Scabbs’ and Mutanus’ Miracle Potion (Yoink!ahoo Productions)

Howdy Yoink!ers and Yoink!ees–

(www.twitch.tv/mullahoo don’t forget wee woo wee woo drop that follow watch this Live 🙂 thx)

I posted last week about A Secret Miracle, the experiment that made use of Shroud of Concealment as a new way to go even harder on the Hybrid package and give our double-combo deck an Arcane Intellect. The deck was super duper fun and again, like always, you can take any of these lists to Diamond or wherever and get dubs– I’m playtesting exclusively in Top 50 to Top 500 and if anything am going to be far more critical than I need to be when it comes to these decks. You can always trust that I’ll give you something playable; hard, maybe, unnecessarily hard, but fun and playable. However, the Secret Miracle Hybrid list just wasn’t getting it done– we played close to 100 games and ended up around 50%, which I don’t think merits much more time. The Paladins and Hunters and other various good matchups like Warlock just, simply disappeared. Literally, the only 5 decks I play up here are Priest, Rogue, DH, Warrior, and Shaman. The double nerf to Paladin and the complete lack of a playable card in Hunter reduced those decks to rubble around me, at least for now. When our bad matchups started popping up in force – mentally straining ones like Priest and brutal face-races in Enhancement Shaman – the deck lost too much.

So we went deeper.

And by deeper unfortunately I don’t mean any more ham than Hybrid Rogue– in my mind that one, with its heretical shavings, really pushes the spice as deep as it can go. But something had been tugging at the back of my mind and it started here, with Casie’s latest take on Miracle:


Their angle was that the Shroud of Concealment might actually be good enough for the all-in-minion super combo of Scabbs + Potion of Illusion to replace Kazakus. As our format shifted I had felt the waning strength of Kazakus– two 5 mana 5/5s weren’t really doing it anymore, not in the same way, and 10 mana golems were starting to be too slow while our 1s weren’t impactful enough. We are a Shadowstep deck after all– why not go to the limit and double down on that, to jam Potion of Illusion, an insanely powerful but restrictive card, into our list? Once we add any more 4s Kazakus must go and lo and behold he doth make way for our new overlord: Scabbs Cutterbutter.

Oh, and he’s riding Mutanus the Devourer.

Scabbs' & Mutanus' Miracle Potion

# Class: Rogue

# Format: Standard

# Year of the Gryphon


# 2x (0) Preparation

# 2x (0) Shadowstep

# 2x (1) Brain Freeze

# 2x (1) Guardian Augmerchant

# 2x (1) Prize Plunderer

# 2x (1) Wand Thief

# 2x (2) Efficient Octo-bot

# 2x (2) Swindle

# 1x (2) Tenwu of the Red Smoke

# 2x (3) Field Contact

# 2x (3) Frozen Shadoweaver

# 1x (3) Mankrik

# 2x (3) Shroud of Concealment

# 2x (4) Potion of Illusion

# 1x (4) Scabbs Cutterbutter

# 1x (6) Jandice Barov

# 1x (7) Mutanus the Devourer

# 1x (9) Alexstrasza the Life-Binder


So far the hard part about Rogue has been getting the combo started– how do you get to Alex Tenwu with 3 reductions, how do you make sure you trigger Octobot on exactly next turn but still have mana to clear and set up for a coin Jandice, how–

They all involved weird scenarios that shifted and melted away and getting it going was tough, but once you started getting Miraculous the games sort of solved themselves. Today Scabbs and Mutanus make sure it’s hard to set up AND hard to execute, to actually Do The Thing, kill the bad guy. But, once you’ve done it a couple times it gets a lot easier– though I can’t say how much easier… watch this video of us whiteboarding out the combo on stream:


Before we get too deep into the specifics of the combo, let’s talk about the architecture of

The Deck

You’ll notice our friendly neighborhood Secrets are gone– we keep the Miracle Combo package since it is, I think, safe to call it the strongest thing Rogue can be doing in the year 2021. Whether or not Rogue is good enough in the year 2021 in the face of Illucias and Samuros and Ilgynoths remains unclear, but, we forge onward. This deck is comprised of three main parts: your Miracle Package, your Draw Spells & Fast Mana Package, and your Payoffs.

