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Standart Mill Rogue

  • Last updated Aug 16, 2017 (Frozen Throne)
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Wild

  • 15 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Rogue
  • Crafting Cost: 7140
  • Dust Needed: Loading Collection
  • Created: 8/16/2017 (Frozen Throne)
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  • PiLoKo
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Golden Valeera

You will learn to fear your shadow.

Ok, here is the deal, we now have a functioning Mill Rogue Deck in Standard thanks to Valeera the Hollow, and that is amazing if you like the archetype!

Wild Mill Rogue has become a stronger deck as well, but for now I want to focus into Standard just because I want to see how far I can take the deck.

I have been toying with the list and I have find one that works and can handle itself against aggro, ALWAYS giving you a chance to survive and pull it off, barring of course the outlier game where you just draw complete trash, but even then it can work if you play your resources smartly.

Little side-note, I don't have Skulking Geist which makes this deck an auto loss against Jade Druid, when I get one I will replace SI:7 Agent for it, until then I am just conceding when they play a Jade, worth to say that Aggro Druid and Taunt Druid are both winnable matches, specially the later.

The God Damn Plan

Stall the game, play Coldlight Oracle bounce them to your hand, replay them again until you reach fatigue, manage your resources smartly in order not to die, when you are in fatigue play Shadowblade into Coldlight Oracle into another Coldlight Oracle from Shadow Reflection and win the game.

If your opponent is at 0 fatigue damage he will receive 15 Damage from the draws.

If your opponent is at 1 fatigue damage he will receive 20 Damage from the draws.

If your opponent is at 2 fatigue damage he will receive 25 Damage from the draws.

If your opponent is at 3 fatigue damage he will receive 30 Damage from the draws.

This is of course considering the four draws from both Coldlight Oracle and the one at the start of their turn for a total of five draws.

You can also count the +3 Damage from your Shadowblade if he has no taunts in play, in my experience when they do have taunts is because you have a board and they can´t really do a lot of damage to you, so you can either clear them of wait another turn to get the kill.

Card Choices and How to Use Them

The Curator

In my experience one very crucial card in the deck, a 7 mana 4/6 may not be that strong but at that point in the game you either have some kind of control over what is in the board or you need some kind or taunt or you need to draw your Coldlight Oracle, having a "Draw the one card your deck works around and stop some damage" is always handy, I know the cost may seem prohibitive but trust me, The Curator is strong and is the out you need to win almost every single game against control.

Prince Valanar

Just great, it will give you some kind of health in the form of your opponent hitting it with their minions or wasting burn removing it, it becomes a HUGE priority target for them.

That being said this isn´t the kind of card you want to play early in the game unless you really, really, REALLY need to, we run two copies of Tar Creeper to taunt up vs aggro decks and you must use those first unless absolutely necessary, Prince Valanar shines the most in the late game where that last removal is either non-existant or game defining and you want your opponent to make the choice.

Also, if you keep it long enough to play it alongside a Shadow Reflection then you will have two 4/4 Taunts with Lifesteal and that's really strong.

You can algo go Prince Valanar into Shadow Reflection into whatever of your bounce effects to play one that turn and then play 2 the next one to stall a bit more for that extra counter of fatigue damage.

One Preparation and one Counterfeit Coin

I experimented a lot and finally decided that one Preparation was enough in the deck as you really don´t want to find your self with a second copy when you need something else entirely, also the stealth turn from Valeera the Hollow into Vanish makes the second copy unnecessary.

One Counterfeit Coin has proven to come handy to stretch out your plays in the early, mid and late game, it is also great to activate combos and clean your hand, it is specially strong once Valeera the Hollow is out giving you an 11 Mana turn to work your magic or when you need space to keep drawing.

One Mistress of Mixtures

This is the kind of card choice you don´t know how important it is until you take it out of the deck, it means 8 Health in the late game and also a good tool against aggro or just plain out health and a good body when you are in the need of it, it is also great when you have nothing to play or when you need to activate some of your combos or make space in your hand.

As said, it's impact in the deck can be underestimated but it is a very important part because of the flexibility it provides.

The Bounce Effects

I am running two Youthful Brewmaster, one Gadgetzan Ferryman, two Vanish and two Shadowstep, those are 7 bounce effects in the deck, which is a lot and I have found them to be a good number of them to combo with Coldlight OraclePrince Valanar and Earthen Ring Farseer.

It also means that if you have none in hand but a Coldlight Oracle and some mana your odds are pretty good to draw one of them or the other Coldlight Oracle to make the magic happen.

Health Gain

A big problem of Mill Rogue has always been to survive enough time to kill your opponent via fatigue damage, it is still hard, but with 7 bounce effects in the deck, our Stealth turn, Mistress of Mixtures and Prince Valanar we can gain plenty of life trough the game.

How Tragic

The deck is not easy to play, there are many, many, MANY mistakes you can make at any given moment and of course there are plenty of options every turn as well as when to play your board control options and how to use them nicely with the rest of your deck depending on the math up.

And that's the reason I like the deck, because it isn´t straight forward, you don´t always see the obvious play and sometimes you have to take risks and know your odds of drawing something or your opponent having lethal next turn or not, it has a big learning curve as Mistakes were made A LOT, and you will too, but I have never felt hopeless with the deck, with the one exception of Jade Druid until I can craft the Skulking Geist.

I will write a full guide and recommendations for the deck in the near future but if you want to try it or/and have some questions feel free to ask about the MUs you are having problems with.