Rank 5 Mill Rogue - 73% Winrate
- Last updated Dec 31, 2017 (Kobolds Patch)
- Edit
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Wild
- 10 Minions
- 18 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Mill Rogue
- Crafting Cost: 6420
- Dust Needed: Loading Collection
- Created: 12/18/2017 (Kobolds Patch)
- OzzyHS
- Registered User
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- 14
- 39
- 63
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Battle Tag:
Ozzy#1977
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Region:
US
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Total Deck Rating
607
Edit (12/31/2017):
Changed the deck list to what Dog is currently running.
Hello! I have been a Rogue player for around 2 years now, primarily Miracle, Oil, and Mill. I enjoy decks that require some sort of brain power to pilot, and not just "punch face, trade this" etc. This is currently the deck I have been using that has allowed me to reach rank 5 within a few days of play.
This deck may look familiar, as this is the same deck that Dog was able to pilot to rank 1 legend. I felt like this deck hasn't garnered enough attention, so I wanted to give it some!
Here is proof of my stats:
Mill Rogue Guide - by OzzyHS
Hi everyone! You may remember me from not too long ago when I released a deck that reached the front page of Hearthpwn: http://www.hearthpwn.com/decks/927961-legend-highlander-priest-90-wr. After I made that deck, I took a little bit of a break but now I'm back! So just a little background, I've been playing hearthstone since the release of Naxxramas. To give some perspective, that's 3 and a half years ago! However, I never really touched ranked until around GvG. I originally loved Ramp Druid. Now, back in the day, that deck was actually not awful like it is right now. Keeper of the Grove, Shade of Naxxramas, Ancient of Lore, and old Force of Nature all made this deck really great at the time. I got golden druid in about 3 weeks (grinded 30 wins a day) and proceeded to find another class I enjoyed. I messed around with post-wild Freeze Mage and loved the concept of combo'ing and using your resources to stall the game out so you could get a big finisher. Freeze Mage, however, felt very one dimensional in most situations, and I wanted something a bit more. Well, that's where Rogue came in! I started playing Oil Rogue and instantly fell in love. I knew that this was the right class for me. I played that and reached rank 12. Yeah yeah, not that great, but I was proud! Eventually, Oil Rogue faded and a new deck emerged; Mill Rogue. I've been playing Mill Rogue on and off for the past 2 years, with some Miracle Rogue sprinkled in there. Mill Rogue is my all time favorite deck in Hearthstone, and I think it has some serious potential to be strong this year.
Deck Synopsis
So if you don't really understand Mill Rogue, here's the basic idea; get your opponent into fatigue. Simple as that. Stall out the board with early removals and stalls such as Vanish, Doomsayer, Sap, Blade Flurry, and Kingsbane.
Playing Mill Rogue
Now, playing this deck to perfection is nothing to scoff at - It's a very difficult deck, if not the most difficult deck in Hearthstone (just my opinion). The reason why this deck has such a low winrate on statistic sites, is because many players don't know how to play this deck.
I can't really give you a straight forward answer on how to play this deck, simply because every single situation is going to yield different results. Should you play Coldlight Oracle? Should you play Doomsayer? Should you Vanish? Every single play is going to require a read on the meta. You can't simply read a guide and be perfect at this deck, and that's just the cold hard truth. This deck will take many games to become good with. Now, if you're still reading this far and haven't been turned away by that, then I applaud you! I can give some general tips on how to play this deck, but as I said, these tips won't be 100% accurate simply due to the fact that every game is different.
The basic idea is that you want to survive. Simple as that. Use your clears as you see fit. For example, your opponent is a paladin going into turn 4 with a 2/1 and a 1/1 on the field. Is it a good idea to play Doomsayer? Yes. It is. Reason being is because the current Paladin deck in the meta is aggro. On turn 4, the Paladin has the option of either playing Call to Arms, Blessing of Kings, sometimes Corridor Creeper, or a mix of random cards. So the only answer that he will have for Doomsayer is Blessing of Kings. If he Blessing of Kings'd, then that saves you 7 damage that would have otherwise been going towards your face. As I said earlier, your objective is to survive.
It's really hard to explain how to play this deck simply through text, which is why I plan on making a video explaining every play I make. Only thing I can really say is that playing this deck comes with a lot of trial and error. If you do however, have any specific questions and game play decisions, feel free to leave a comment and I will try to reply to it.