The Miracle Package

We’ve returned to the full suite, all 8 good 1 mana Field Contact activators: Brain Freeze, Guardian Augmerchant, Prize Plunderer, and Wand Thief. I would say these are the designated “Locked Slots” when it comes to which 1s you play– once you go up to wanting 10+ then you start throwing in your first Animated Broomstick or a Pen Flinger etc etc but these 8 here are the foundation. We did miss Brain Freeze a little bit in our Hybrid Miracle, and maybe there’s a way to still get that in there alongside the Contacts but which cards to keep is always our hardest problem. Getting that back in here feels good and the lack of the clunkiness of Secrets inside our Miracle Turns won’t be missed.

Octo-bot and Field Contact are the complete core of the deck and this archetype would not exist without them– they return, and they still carry in their pockets Swindle, which has been on various chopping blocks next to a bruised and bloody Secret Passage. We do retain our Heresy in this build: there is no Secret Passage, no Wicked Stab, and no Foxy Fraud. We are going all-in on cards that are made to be cast and made to be cast early and often, and we are going to Go Off. No clunkers allowed.

All of the good parts, none of the chaff of fuller Miracle lists.

The Draw Spells & Fast Mana:

This is where things get mostly new: Shroud of Concealment really wanted us to include Preparation into our deck… okay maybe I really wanted to include Prep into our deck, but my god I can’t get enough of this card! And the more we tested versions of this deck without Prep the more I kept wanting it… when we cut our Foxy Frauds our Swindles do get hit and I’ve wanted that card to be better ever since we lost EVIL Miscreant. Prep now has 4+ realllly good targets in this deck to get a full and seamless activation out of it that goes insanely hard when it pops. Drawing Prep inside your Miracle turns and triggering a Swindle for free feels so good, and now even things like Prep Shroud on turn 1 after a weird mulligan can get you that Octo-bot for turn 2. Wand Thief spells regularly cost A Lot and we haven’t even started talking about the hallmark card of the deck, Potion of Illusion! Preparation somehow found enough space in the list to come down from the oft-wanted 31st and 32nd card position and into the main deck. In a deck trying to do busted stuff, I think we should play our Lightning Bloom.

Shroud of Concealment and Swindle both get juiced up and cheap-cheap, hopefully replacing any need for the Secret Passages even moreso. I would so much rather be casting Draw 2 on turn 3 than a Secret Passage into ??? and I hope this new Shroud can stay playable. As a straight un-reduced draw 2 it is… okay. But once we add Prep, once you start gettin some Octo-bot reductions on it then it really starts to show off and has honestly been a great card. The Stealth clause is mostly irrelevant, but there are absolutely a non-zero number of games that putting in a hidden Field Contact or Octo-bot on turn 5 or 6 has hard won the match. Definitely treat this card like the second part of the text isn’t there and simply be happy when it does hand you spicy opportunities.

Realistically Scabbs and Potion of Illusion are part of your Payoff Package as well as your fast mana and your Miracles, so let’s bridge things here with him and them:

Scabbs Cutterbutter is a 4 mana 3/3 that Combos to make your Next Two Cards cost (3) less. You’ll quickly notice that any amount of Cost Reductions on Scabbs himself through the likes of Octo-bot, Shadowstep, or Potion of Illusion might begin to make things cost the best price: Free. Actually no, I take that back– the best price is Less Than Free; the best price is More. Scabbs begins to create such ridiculous boardstates like turn 4 double Mutanus or drawing 15 cards in a turn– truly this card’s actual combo turns are the definition of 5Head and value. CaelesLuna actually just gave a good quote on Twitter recently that Tempo is taking advantage of your actualized Value, and some of the hardest parts about this deck can be knowing “Just What To Do With All This Value?!” You can literally lose the game because you won too hard with this deck, throwing away cards to over-drawing or having a board that is too full or running out of mana when you think you had extra.

