a minion like Yeti tends to be quite sticky especially if you get it out early e.g. Turn 3 coin into yeti or turn 4 drop. Most players also don't expect to see yeti in constructed, so there is the surprise factor initially. Overall it's just a solid minion to have. Defender of argus is there mainly to taunt up tokens from the haunted creeper and argent squire so that your early game minions don't become obsolete in the mid game and can trade favourably. But it's situational and you might not always have a solid board so 1 argus is enough. Now sap although a 2 mana card is NOT an early game play. Rather, you want to hold it in your hand until you want to disrupt your opponent's tempo on turn 5 onwards. Loatheb is there for a similar purpose but to screw around with your opponent's spell casting ability. Assuming you need one turn to kill him but am vulnerable to a turn 7 flamestrike or a possible board clear, you plop down Loatheb and make them cry tears of sorrow as you seal the victory the next turn with a cold blood.

Azure drake is there as a card draw mechanic as well as a useful spell power to buff your spells up to kill high health minions. Many times I find myself with azure drake and/ thalnos on the board which makes my eviscerates to the face deck deal damage like kill command or even more. Sludge belcher  is there as a solid taunt body to delay and protect your smaller minions so that you can continue to chip away at your opponents health. Argent commander is real value, it can contribute immediately to the board by removing 4 health minions while just popping the divine shield, you can make it your turn 6 play to push for damage and pressure your opponent into removing it somehow. Another card which annoys taunt heavy decks or decks which run sludge belcher, Druid of the claw etc. is the Black Knight. While it may sit dead in your hand against aggro typed decks, in control typed decks this card shines. I have won games just by destroying taunted up mountain Giants and messing with my opponent's strategy. This card just contributes to the board immediately, much like argent commander but to a different extent. 

Now that I have explained the rationale behind the card choice, I will now move on to explanation on how to play this deck and the match ups it may face in this meta. Stay tuned to this post, I will be writing up on it soon.





Wednesday, September 10, 2014

Hearthstone deck check: Instruction begins!

Hello everyone. Today I will be doing a deck check for my Druid Token deck ft. Violent Violet Teacher.
Without further ado, here is the decklist:

Spells: 15
Innervate x2
Wild Growth x1
Power of the Wild x2
Wrath x2
Mark of the Wild x1
Savage Roar x2
Healing Touch x1
Poison Seeds x1
Swipe x2
Force of Nature x1

Minions: 15
Violet Teacher x2
Echoing Ooze x2
Argent Squire x2
Bloodmage Thalnos x1
Shade of Narraxmas x1
Harvest Golem x2
Haunted Creeper x2
Sludge Belcher x2
Ancient of Lore x1
Cenarius x1

Rationale for choice of cards:
Firstly, I built this deck with the purpose of one thing: to have fun. But its done quite well with the limited amount of games that I've played with it, I've gone 5 wins 2 losses in ranked. I won't say its' a GREAT deck, but I'll bet that this deck will give you the giggles with the endless buffing possibilities. The star of the deck is Violet Teacher, her effect spawns a 1/1 token on the field when you cast a spell. You get the gist behind this deck-cheap weak minions which can get buffed by spells like power of the wild, savage roar and the like. Mark of the Wild is there for a clutch taunt if needed. Can be comboed with The Black Knight, but I don't have that card yet. Innervate is there for you to either drop huge minions like your druid of the claw or sludge belcher on earlier turns. Can be comboed with Violet Teacher on turn 4 for a free token and 2 mana, possibly to cast power of the wild to make another token and buff them up to 2/2 and Violet Teacher to a solid 4/6. Swipe is there beacuse firstly it is a board clear and secondly its' a spell which is always welcome in a Violet Teacher-centred deck. Druid of the Claw is there to provide taunt or become a charge minion to deal 4 or more damage when used in conjuction with Savage Roar etc. Haunted Creeper is a good 2 drop and helps establish some board presence in the early game. Its' tokens can also be powered up by PoTW or Savage Roar. Arguably Nourish is there mainly because it helps provide the much needed card draw, and due to the lack of Ancient of Lores which I do not have currently. Bloodmage Thalnos provides powered up Swipes and Wraths. Do note that it does NOT power up your Savage Roars or PoTW.

