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"Budget" Milling Druid

  • Last updated Feb 14, 2015 (Undertaker Nerf)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 1800
  • Dust Needed: Loading Collection
  • Created: 1/14/2015 (GvG Launch)
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  • Battle Tag:

    Noshami#1563

  • Region:

    US

  • Total Deck Rating

    28

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Based on other "Milling" decks seen here and there, I've finally managed to come up with a "budget" milling deck. Complete control is utilized here with all eggs in the basket of your opponent's fatigue.

Against aggro/rush decks: Early-game Dancing Swords and Annoy-o-Tron should put a hold-down against most aggro decks' early plays for you to be able to bust out your control skills. Play for control. You'll be wanting to draw out your Naturalize in case your Deathlord brings out an unexpected heavy-hitter.

Against midrange plays: This is where you want to be most pro-active. Do what you can to control your opponent using spells and Keeper of the Grove's silences/removal. Remember: A midranged deck is only useful if they already have things established from early in the game.

Against control: This deck shines finest. Opening the same as against an Aggro/Zoo deck, you'll want to start off a bit more aggressively. Then, play passively, and around your opponent's few and far-between pro-active plays. Save that Naturalize! Control decks are known to often pack huge finishing combos in the late-game.

Post-edit notes:

I noticed there were similar "milling" decks out there with costs less than this one, so I made some changes that not only make this deck easier to grab the cards for, but cheaper than the rest. It's my goal to create competitive "budget" decks that any champ and chump can craft to start their climbs up the ranks. That said, the changes did just that, bringing the cost deck down by 120 dust. Deathlord and Goblin Sapper were replaced. Here's why.

Deathlord was too risky, and ended up bringing out turn-4 legendaries that shouldn't make an appearance until the late-game/end-game and big stickies that not even Naturalize can completely take care of. That said, it was replaced as the early-game method of dealing with aggro decks by Annoy-o-tron. At zero risk of bringing out any enemy minions, this card sports a Divine Shield and can stand against not one, but two 1-attack minions, such as early Undertakers and those annoying Webspinners. This all comes with a much-needed mana reduction cost in our attempt to hold off a minion swarm from 3 to 2, giving us a viable turn-2 play if our opponent doesn't bring out anything for Wrath.

Goblin Sapper was too reliant on there being 6+ cards in your opponent's hand. Remembering that the proactivity in this deck should be minimized to control and card-draw, it served little use on the field as any decent removal for its unreliable damage output, and was open to both types of Priest Shadow Word cards at the player's discretion. Knowing that this deck had trouble against rushdown Warriors and combo Rogues alike, I saw it fitting to have 2x Acidic Swamp Oozes be its replacement for weapon removal and more presence on the field, since we often lack any in terms of proactivity.

Each card has its own purpose in the deck. Knowing when you play each of them will take practice and more practice until you can find out not only what's most effective, but what works best for you, so the guide above will only help you know where to begin. Other than that, it's on you.