1) Shadowstep: Shadowstep serves a great purpose and he's the main culprit in this when combined with Leeroy Jenkins. Double step leeroy is 18 damage for 8 mana, 26 with double cold blood (Which is a staple for miracle rogue). You can safely argue that the rogue needs to draw these cards to combo, but miracle rogue cycles through their cards quite fast so you can almost guarantee you have this combo up.
2) Sap: For two mana, this is a strong version of Dream. Why is this card here? Because the counter to leeroy rush is taunt, and for 2 mana you can send the taunt back into the person's hand and then triple leeroy for 18 damage, sacrificing the cold bloods. This is assuming no other minions in your table, just flat leeroy.
The biggest jist i have with this deck is that you simply cannot outpace it, and you cant react to the strong burst damage that's coming (Because unlike MTG you dont have selective blocking). What does this resemble? Warrior OTK, which required more cards but COULD be played arround. You could set yourself up to kill a warrior in one turn before he can drop free giants, but that meant dragging out the game and playing tactically. The more you drag out the game vs rogue, the better HIS chances are at killing you.
Even on a non-miracle rogue deck, the simple ability to Double leeroy coldblood/deadly poison/eviscerate/whatever can do so much damage, while combined with the rogue's good ability to clear the board in the early stages of the game. A turn 1 double innervate druid of the claw can be removed on the following turn by either Sap or BS > Evis.
I know most of the Rogue players in here will probably tell me stuff like "LOL L2P". It's fine, no one wants their class to be nerfed. But there's a big difference between personal preferences and balance issues, which double/triple leeroy currently is.
In my honest opinion, Shadowstep should be changed so that the card you bounce back up cannot be played on the same turn. This way you dont need to nerf leeroy/commander/any charge card that combos well with shadowstep, while still having the possibility to drop your minion at reduced cost on the following turn.
This would allow for people to REACT to what's coming and actually give them a decent chance to counter it, akin to what you do atm with big plays (Opponent plays Rag, you either fill the board with low creatures or use some sort of removal. He still did 8 damage, but now it's up to YOU to counter it, and if you cant you're still gonna be in a pretty bad spot)
Rogues arent any sort of top dog at the moment, but that is no reason not to change something that's clearly broken (Warrior OTK was the "only" deck you could play, that got changed, people just worked arround it).
I'd like to hear the constructed opinions of Rogues who play these decks/combo, but keep it civilized. We're discussing balance here, not throwing insults at eachother like little kids.