Argent Squire is there as a cheap 1 drop and the divine shield helps increase its' survivability to make efficient trades when powered up. Cenarius is there for the lols, but seriously it helps provide clutch taunts and a possibility of a juicy buff up finish. Echoing Ooze is a great card as buffs just double (literally) in value on it. Healing Touch is there as a spell for Violet Teacher as well as the lack of heal for Druids in general, this deck does not do well in the late game so you'd best be dominating the midgame and establish firm board presence if not dominance. Force of Nature is the typical run-of the mill finisher when comboed with Savage Roar or can be used as not-as-efficient removal but still decent enough to justify running at least 1 copy. I would run 2 but this deck has yet to justify the need to run 2. I will add and modify the deck as I go along and play more games on ranked/constructed and playtest with my friends but for now I'll leave it at 1.

Shade of Narraxmas is arguably a disputable card, but it works well as you can choose when to utilize it or keep it on the board stealthed in anticipation for the savage roar or PoTW. But generally when people see this card they shit bricks and start to desperately remove it before it gets too huge, and this helps soak up spells that might otherwise be directed at your Violet Teacher. Echoing Ooze also seems to create the same psychological effect. Maybe its' because its' a epic card? Haha jokes aside, it can become a big threat if left unattended to for 2-3 turns (usually not so the case).

Do be careful of board clear and DO NOT overcommit unless you know a)he does not have any board clear spells and has to trade inefficiently if you go balls to the walls or b)are confident that you can win the turn after (don't take the risk I'd say, but hey just have fun).

I will be updating this post with the matchups and how you could circumvent possible counters and what to mulligan/keep as I play more games with this deck but until next time,

EndBlade

EDIT 12 SEPTEMBER: Changed out Druid of the Claw for Ancient of Lore, removed Nourish for Poison Seeds. Took out Shades and Replaced for Harvest Golems. These changes were made because a) I pulled an Ancient of Lore in a pack and Nourish to me was a good card but it did not contribute much to the board. Most of the time it was a dead card as I had better things to play. A 5/5 body is also good when combo-ed with mark of the wild. Poison Seeds was put in as a sort of  unorthodox removal, yes I know it ruins your board especially when there is a violet teacher with buffed up minions, but this inclusion was due to the fact that Druid does not have many effective answers to huge creatures and this spell was merely there as an escape mechanism. I may swop it out in the future if I do not use it much. I removed the Shades of Narraxmas mainly due to the fact that it didnt do much for me unless I left it to rot on the board. Yes it did bait some removal, but Harvest Golem helps in so many ways: it is a 2/3 with a toekn 2/1 when killed, which just increases its' value compared to shade, which can be removed easily by AOE spells.

Monday, September 8, 2014

Hearthstone Deck Check: There can be Miracles....

Hello everyone. Its' been quite some time since I last posted on this blog. Recently, I have been getting into Hearthstone, a CCG created by Blizzard Entertainment released early this year. It has all the elements of a typical trading card game: except that unlike conventional card games like Cardfight Vanguard!, this game is based entirely ONLINE. Much like Devpro for YuGiOh and Magic:2015 for MTG, cards can be bought online packs or earned by buying them using ingame gold, which can be gotten through daily quests and unlocking certain achievements, and winning packs in the Arena, a drafting system where you pay a set amount of ingame gold to create a temporary deck from scratch and pit it against other similar people, a Triple Elimination format.

However, the deck which I am writing about today is arguably NOT based from any Arena deck in Hearthstone, rather it is a meta deck which has been circulating around for quite a while now, and pioneered by Kolento and popularized by Forzen and some other tournament players. As a deck, it is fun to play due to the versatility of the deck which focuses on a few possible 'win conditions', much like the winning image in Cardfight Vanguard!. Without further ado, I shall post the decklist below and explain how to play it and how I usually like to play it.

Miracle Rogue:
Spells: 19
Shadowstep x2
Preparation x2
Backstab x2
Cold Blood x1
Deadly Poison x2
Conceal x1
Blade Flurry x1
Shiv x2
Sap x2
Eviscerate x2
Fan of Knives x1

Monsters: 12
Bloodmage Thalnos x1
Si:7 Agent x2
Gadgetzan Auctioneer x2
Edwin VanCleef x1
Earthern Ring Farseer x2
Azure Drake x1
Sludge Belcher x1
Gnomish Inventor x1
Leeroy Jenkins x1