Card Choices
- Kingsbane: This card is what made Mill Rogue viable again, no questions asked. Being able to get a 9 attack (that's on the low side) weapon with life steal and infinite value is just insane. Another thing which makes this card so incredibly powerful in mill, is that you can play the game so you never take a point of fatigue. It's quite simple too - Break Kingsbane with 0 cards in deck -> Draw Kingsbane -> Play it, attack -> Play a second copy of Kingsbane via Valeera the Hollow's passive -> Play the drawn Kingsbane next turn (the original one). This combo alone has won me so many games that I could've lost simply due to the fact that the opponent cannot keep up with this cycle. They will eventually lose to fatigue no matter what.
- Doomerang: Some of you may be confused as to why Doomerang is in this deck. It seems so odd considering you want to keep your weapon in play at all times. Well, Doomerang synergizes with Kingsbane in a really strong way. Firstly, the Doomerang will apply your lifesteal from Kingsbane to it's target. Secondly, Doomerang will not break Kingsbane and put it in your deck like you might suspect, it actually brings it back to your hand. Why is this so good? Well, you can essentially get 2 hits in 1 turn, as well as retain some durability. If you play Doomerang when your Kingsbane is on 1 durability, it will hit the target, possibly healing you, then come back to your hand on 3 durability. You can then play it again the same turn and get a second hit in.
- Valeera the Hollow: Pretty much a staple in any rogue deck now. It works even better in Mill because you can do a multitude of things with her passive. Double Coldlight Oracle, double Deadly Poison, double Doomsayer, double Kingsbane as explained above, double Southsea Squidface, etc.
- Elven Minstrel: With the introduction of this card, you no longer need to play The Curator like old Mill Rogue used to. Not to mention, you can run 2 copies! This just allows you to get your Coldlight Oracles faster, as well as allowing you to find your Cavern Shinyfinders, thus getting your Kingsbane into action earlier.
- Edwin VanCleef: Now, this card isn't SUPER important like all the others, but it is good nonetheless. Basically gives you a 3rd win condition (mill, Kingsbane, and this) if your opponent can't handle it. Generally speaking, you can get a 6/6 or an 8/8 Edwin VanCleef super easily.
- Blade Flurry: This card hasn't really seen play since it's nerf back in early 2016. It does hold a really nice spot in this deck though! Rogue is notorious for not having the greatest of board clears. With this aggro heavy meta, you pretty much need board clears in order to survive. Although this weapon doesn't apply the life steal effect, it is still very powerful. You can very easily make this card a 5-9 damage AoE. If paired with Cavern Shinyfinder, you can get your weapon back after you destroy it.
- Cheat Death & Evasion: The new rogue secrets are still somewhat up in the air in terms of viability. They do work really nicely in this deck though! Firstly, Cheat Death. This card ensures that you can play a Coldlight Oracle without fear of not being able to bounce it back. If they do kill it, you get it for 1 mana! If they don't, you can possibly Preparation into Vanish the following turn (if the board allows for it, naturally). Also, Cheat Death ensures your opponent cannot play an AoE very efficiently. This is exceptionally great vs Control Lock and Dragon Priest, as they sometimes run Abyssal Enforcer and Duskbreaker. As for Evasion, this is basically just a stall card. Let's say you're on turn 8 and your opponent has lethal on board. You don't have an answer. You play Evasion and can live another turn. Turn 9 you can play Valeera the Hollow, stalling for another turn and healing 5. This gives you 2 draws that could save the game for you.
Mulligan
Generally speaking, you really want to mulligan for your early survival cards. Cavern Shinyfinder, Doomsayer, Backstab, Kingsbane, Deadly Poison (only with Cavern Shinyfinder or Kingsbane in mulligan), Leaching Poison (only with Cavern Shinyfinder or Kingsbane in mulligan), Elven Minstrel (if starting with The Coin), Evasion (if fighting a very aggro heavy deck (Paladin, Hunter, Mage)). You almost never want to keep Coldlight Oracle in your starting hand unless you are 100% certain you are fighting control and anticipate them drawing cards in the early game.
Closing Out The Game
So you survived the onslaught of cards from your opponent and are now in fatigue. What now? Well, now you equip your (hopefully) huge Kingsbane with lifesteal, and swing face. Don't forget to duplicate the Kingsbane as I explained earlier. Hopefully you were able to keep some of your clears (Vanish, Sap, Doomerang, Blade Flurry) and can keep your opponent's board squeaky clean. You should just be able to win after you hit the fatigue, simply due to Kingsbane being so incredibly powerful.
