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Abyssal Mill Rogue

  • Last updated Feb 19, 2019 (Level Up Nerf)
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Wild

  • 16 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Rogue
  • Crafting Cost: 9280
  • Dust Needed: Loading Collection
  • Created: 12/2/2017 (Marin's Treasure)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    302

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 With the demise of Kingsbane as a reliable Control tool, Mill Rogue is back to its old Wild archetype, with Coldlight Oracle, Brann Bronzebeard, and N'Zoth, the Corruptor's Wall of the Dead.

With Zola the Gorgon flavour.


Mill Rogue

Mill Rogue has 2 basic winconditions (see below for more details):

  1. against Control and Combo: classic Mill with repeated Coldlight Oracle, in order to burn your opponent's cards, and lead to Fatigue damage. Lab Recruiter and Gang Up will avoid Fatigue on your side. 
  2. against Aggro: taunt up, Vanish, Doomsayer, and repeated Taunt Wall with N'Zoth, the Corruptor.

Deck Tips

  • This deck contains an additional special bouncer: Zola the Gorgon. Her unique ability to keep the body on the board, means you can maintain board presence and effects, while adding redundancy of minions. She can be used in a whole lot of different ways, depending on your need. Just plan her accordingly.
  • Deck infinity: Lab Recruiter on lab recruiter: this will grant you deck infinity (as long as you repeat the operation often enough), but it will also fill your deck with trash minions, clogging your subsequent card draw. Plan deck infinity only if necessary (often it is not).
  • Wall of the Dead (1): Shadowstep on N'Zoth, the Corruptor. Next turn, N'zoth, the corruptor again, and then Lab Recruiter or Gang Up on it.
  • Infinite Wall of the Dead (2): Preparation+Gang Up on N'Zoth, the Corruptor.
  • Manage well your Shadowstep:  it depends a lot on how the game is going. Coldlight Oracle is not always the right target. You may want to save it for N'Zoth, the Corruptor to seal the game with repeated Walls of the Dead. Similarly for Gang Up and Lab Recruiter: choose wisely.
  • Notice that unlike Lab Recruiter, Gang Up can clone enemy minions, and you can choose to do so, depending on how the game is developing. For example, if you expect Archbishop Benedictus, you could decide do clone him (leading to a completely insane game btw).
  • Notice also that Sap, Vanish dispel current buffs on minions, including Immortal Prelate. If you expect big buffs, like Spikeridged Steed, it is often worth it to face some extra damage, to deny also the buff with one move.
  • Vilespine Slayer is there to try and kill as many big minions as possible in Even Shaman, Warlock, etc.
  • Against Even Shaman, Sap the big boys, Vanish the board, Doomsayer. Try to fill in your sludge belchers, but try to avoid playing your taunt minions en masse, because Devolve can kill your Wall of the Dead for lategame (and you are going to need it). Vilespine Slayer can help.
  • Against Jade Druid, you need repeated Wall of the Dead during late turns. Despite his big golems, you have double wall with Sludge Belcher. Skulking Geist seals the game.
  • Against Burn Mage, you need all the healing you can use. Mill them down with Brann Bronzebeard + Coldlight Oracle when their deck is almost depleted or their hand full.
  • In general, if you are expecting Polymorph effects (Shaman, Mage, but also Entomb and Kazakus), try to combo one of your key minions (Rotten Applebaum or Sludge Belcher above all, depending on the matchup) with Lab Recruiter/Gang Up.

 

Options

  • Vilespine Slayer is the current tech card (notice that it can be repeated with bounce). Useful against big guys, mainly from Even Shaman: replace as you see fit.
  • Ofc, Mill is unfavoured against fast Tempo/Aggro, so at some point, you should consider of changing the deck entirely, if necessary. But you do have the tools to deal with any matchup. None is an autoloss (ie Odd Paladin is plenty viable).