With that, you can already see that this deck is heavy on spells, with almost 2/3 of the deck being spell-based. This deck mainly focuses on drawing out your whole deck (most of the time) to burst the opponent down in 1-2 turns while whittling down their health and board in the early-mid game. This deck however does not do well against heavy control decks in the lategame as it has little to no effective removal, with the main removal being Eviscerate and Backstab, or a board clear with Deadly Poison on Dagger + Blade Flurry for 3 damage across the board for 5 mana. The star which makes this deck so great is arguably Gadgetzan Auctioneer, whose effect is to draw a card whenever a spell is cast. So the combo is to play low-cost spells in order to activate this card's cycling effect to get the main meat of your deck, which is the Leeroy-Shadowstep combo which can deal a potential 26 damage for 8 mana in one turn when used in conjuction with a combo-ed Cold Blood and two Shadowsteps. Ideally you would be looking to establish some form of board control by utilizing your removal and tempo disrupting cards like Sap to return annoying or high-cost monsters to your opponent's hand. Eviscerate can be used to the face, similar to Si:7 Agent in order to bring your opponent down to the 20s and even mid 10s to make a Leeroy combo (or the psychological effect which it has on opponents), which may make them play to trade inefficiently in order to stay alive. This deck has card draw such as Azure Drake, Gnomish Inventor and Bloodmage Thalnos, as well as the +Spell Damage which arguably helps make spells like Backstab and Fan of Knives more effective in keeping the board clear. Earthern Ring Farseer's clutch 3 hp heal and Sludge Belcher's Taunt ability help drag the mid game long enough for you to stall out in hopes of pulling off a miracle. Edwin Van Cleef is the most optional card in here, I choose it because it acts as a bait which draws out removal from the enemy like Polymorph, Siphon Soul or any silence, or if left undealt with can deal tons of damage to your opponent if played in conjunction with many  low-costing spells. Preparation works wonders when comboed with Gadgetzan to get a zero-cost fan of knives or cheap Eviscerate (insert any spell here).

However, do be careful when playing this deck as there are cases when you do not draw into the Leeroy combo or Gadgetzan early enough, which may be a problem. On the other hand, do be careful of overdrawing as a result of Gadgetzan's effect.

Also, do note that spells like Shiv, Eviscerate and Si7 Agent are all able to go for the face, which is useful when there is a need to rush down your opponent before he gains too much momentum and board control (Like lategame Druid, Warrior etc).

Matchups:
Against Priest- Usually when pit up against Priest it should be a free win, although not always necessary. Do watch out for possible board clear like the Auchenai + Circle of Healing combo which wipes out your Gadgetzan and Drake, plus anything below 4 health. Other than that, usually the 4 attack of most of your key cards like Gadgetzan does well against avoiding hard removel like Shadow Word Death. Do be careful to know when to Cold Blood your Azure Drakes or Gadgetzans, as it brings them into Shadow Word Death range. Other than that, play slow and get your combo.

Against Warrior (Control)- Try not to leave out key minions like Auctioneer unless concealed, as a simple Brawl, Shield Slam or Execute could easily remove your minions for cheap. Do take note of Death's Bite, the new Naxx weapon which at 4 attack can kill off your Gadgetzan if left unprotected on the field. Try to burst him down before he starts to build up tons of armor. Usually big minions like Ysera and Ragnaros can be Sapped to waste your opponent's turn and it disrupts the tempo of his game.

Against Warlock Zoo (or any Zooish deck)- You want to prioritize early game removal, Fan of Knives, Backstab, Si:7 Agent with a Coin works wonders to disrupt his early drops like Knife Juggler or Flame Imp. Against possible Shockadin (Paladin Rush) you want to mulligan for fan of knives as most of his cards will be 1 health. Earthern Ring Farseer is clutch in these types of games. Sludge Belcher is also equally useful. Also, a comboed up Edwin VanCleef can put a wrench in your opponent's plans especailly if they do not have spells (pure Zoo decks). You are generally favoured to win this matchup unless you get really unlucky, Zoo tends to lose alot of steam after turn 6 or so. Look out for stuff like Leeroy, Doomguard or the like. Keeping your health high is the way to go here.