The Combo With Scabbs:

I linked the video above that has me talking out the math of what you have to do and how to do it, and it might make you laugh and or hurt your brain. At the very least it looks maniacal, and you simply love to see it.

It goes like this:

  • You have 10 mana and the following cards: Scabbs, Tenwu, Alex, Potion of Illusion, and any 0 or 1 mana card.
  • You reduce each of your combo Pieces by 1 with an Octo-bot.
  • You activate your Scabbs’ Combo with your 0 mana card and play it, bringing you to 7 mana but your next two spells cost (3) less.
  • Your 8 mana Alex now costs 5 and you play her, blasting your Oppo for 8 and leaving you with 2 mana remaining.
  • Your Potion of Illusion costs 3 and you cast it for free with your second Scabbs (-3), adding a 1 mana Scabbs and a 1 mana Alex to your hand, still with 2 mana remaining.
  • You cast a second Scabbs for 1 to bring you to 1 mana left and get our next two cards reduced again.
  • You play a 0 mana 1/1 Alex to blast them for 8.
  • You play a 0 mana Tenwu to pick up your Alex and use your last 1 mana to replay her and blast them for 8.
  • Hooray! You did 24 damage with no Shadowsteps and exactly 10 mana with 1 reduction across your combo.

You can see how you might be able to tweak this bare minimum of sorts to do more than 24– if you have any other reduction on Alex or Scabbs you get to open up 1 extra mana for each one, meaning that every additional Shadowstep allows you to pick up Tenwu and blast again for 8. With a second Potion of Illusion you can end up making a copy of TWO of all of your pieces after you played out your 1 mana versions, Preparation starts to make a lot of 0 mana Potions…and on and on and on. If you ever do anything truly nasty with this deck and pop off on someone, please drop it in the comments for us!

*BIG POINT* A realization that saved me a lot of confusion was that one of the best ways to OTK early and easily is to cast a Scabbs any time before you combo and just throw away your first Potion of Illusion– this will leave you with a 1 mana Scabbs to start the OTK laid out above and now you can start killing people on turn 7 and 8 instead of 10 (1 mana Scabbs + 5 mana Alex + 0 mana Potion + 1 mana Tenwus = 7+ mana total.)

Regardless, this is the heart of the deck and the “reason” to play Scabbs and Potion of Illusion. But as we kept going and playing out games with the deck Scabbs started to do some really powerful things outside of the OTK– regularly you can find yourself with a Coin Scabbs Field Contact Potion Scabbs Field Contact Prize Plunderer… on turn 3. Sometimes there’s even a Mutanus lurking around and can ramp him out– but more on that here in the Payoff Section:

The Payoffs

The OTK Combo really is one of the biggest and best reasons to play this, but you really can’t resign yourself to just focusing on one way to win. Rogue is far and away the most fun class to experiment with in my opinion, and basically the entire reason why we love to one trick Valeera. You can never really say you’re going to play the game with your eyes closed and “just combo,” you gotta be on your toes and ready to adapt at any second. Like I just said, Scabbs can go particularly stupid with some of the right early draws, and losing him early for the sake of drawing 10 cards and playing 5 more is totally worth it. You are allowed to take any opportunity you can to bury your opponent in cards, and this vigilance should always be a top priority.

