Labeled as Control rather than Midrange because it scales relatively well in the lategame. I made this deck mainly because I've grown a little tired of Miracle Rogues. This deck is focused on being able to establish board dominance from a very early point in the game and snowballing from then on. It has incredible board clear capabilities, defensive capabilities, as well as great burst with a powerful turn 10 finisher.

Spells:

- Backstab: Just a super powerful card that comes pretty standard in Miracle and Tempo. Can kill a Flame Imp for free while being able to play a Squire. Also makes for a great turn 3 when played with an Agent and can deal with a Turn 2 "Innervate + Coin -> Azure Drake" which basically gets rid of 3 cards for 2.

- Cold Blood: You would generally save this for your turn 10 finisher with Leeroy and Faceless. If absolutely needed, could be used with BGH.

- Deadly Poison: Another really standard Rogue card. Generally should save 1 for Blade Flurry.

- Blade Flurry: I replaced the second Loot Hoarder with this card. Best board-clear spell for Rogue.

- Eviscerate: Probably the best Rogue card. 2 mana for 4 damage is just incredibly strong and can easily deal with a Yeti when played in accordance with Thalnos.

Minions:

- Argent Squire: An annoying 1/1 with a bubble. It's strong when played on Turn 1 and it's strong outside of Turn 1 when played with Argus.

- Bloodmage Thalnos: Helps you to deal with basically anything. If your opponent coins out a 3/3 on Turn 2, you can kill it when playing this card along with Backstab. Is used in most decks for the obvious reason that it adds to burst.

- Defias Ringleader: A powerful card in that your opponent would have to commit a lot of cards to get rid of both so usually at least 1 of them will live.

- Loot Hoarder: Wanted something cheap that could add card draw to this deck. It's basically a substitute to the fact that I can't add a second Thalnos.

- Big Game Hunter: Absolutely wanna' save this for cards like Ragnaros, Baron Geddon, Alexstrasza, Giants, etc. Only use with Cold Blood if you wanna' kill an undamaged Grommash, Ysera, and if you're put in an extremely threatening situation like having to kill a 5/11 taunted Twilight Drake.

- Harvest Golem: Strong, independent card. Is really annoying if it isn't silenced 'cause it just sticks so well to the board and trades so efficiently.

- SI-7 Agent: Good stats and good battlecry. Combos super well with Backstab and clears incredibly well. You can maybe replace one with Earthenring for better survivability and the fact that you have Perdition's.

- Chillwind Yeti: Trades very efficiently and forces opponents to commit a lot of spells or trade 2 for 1. Easily the best basic card.

- Defender of Argus: Buff and Taunt are good for both Defensive and Offensive plays. Arguably the best neutral.

- Leeroy Jenkins: Used in most decks because it's such a great finisher and generally ends the game with the 20 damage from your Turn 10 combo.

- Azure Drake: Too much utility to pass up in addition to good stats. Adds more damage to spells, provides deck with more card draw and summons a 4/4 all in one card!

-Faceless Manipulator: Save one for Turn 10 combo. The other can be used for basically anything as it is (for obvious reasons) an incredibly flexible card. Also consider it as a 8 or 9 mana cost Mind Control. You can copy a Ragnaros, and kill it with a BGH. 9 mana if you Cold Blood a Ysera, copy it, then kill it with BGH.

- Sylvanas Windrunner: Adds a ton of pressure on your opponent. If it hasn't been silenced by the turn it can attack, and if the opponent has a Ragnaros you can clear smaller minions, and kamikaze Sylvanas into it.

- Black Knight: Alleviates a huge amount of pressure on you or just ends the game with Leeroy. Should be saved for annoying minions like Sunwalkers and Ancient of Wars.

Weapons:

- Perdition's Blade: Basically a third Agent that can initially deal 4 damage initially rather than only 2.

Well thanks for viewing the deck and hopefully you give it a couple tries! Decision making is the most pivotal and game swinging factor in the way this deck is set up. Your decisions to use your Backstabs are crucial in the outcome of the game because it's your only free spell allowing you to combo with a minion that only needs the bare minimum to be summoned like Bloodmage and Agent. That's it! Give it an upvote if you like it and if you don't some constructive criticism in the comments would be appreciated! :)