Video(s)
Submitted by @kiwiinbacon
Submitted by @daaannnnaaaaaaaa
Submitted by @Kadakk
MORE COMING SOON
So this was my guide! I hope you learned something and if you have any specific questions, drop them in the comments. You may have noticed that I didn't include replacements or matchups in this guide. Reason being is:
1. I don't like limiting players collections, and I want you guys to experiment and figure out what works for you. If you find that certain cards aren't working or you don't own some cards, go ahead and replace them to your own judgement. If you still do have questions about replacements, let me know!
2. The meta is so messy right now and frankly I don't know the statistics at the moment. I'd prefer to not give false information and confuse you guys. If the meta calms down, I might add a matchup guide. Don't count on it though.
The problem with not playing two is you have then halved your chances at drawing it when you really need it.
Just used this deck, Hunter got cocky when i had 1 health and let me live 1 extra life. Drew kingsbane with both deadly poisons and lifesteal in hand. He conceded after that turn LMAO
I'm confused on the anti-fatigue method with Kingsbane and [card]Valeera the Hollow[/card]. The "copy" of Kingsbane does not have any of the enchantments so after the first turn of fatigue you're putting a vanilla Kingsbane in your deck. Which you sometimes draw instead of the real one. Am I missing something?
So let's say you're in fatigue. You play Kingsbane and equip the buffed one. You punch whatever you need to, then play the "copy" kingsbane from your hand. Your original kingsbane goes to your deck now. Next turn you will draw the buffed kingsbane 100% since its the only card in deck. Now, you play your buffed kingsbane and punch again. The "copy" kingsbane that you previously had equipped will now go to your deck. The next turn you draw it. Once again, you punch with the normal kingsbane, then replace it with the one you just drew. You'll never fatigue if you do this.
Ah I see. Since without Valeera you always want to shuffle the kingsbane every turn it never occurred to me that you didn't need to here. Thanks!
No, you're right, but it's still 1 draw avoided, that can save your life
What you think is the most important card(I got 400 dust). I almost got everything except this 4
I'd say that either doomsayer or preparation are the two better options. Evasion is a unique spell and very situational. Doomerang offers an extra hit in the same turn, but cannot hit face, so more or less acts as a removal or quick heal (if weapon has lifesteal). Preparation allows you to cast those vanish' and play other cards like coldlight, on the same turn! Without preparation, vanish combos will be difficult to pull off due to its sheer bulky cost. Doomsayer is also a key card as it acts as a board clear or heal 7. Doomsayer is also commonly used in many other decks aswell. ;)
Doomsayer, I would say. Because you can use it in a lot of decks, or preparation because it will allways be a good rogue card. Both are classic so they'll never rotate.
Updated the deck list to a more recent version. This should help your problems (hopefully).
I replaced one shadowstep with one Spellbreaker... i found out that silencing a taunt out of the way is crucial in the late game.
much more consistent against aggro decks
btw you dont NEED valeera to infinitely have a card in your deck. just play kingsbane, swing with it then hero power. it destorys it and puts it back in your deck, then next turn rinse and repeat. :)
Very true, but Valeera is extremely good with other cards, so she is definitely at least close to a must-have, if not must-have
This deck is super fun and super frustrating (bad draw). Got to rank 10 with it, which makes me very happy. Tempo Mage and Aggro Paladin are impossible to beat, you are super unfavoured against hunter and tempo rogue. Warlock, Priest and Druid are manageable, Control Warrior is easy win.
The guide is amazing, the key is to have a plan in mind for the game and plan the removal use.
Agree with this, aggro decks are almost impossible to beat, even if you get a good draw of early removal, then your hand is basically empty and they out tempo you. It needs more card draw somehow but I don't know how to make that work. It is a hard deck to play though. It certainly isn't easy, but it's rewarding when you win and you learn something every time you do so.
Being myself a Rogue player since Beta in every form of it, i probly have over 1000+ wins of Mill Rogue. This new "fatigue rogue" is insanely fun but get destroyed by the actual meta unfortunately. Nonetheless if you enjoy rogue and fatigue deck this is extremely fun to play, even funnier than than all the previous fatigue Rogue decks. OP and his "73% winrate" were probably when Kolbold and Catacombs came out, when everyone tried new stuff and when there is no absolutely no meta.
That being said, this is one of the best fatigue guide i've seen in a long time, upvoted your work, keep it up with your new way of making decks bro ;)
Super fun deck
Thank you!
I don't have the death knight, so I probably wont be playing this, but I can state that it wrecks my control lock. I even tried adding a Gnomeferatu to try and break the chain at the end, but that ended up being easily played around. I had more luck with Cube-Lock but you still need a good bit of luck.
Wow tis is a great deck! XD but i dont have valeera the hollow :(