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[GvG] Druid Mill Control

  • Last updated Jan 3, 2015 (GvG Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5580
  • Dust Needed: Loading Collection
  • Created: 12/28/2014 (GvG Launch)
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  • Battle Tag:

    FreedomWaffle#1382

  • Region:

    US

  • Total Deck Rating

    28

View 8 other Decks by laughy_tafy
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Hello, my name is FreedomWaffl (FreedomWaffl#1382) and this is my [GvG/Naxx] Druid Mill Control Deck. This is a relatively cheap deck that has proven quite successful for me, even vs many aggro match-ups.

Although I am not a legend player (or close to it), I enjoy using what time I have to make the best constructed decks with the cards I have. Hopefully you will like this deck and give useful feedback for it. 

 Mulligans:

Always toss cards that cost 4 or more, with the exception of Swipe against aggro match-ups (as mentioned below).

 

Against any opponent, mulligan for Claw, Wrath (both standard druid removal), King Mukla, and Dancing Swords.

 

If you suspect your opponent is using a control-oriented deck, mulligan for mill cards such as Naturalize, Codlight Oracle, and Youthful Brewmaster.

 

If you suspect an aggro opponent, mulligan for Deathlord, Swipe, and especially Claw and Wrath.

 Substitutions:

Clockwork Giant: An integral part of the deck which can easily act as a win condition if the opponent cannot immediately remove it. Highest priority for crafting. Both Ancient of War and Ironbark Protector can work as adequate substitutions. If no Clockwork Giants are available, the Force of Nature Combo could work well (Force of Nature + Savage Roar for board removal or 14 damage to face).

 

Ancient of Lore: A very important and versatile late game card which should be crafted if at all possible. Ancient of War or the Force of Nature Combo (mentioned above) could prove to collaborate well in the deck.

 

Sylvanas Windrunner: Sunwalker or Cairne Bloodhoof are both good substitutions due their ability to great high value trades and retain board presence.

 

King Mukla: Mukla does a great job of filling an opponent's hand and applying large early game pressure. Replacements could include Anodized Robo Cub, Explosive Sheep or even an additional Starfall. Again, the Force of Nature Combo is always valid in this deck, and should always be considered when substituting cards.

 Combos:

Wild Pyromancer + Any spell = Board removal (primarily against aggro).

 

Naturalize + Sylvanas Windrunner = Mill 2 cards and Mind Control for 6 mana.

 

Poison Seeds + Starfall = Full board removal (your minions turn into 2/2s!).

 

Poison SeedsWild Pyromancer (played after Seeds) + Swipe (player after Pyro) = Full board removal and 4 damage to face (your minions turn into 2/2s as well and take 1 damage each!).

 

King Mukla + Coldlight Oracle + Naturalize = Dependable late game mill. Each work great on their own with added mill when an opponent has a gratuitous amount of cards in their hand. Large early game threats (such as King Mukla, Mountain Giant or a buffed Undertaker) can be returned with a Naturalize and Coldlight Oracle for effective board control and mill.

 There are 2 major win conditions for this deck depending on the matchup: Fatigue damage due to mill (vs control) and control until enough damage is done to face (aggro).

Midrange decks can be dealt with through either condition depending on how fast they are and their amount of card draw.

Change Log:

 

If you enjoyed this deck, please check out my other decks!