Mecha Mill Giants
- Last updated Dec 2, 2014 (Naxx Launch)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 6900
- Dust Needed: Loading Collection
- Created: 11/8/2014 (Naxx Launch)
- CobaltTurtle
- Registered User
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- 4
- 25
- 38
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
137
- Added Trade Prince Gallywix
- Added Mechanical Yeti to substitutions
With the release of the new Clockwork Giant, everyone saw the benefit of it against handlock and in mill decks, so I couldn't wait to think up a cool deck. Now with the confirmation of Trade Prince Gallywix being real, this just makes me even more excited.
Mill Rogue Overview
If you have never played a rogue mill deck before, you try and make your opponent draw through his deck and burn cards when his hand is full, so you always want your opponent's hand to be full. From that point, you make him burn more and more while you use your cards effectively.
Standard Mill Cards
Lorewalker Cho - Combos great with Trade Prince Gallywix. I am having a tough time deciding whether he should be in or out, but I probably wouldn't run Gallywix without Cho in this deck.
Coldlight Oracle - The main way you make your opponent draw cards is with this guy combo'd with Shadowstep and Youthful Brewmaster.
Deathlord helps thin your opponent's deck even further and is great against aggro.
Preparation is to be comboed with Vanish or Sap, a 3 mana Vanish can let you repopulate the board easily.
Once your opponent's hand is full if you Sap or Kidnapper one of their minions it will die and trigger it's deathrattle.
Loatheb is great for stopping your opponent from playing spells for a turn.
When playing mill rogue, my hand is usually never empty and I have to find ways to use cards to unclutter my hand, so it makes sense to take advantage of your large hand size and what better way than Mountain Giant and Twilight Drake?
Goblins and Gnomes cards
- Trade Prince Gallywix - Basically, a buff Lorewalker Cho that gives your opponent a Gallywix's Coin for each spell. This card can be easily combo'd with Lorewalker Cho to refill your opponent's hand on the following turn and it keeps your hand full for giants. May not be worth it because of how easy it makes it for your opponent to dump their hand.
- Clockwork Gnome - Puts another card in your hand for your Twilight Drake and Mountain Giant.
- Goblin Auto-Barber - Good against aggro match ups, decent 3/2 body and gives your weapon the boost it needs to take out those nasty 3/2's.
- Goblin Sapper - Oh baby, a 2/4 at turn around turn 3 then next turn you play
Coldlight Oracle or a King Mukla and possibly get a 6/4? Against aggro, even a 2/4 is good. - Tinkertown Technician - Adds another card to your hand after a Vanish if you can play a mech or played turn 3 for tempo as a standard 3/3.
- Clockwork Giant - Vanish then play him for around 2 mana? Blizzard pls nerf
- Mechwarper - This isn't in the deck anymore, but Low cost mech that lets you get other mechs out quickly like Clockwork Giant after a Vanish.
Substitutions
You can swap out these cards in an aggro meta:
- Kidnapper
- Vanish (1)
- Clockwork Giant (2)
- Goblin Sapper(1-2)
and add in:
- Deadly Poison (1-2)
- Blade Flurry (1-2)
- Fan of Knives (1)
- Mechwarper (1-2) to get some other mechs out faster, especially after a Vanish.
or in a control meta you might take out:
- Goblin Auto-Barber (1-2)
- Deathlord (2)
and add:
and since a lot of these minions have battlecries, you can use Shadowstep to reactivate them or they might just go back to your hand during a Vanish.
Mechanical Yeti is a good option if you want to go more midrange. This card gives you a yeti with a beneficial effect for you and an arguably detrimental effect for your opponent since it helps you summon both your giants easier.
Deathlord and Dancing Swords are better against different decks. Deathlord is better in an aggro/zoo meta because their minions are lower value than average and Dancing Swords is better in a control meta because control decks naturally have larger hand sizes and have a harder time dumping it all out.
King Mukla is also a card to be considered, giving your opponent 2 weak cards especially if you play him after a Vanish to empty your opponent's field so he can't take advantage of the banana buff and attack yet. Your opponent will most likely get rid of the bananas the turn he gets them, so combining it with Coldlight Oracle after you fill his hand with bananas is ideal.