Against any deck using Echoing Ooze- Just let him buff the oozes up, use a backstab + Si7 combo or a Sap if things get too hairy. Blade Flurry with Deadly Poison works wonders to kill off the ooze and the copy of the ooze. Mulligan for Gadgetzan and cheap spells like Backstab or si7. But this matchup is generally quite annoying especially if he divine shields and buffs the ooze up. But its' not impossible

Against Hunter- You generally want to play around his Explosive and Freezing Traps, it can be annoying if your Leeroy into one of these traps. Try to force inefficent trades like hunters mark + unleash to kill a Gadgetzan once you have fully utilized it. Try not to overcommit to the board and be wary of Savannah Highmane, it can be irritating to deal with it lategame especailly if Houndmaster-ed due to lack of solid removal. Again, Sap would be your best bet here. But mulligan for a Gadgetzan here, the game usually drags on long enough to pull off a miracle. This is a favoured matchup for you in general. Misdirection is also another annoying secret to look out for. Also, look out for your health, a double kill command with a beast on the field for 6 mana hits you for a painful 10 damage.

Against a Mirror Match: Good Luck and have fun. Honestly the one with Gadgetzan and cheap spells first will usually win. Don't be afraid to go for face and use Eviscerates on him, as most likely his bigh threats can be Sapped or even ignored if you plan ahead 2 turns or so.

Against Control decks like Druid/late game Paladin: Try to focus on bursting him down as soon as possible before the big taunts hit the floor like Ancient of War or Tirion Fordring, those can pose a threat if you do not use your removal efficiently. Go for a mulligan for Gadgetzan and try to established dominance early-mid game as you will lose out late game.

Against Handlock Warlock: I'd say use your spells wisely, you are better off trying to burst him down rather than try to gain total board control. As long as he doesn't taunt up his Giants and other big minions then you're fine. Not the optimal matchup, and usually you might end up losing unless you pull off a miracle. Then again, this is why you play Miracle Rogue right?

Against Freeze Mage (do people even play this anymore?)- Prioritize timing your burst damage, you don't want to Leeroy when you think he has played an Ice Block. Look out for your health, Earthern Ring Farseer can help stall out to get your combo and push you out of lethal range. Try not to swing into opponent minions unless absolutely needed. You can go for a to-the-face method, as Freeze Mages tend to not play any health gaining minions other than Ice Block or Ice Barrier secrets. Try not to drag it too long, you tend to lose momentum especially once the Ice Blocks are up.

Against Secret Mage: Take note of the Secrets that were already triggered, try to send less important minions to trigger the possible Vaporize. Duplicate is generally annoying. KILL his undertakers no matter what as they can snowball to become quite annoying. Other minions should not pose a huge problem.

I will add matchups and how to play against them as I go along and play against more types of decks in Constructed. In closing, Miracle Rogue is fun to play as it challenges the mind to think ahead 1-2 turns before making a move, and considering the mana curve and using mana efficiently every turn (as there can be dead turns if you do not use your cards properly.). Also, because in the current Hunter/Warrior Control meta Miracle Rogue does quite well against them. Taunts are a bitch to play against though sometimes.

Possible Replacements
Edwin Vancleef - Azure Drake, I wouldn't put in Questing Adventurer because it requires setup on turn 3/2 if used with coin, and VanCleef's effect is superior as it can be comboed with coin on turn 3 to make a trusty 4/4, one of the best 3 drops if you ask me. Mana Addict could be a replacement, but I would go for Questing over addict because Rogues lack the 3 drop to smoothen the curve.

Leeroy Jenkins - you shouldnt be trying to find a substitute for this, but Arcane Golem can do a similar, albiet inefficient job. Argent Commander can be a good replacement, but sometimes the 2 damage short can cost you a game. And it costs 6 mana to Leeroy's 4.

Bloodmage Thalnos - Azure Drake, Novice Engineer for card draw. Basically you want this guy in your deck as it is a novie engineer on spellpower steroids. But don't fret if you don't have it. Works wonders with fan of knives, backstab and all the other low cost spells.

Gadgetzan Auctioneer - DONT THINK ABOUT IT. DONT. If you don't have this card, then don't make a miracle rogue deck.

Preparation - This is a understated but key card, but if you really cant find dust for at least 1, you could add in an extra Cold Blood or even a Sinister Strike. But try not to, at least have 1 copy.

Other cards should not be hard to craft/pull from packs.

Future Considerations:
Loatheb  (Disrupts other miracle rogues and fills up the midgame drop with a solid 5-5 body).
Sinister Strike  (A cheap spell to trigger Gadgetzan. Works well when spell power + for 4 or even 5 damage.)



Hope you enjoyed this deck check and until next time,

EndBlade