Mill decks gonna be the next Handlock decks,Nice work mate
mill decks are only for fun which is good,coz lot of people forgot what this game is all about and that is having lot of fun,but mill will never be played,maybe 1 or 2 % of the players would play a mill deck and that is ist coz you cant climb ladder and that is what all of the people are doing now they just wanna climb instead of haveing fun,you lose and the salt rains
We haven't seen a mill deck climb into legendary, at least from my knowledge, sure. But that doesn't mean it won't once the new cards come out. I agree, we may see the dawning of the mill age, or maybe not. It certainly is a possibility.
1) I agree with the comments that, even with all these additional mill cards, mill decks will be at most "tier two." The game is not formatted to allow them to be good--the emphasis on shorter games, the way fatigue works, and the need to go through a player's hand are all working against mill.
2) If we're playing mill, I think Rogue can do it a bit better than Druid because the bounce has a bigger effect on the board and mill cards than does naturalize.
3) Obviously, there's a lot of set left to see. So we'll need to reevaluate once it's all out and, of course, reevaluate again when (if) we test.
4) But it's fun to play around with anyway, here's the build I've theorycrafted. I like giants like zombie kid likes turtles. As another poster mentioned, you'll have as full a hand as your opponent, so mountain might work. Molten will work because you'll be getting pounded for several turns while you give your opponent more fuel. Taunted giants work as a game finisher and as stall--both of which are needed in mill.
I still need to play with tree of life more, but I definitely needed one more card for life gain. Poison seeds isn't good in most druid decks, but oddly has a place in milldruid due to how much we need the board clear. Nobody ever expects Posion seeds + Starfall.
Actually 27 of the cards were in a milldruid deck I ran pre-GvG for fun, I had been messing with milldruid decks and this was by far the most consistent one I played. Though milldruid still wasn't good enough to rank up against all the hunters and zoolock.
Grove Tender adds a much needed consistency to the deck, as the three cards they and Tree of Life replaced have always been messy slots. GvG has only been out for an hour so I obviously need to play with it for a while. I'll post again after that.
I've been locked out of Hearthstone for a few hours (edit make that all night >.>) because there's some networking bug going on right now.
I deck build a lot though, so I could probably give you at least an opinion, and later I'll definitely be experimenting with the cards I've opened so far.
CRAZY HOPEFUL DECKS I'M LOOKING AT AS WINNERS OF THIS PATCH.
Paladin - Mid-late Divine Shield control Paladin and a few variants of standard control Paladin. This was a ladder variant of control paladin I was running last season and it served me well at dealing with aggro.
Rogue - Token/mid-range style with Sprint instead of Auctioneer. There will be less spells, and more small and mid-range minions. Miracle style Rogue will fall out of favor, but you'll see it still sometimes.
Warrior - Control warrior with Shieldmaidens, Bouncing Blade and some new legendaries.
Warlock - Updated Handlock and mid-range demonlock, which will be a mix of zoo and mid-range minions as usual. You'll probably see zoo still on ladder, but I'm hoping that the new mid-range style of some of the newer decks kicks it out of tournament play.
Hunter - There will be a new mid-range archetype with a few higher costing minions (and possibly legendaries) added in. It will be slower than before, but it'll still be about pressuring your opponent. You will of course see standard mid-range secret hunter still, it hasn't been nerfed really.
Shaman - A slightly different mid-range shaman with the new legendary and some of the new low drop minions. Shamans will also try a more early game deck with lots of low drops (possibly mech). I've seen some people try the new Murlock Shaman, it seems okay but I wouldn't bet on it being the next hunter.
Mage - With the mid-range style that is promoted by GvG, the main mage decks you'll see are Mid-range mage (secrets and/or mech), and standard Freeze mage (it will make a return with the flare nerf). I'm going to give a shoutout to handmage too, though people don't use it as often as I think they should, I think it's especially viable against mid-range decks.
Priest - Deathrattle and control priest will remain the best ways to go, but there will be a significant amount of changes to each (4-7 cards). This will of course include the new legendary, and the new two drop with a few minions that synergize.
Druid - The same deck archetypes will exist because I don't think beast druid will be good enough to see tournament play. I think we'll see druids make the switch to a new version of ramp druid this patch.
I threw together the deck after seeing the Goblin Sapper earlier tonight.
Thoughts/comments/suggestions?
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Mill decks gonna be the next Handlock decks,Nice work mate
Famous last words, Mind if i roll Weed? Weed Hoarder, Azeroth
My decks: please, take a look if you want- a lot of dust-free decks-feedback more than welcome
http://www.hearthpwn.com/members/akasumi/decks?sort=-viewcount
Blizzard's news portal in Greeks wastedmurlocgang.gr
Really excited about mill decks.
how crazy would be mill miror??? never arrived to see/play one.
