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It's MILLer time(updated3.0)

  • Last updated Dec 10, 2014 (GvG Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4780
  • Dust Needed: Loading Collection
  • Created: 4/1/2014 (Live Patch 4973)
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  • Total Deck Rating

    7

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----UPDATE4.0---- (12/10/14)---- Been awhile. But at last the new cards are amazing. I am not using Malorne, not sure if he is worth it. Every time i play this deck, I never run out of cards. It is never a full fatigue war. The body would be nice, but I feel like this deck trades well early and late game. With the amazing taunts. The diversity of choose one, can make ancient of war a 10-5 when you know they have pulled all there removals on the 2 giants or troggzor etc. 

 

--updated3.0(8-16-14)-- I tweaked the deck around to fit more towards the taunt game. It is very similar to ramp druid. But you don't need the wild growths, since you have early game minions. Innervate is really helpful still. Like before, you don't need hard removal, for example big game hunter, if you manage it right, just play the naturalize as your hard removal. This deck can win late game, early game, all sorts of ways. You don't have to play just mill the opponent, since warlocks like to draw cards anyway. So this deck now, is built more around control, an answer for everything. Just if you know milling is a bad situation, don't do it. Use the oracles just to help draw cards. Play the brewmasters as offensive and trade well. Once the game gets to late, you have massive taunts, which can help you against all rush decks. There is a lot of changes lately, since Naxx has been released. You can read everything below and see how things went before. You can switch up some cards and tweak this all. There might even be better ways to play this. But right now this deck is successful to me. 

Bloodmage helps for better spell damage to clear bigger minions. I use only 1 swipe. Most decks don't just run 1 health minions of late. 2 starfalls right now, 1 to pair with the poison seeds. other used for big minions or other aoe. If you know a deck is going to run high end legendaries, save naturalize. The deathlord is good, because it is an early taunt, and will force the other player to draw a card from their deck technically (It will be out on the field. So be prepared). 1 healing touch and 1 ancient of lore is really good. The extra heals, you can bounce back ancient of lore, be smart with bouncing back minions. You can bounce back the deathlord to minimize them getting a minion out right away, that could cause a problem. Two dancing swords is good. Forces them to draw. This deck makes the opponent draw a total of 7 more cards than you. So you have to try to keep up with card draw, just in case you get overwhelmed. So ancient of lore is helpful for that also, bloodmage, and 2 wraths. Help keep up with draw. You can lose some games, just by giving your opponent to many cards, and they overwhelm you, so just be more cautious when to force them to draw. 

--optional cards:

Mana Wraiths, Doomsayer, Baron Geddon, king mukla, lorewalker cho, farseer, ancient watcher, sunfury protector, ysera, faceless manipulator, sludge belcher, loatheb, black knight, big game hunter, mark of the wilds,

***outdated below*** a lot of cards were used in different types. I like to look back at cards that could have been used or not. Also good reference and just seeing how this deck progressed. The deck strategy is below, but might be different here and there.

--updated2.0--The deck is just simpler. You don't really need black knight and big game hunter if you have 2 naturalizes. Hand lock isn't an issue that much lately either. I made the deck an ancient watcher style. You just defend until you feel comfortable playing oracles late game and returning them. 

--updated1.0--Just so many rush decks out there, taunts are a must. I now have two druid of the claws, a senjin and a doomsayer. A taunted doomsayer can be hard to clear. 

     This deck is about Milling your opponent. Your opponent will have zero cards in there deck and will start taking fatigue damage. Fatigue damage increases after each card you can't draw. For example if your opponent tries to draw one card and they can't they will take 1 damage for the first card. The next cards they can't draw becomes 2 damage then 3 damage and so forth.

    I have always enjoyed milling in Magic the Gathering. I wish this game had more options for it now. There is a lack of cards for it. But it can be done. I have been rank 8 playing this deck. It can win you multiple games.

     I designed the deck to be a control version. I feel like you have to survive long enough to get your opponent to draw all 30 of the cards and more. There could probably be a miracle druid version of this. But i prefer my control style. Feel free to tweak cards how ever you want. I have played this deck for a month now. I see potential in it and I will keep updating this and trying to make this as viable as i can get.

    I use mark of the wilds in conjunction with The Black Knight and Big Game Hunter. You can kill almost any minion. Also this deck has 4 return minions to your hands cards. You also can use the Brewmasters to return Black Knight and Big Game Hunter for them beefy minions you can't deal with the whole game. So the goal is to use them on your Oracles to have you and your opponent draw cards. Only try to play Oracles when you can return them. You only have two in your deck. So when that is gone you will have to play a standard game. (I have won standard games also with this deck,but don't rely on it.) It has many options in this deck. You can use Naturalize to win you games so much. Play your cards right. For example when your opponent has 6 cards in there hand. That is the opportunity to play oracles and naturalizes. Naturalizes can be much more cost effective then you think. If you destroy a divine shield minion or a beefy minion with it, you already did its value. Then if they have to many cards in there hand you can destroy cards from the top of there deck that they can't draw. You just made a 1 mana card destroy 2 or even 3 or 4 cards. Very cost effective if played right. The Cho is used to fill there hand also and same with Mukla. Play them to fill there hands to 9 or 10 and watch as they get a card destroyed also.Try not to kill there own draw card cards. If they draw cards then they are hurting themselves even more. The meta is around drawing cards right now. Take advantage of that. If you can fill there hand early, think about how they can't use all there cards with the lack of mana so early also.

    The reason for Ysera in this deck is for the clear and the amazing dream card. Dream on an oracle can be game changing. Ysera can be expensive, but you play control and you can use naturalize on the same turn still. Just my preference. Oracles are what make this deck. So an extra return card on that is value. 

Strengths and weaknesses:

  • This deck is strong verse control decks just because they keep a lot of cards in there hand.
  • It does well against mirror match ups too. (control mostly)
  • This decks weaknesses are against the Zoo deck, they have too many cost effective minions and they don't mind drawing cards either. 

Cards i have considered and played around with or i don't have are below:

  • Mana Wraiths- you can slow down your opponents turns and you can mark of the wild these early on.
  • Doomsayer- I can only think is the real option to rush decks. But if it can survive, it is not like the rogue version where they can stealth it.
  • Baron Geddon- i don't own him but i think he can be useful. Really great clear.
  • Claw- I just have to many options in this deck that claw just didn't make the cut.