Briefly, Frozen Shadoweaver:

Mutanus is the one that I know a lot of you are waiting for, and the good news is: he’s really good in this deck. Like super duper good and not only that but I dare you to not crack the biggest stupidest grin the first time you cast a Potion of Illusion and pick him up. And the best part is, this is a legitimate strategy! There are a lot of matchups that can be truly crushed by an early Mutanus, several Mutani, or even just a big ol’ donk on turn 7. I talked about this briefly on stream but there’s a similar parallel felt here to Zephrys: Rogue cann actually do The Thing (cast Zephrys in Highlander) many more times than any other class trying to do the same Thing (cast Zephrys)– this was a real upside, a real reason to play an already very powerful card. The first Mutanus is good– but once you start ripping apart their hand things can get out of control. Obviously there are the dream scenarios where you snipe the Il'gynoth or Alexstrasza on the first hit– and it will happen, and your opponent will concede –but the likelihood of actually hitting their key card goes up drastically (who’d have guessed?) when you do it over and over. And a 1 mana Mutanus is actually great– it shrinks to a wee 1/1, but then it eats something Real and grows up right away! Most Potion of Illusion copies are used to simply extend your combo train or for value, but this makes an actual threat that disrupts the board as well as the enemy hand.

One of the most important takeaways from this is that we got to extend the range of our Potion of Illusion– for what is or can be a very clunky and weird card that has no great precedent in Competitive Hearthstone, this one doesn’t just have to hit your perfect Scabbs into Perfect OTK here. You can jam it on a Mankrik and a Field Contact, you can copy Jandice, you can loop Frozen Shadoweavers against Deathrattle DH and Rush Warrior and Enhancement Shaman, you can start spewing Mutani all over the place– this card just has so many positions to be played in where it just blows your opponent out of the water. Especially while people aren’t ever playing around this card and in some cases simply can’t, the value is real. Preparation goes perfectly into this premise as well (except for the fact that we added another non-minion to our deck, slightly reducing our odds of Juicy Boards to pick up). Prep making a Potion cost 2 or 1 or even 0 mana creates some explosive scenarios at times not even you will expect. Don’t get too attached to them, and practice finding unique ways to slip and slide out of hot spots.

The final weird “Payoff” that I’m not necessarily locked in on yet is the inclusion of Frozen Shadoweaver. The new mini-set reminded people that Oh Yeah Doomhammer Is Messed Up and I started getting punched in the face a little too often– I didn’t necessarily want to play Acidic Swamp Ooze, though it might be a real consideration as it can still end up getting reduced and triggering Field Contact for just 1, but Frozen Girly (I guess I’ll probably start calling her Elsa for short) had a number of upsides that I liked:

  • She costs 3 mana, the perfect amount to get max value out of a Tempo Scabbs
  • She still has a Battlecry to trigger Field Contact
  • Enhance Shaman, Warrior, and DH all use weapons at the moment
  • Looping the Freeze effect actually gives you a lot of time, and our deck is ultimately wanting for Time and Tempo
  • She can combine with Snap Freeze(!) off a Wand Thief to Build-a-Coerce, which is super sweet and a great way to convert needing a cheap spell from Wand Thief into value
  • She punches!

The list could be built up with even more little tiny scenarios but the theory is there– I’m really interested in trying her out, and it feels like a better Hate Card right now than Cult Neophyte. Druid and friends have kind of fallen flat, but things like Priest and Rogue and Mage can all reduce their hands anyways and find a ton of positions where Cult Neophyte is just a stinky Bloodfen Raptor. I hated that fail state about the card and, with a meta shift, I think Frozen Shadoweaver is actually in a good spot. But again, let me reiterate: I played against literally exactly 5 classes lately: Priest, Rogue, Warrior, DH, and Shaman. Neophyte looks bad to terrible against this, while Shadoweaver goes hard and gets in the paint. If your meta is different you could definitely swap those numbers around with Cult Neophyte or even try Ooze, but I like the idea behind this old tech for now and want to keep giving it a shot.

I think this wraps up the majority of what I wanted to share with y’all before the weekend. I hope this one treats you for the banger that you are, and I’d love to see you in chat today and tomorrow and every day after that to talk about this great game and keep on exploring.

Merry 5Head, gamers,




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