Lorewalker Cho was also brought up and if you can keep him for a turn or so it can fill your opponent's hand with useless spells or bad ones from the Spare Part, or even give you the good spells they used to remove Cho at the very least. With Trade Prince Gallywix, it is really easy to get spells to use with Cho to fill your opponent's hand back up.
So obviously I can't test this deck out, if you guys have any suggestions I would appreciate it.
Any updates on this deck now that GvG is out? I've been super interested in seeing how this deck plays out but I can't afford to buy the crucial pieces. It seems like there are a good number of control warriors, priests and handlocks so there are some pretty big hands to tamper with. Of course there are also a lot of mech rush decks which can cause problems for this deck.
dude i think having both Lorewalker and Gallywix at the same time on the board might give you troubles...
definetly a strong +!
thanks for sharing!
I can see your though process making this deck, it seems very control'ish, and obviously focuses on milling and keeping board presence with huge creatures. I like it! I've always been fond about making a viable mill deck.
Also I'd like to point out, I made a Midrange Milling Deck myself, feel free to check it out :)
Wow. This is one of the most interesting and most fun-looking GvG decks I've seen. I have a hunch it'll be semi-viable too! The only card I'm not so sure about is Tinkertown Technician. In its place I'd rather put in Dancing Swords, Eviscerate, or Backstab.
Yeah, the deck definitely needs more removal.
There are so many cards that can go into this deck, so you can pick 25 cards dedicated to mill and 5 cards focused on removal, depending on how it does.
I think Backstab is incredibly imporant in mill Rogue because it allows you to empty your hand easily so you don't accidentally mill yourself. For example, here's a link to my own post-Naxx, pre-GvG mill rogue deck. I actually run it with a fair amount of success against non-aggro decks. The single Preparation and Backstabs are all important components to avoiding overdraw. Sometimes I even have to play Backstab before Vanish just so I end the turn with 9 cards!
I do feel like there are a lot of creatures in my deck so I will see which ones are dead more often than not and swap them out for more removal probably.
Oh man, Jeeves might actually give this deck a decent winrate!
So when would be the ideal turn to play Jeeves, then?
As a finisher when the opponent empties the hand and runs out of cards.
Much better to switch the godawful Kidnapper for King Mukla instead.
I really like Kidnapper because he gives you another sap which can be an Assassinate some of the time.
I'll have to add more damage spells to this deck to help with removal.
Search in the forums/reddit, Kidnapper is probably one of the worst cards ever.
because its bad for tempo based decks. This is a whole new idea of deck now possible. Alot of cards not seeing play currently are because they can't find a meta or get synergy.
So basically a dumb comment
It's honestly a horrible deck that makes no sense...One thing i noticed about this website and people that post decks is if they write a detailed explanation on the deck doesn't matter how bad it is, it gets upvoted like crazy. Then the person that posts a incredible deck and doesn't explain every single card doesn't get noticed. But yeah..Very gimmicky deck..Heavy reliant on RNG.
Apparently you don't even know how barber works.
Not all the decks on Hearthpwn are serious friend! Take decks like Rad Bomber and "Is Magma Rager a good card?" They're for a good laugh. Maybe some of these decks, (Mecha Mill included) are good, but you can't see them working. Not every player is good at every deck, you just need to find one that works for you, instead of criticizing everybody else.
Your deck seems closer to the current tempo mill that is out now which is cool, but I wanted to try one that was more control/midrange.
Mill is pretty inconsistent right now, if I am usually lacking cards in games I will try to add more card draw.
I agree that Kidnapper has bad stats and I will seriously consider removing him, especially if another Spare Parts giver comes out or a minion with a similar 'return minion to hand' ability.
About Tinkertown Technician, I can see what you mean, 3 mana to gain a card is not great. If there is a cheaper replacement I would substitute it, especially if it was a mech. Right now though, there are only two Spare Parts givers, so I want them in the deck.
I believe it has been confirmed that there will be more spare part givers.