Yes, mill counters will be agro and combo.
mill decks are only for fun which is good,coz lot of people forgot what this game is all about and that is having lot of fun,but mill will never be played,maybe 1 or 2 % of the players would play a mill deck and that is ist coz you cant climb ladder and that is what all of the people are doing now they just wanna climb instead of haveing fun,you lose and the salt rains
We haven't seen a mill deck climb into legendary, at least from my knowledge, sure. But that doesn't mean it won't once the new cards come out. I agree, we may see the dawning of the mill age, or maybe not. It certainly is a possibility.
A few things:
1) I agree with the comments that, even with all these additional mill cards, mill decks will be at most "tier two." The game is not formatted to allow them to be good--the emphasis on shorter games, the way fatigue works, and the need to go through a player's hand are all working against mill.
2) If we're playing mill, I think Rogue can do it a bit better than Druid because the bounce has a bigger effect on the board and mill cards than does naturalize.
3) Obviously, there's a lot of set left to see. So we'll need to reevaluate once it's all out and, of course, reevaluate again when (if) we test.
4) But it's fun to play around with anyway, here's the build I've theorycrafted. I like giants like zombie kid likes turtles. As another poster mentioned, you'll have as full a hand as your opponent, so mountain might work. Molten will work because you'll be getting pounded for several turns while you give your opponent more fuel. Taunted giants work as a game finisher and as stall--both of which are needed in mill.
Brawl wrecks me 100% of the time.
While it should have been obvious to me, I like the inclusion of the other giants.
I wonder if having an aggro/mill deck that uses the six giants would be a viable build...
Edit:
For example:
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Updated the deck with a couple of the new druid cards, and also opted for more bouncing.
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My take on the mill druid i prefer healing + outlasting
Well I was going to make a new thread about them but may as well stick one here.
This varient is very 3 mana heavy however.
Not sure if hyped yet.
Took the aggro-mill variant, and figured I'd just go for broke.
That looks like a force to be reckoned with.
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This is what Mill vs Mill looks like.
Here's my list for GvG.
How well is Poison Seeds working in practice? How about Tree of Life?
I like the inclusion of the Ancients, as that allows for a better control mouse when facing aggro, as giving them cards is generally suicide.
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I still need to play with tree of life more, but I definitely needed one more card for life gain. Poison seeds isn't good in most druid decks, but oddly has a place in milldruid due to how much we need the board clear. Nobody ever expects Posion seeds + Starfall.
Actually 27 of the cards were in a milldruid deck I ran pre-GvG for fun, I had been messing with milldruid decks and this was by far the most consistent one I played. Though milldruid still wasn't good enough to rank up against all the hunters and zoolock.
Grove Tender adds a much needed consistency to the deck, as the three cards they and Tree of Life replaced have always been messy slots. GvG has only been out for an hour so I obviously need to play with it for a while. I'll post again after that.
Thanks.
If you click the deck, I actually wrote a little guide to go with it.
Have you used the chance to experiment with any of the other GvG cards yet?
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I've been locked out of Hearthstone for a few hours (edit make that all night >.>) because there's some networking bug going on right now.
I deck build a lot though, so I could probably give you at least an opinion, and later I'll definitely be experimenting with the cards I've opened so far.
CRAZY HOPEFUL DECKS I'M LOOKING AT AS WINNERS OF THIS PATCH.
Paladin - Mid-late Divine Shield control Paladin and a few variants of standard control Paladin. This was a ladder variant of control paladin I was running last season and it served me well at dealing with aggro.
Rogue - Token/mid-range style with Sprint instead of Auctioneer. There will be less spells, and more small and mid-range minions. Miracle style Rogue will fall out of favor, but you'll see it still sometimes.
Warrior - Control warrior with Shieldmaidens, Bouncing Blade and some new legendaries.
Warlock - Updated Handlock and mid-range demonlock, which will be a mix of zoo and mid-range minions as usual. You'll probably see zoo still on ladder, but I'm hoping that the new mid-range style of some of the newer decks kicks it out of tournament play.
Hunter - There will be a new mid-range archetype with a few higher costing minions (and possibly legendaries) added in. It will be slower than before, but it'll still be about pressuring your opponent. You will of course see standard mid-range secret hunter still, it hasn't been nerfed really.
Shaman - A slightly different mid-range shaman with the new legendary and some of the new low drop minions. Shamans will also try a more early game deck with lots of low drops (possibly mech). I've seen some people try the new Murlock Shaman, it seems okay but I wouldn't bet on it being the next hunter.
Mage - With the mid-range style that is promoted by GvG, the main mage decks you'll see are Mid-range mage (secrets and/or mech), and standard Freeze mage (it will make a return with the flare nerf). I'm going to give a shoutout to handmage too, though people don't use it as often as I think they should, I think it's especially viable against mid-range decks.
Priest - Deathrattle and control priest will remain the best ways to go, but there will be a significant amount of changes to each (4-7 cards). This will of course include the new legendary, and the new two drop with a few minions that synergize.
Druid - The same deck archetypes will exist because I don't think beast druid will be good enough to see tournament play. I think we'll see druids make the switch to a new version of ramp druid this patch.