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Legend Mill Druid

  • Last updated May 31, 2018 (Spiteful Nerf)
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Wild

  • 12 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 7540
  • Dust Needed: Loading Collection
  • Created: 5/29/2018 (Spiteful Nerf)
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Dears,

 

I’m a multi legend player and always loved to play mill decks. With the latest expansion, the Mill Druid became legend viable. The deck is not that easy to master, but it beats the shit out of most meta decks. The main strategy is the following:

 

  • Burn cards from your opponent. It’s much easier with this deck than with the Mill Rogue. This has different reasons. First, nobody is expecting that you are a mill deck. Let them draw cards and fire your bullets as soon as you can burn a lot of cards from your opponent. This is very easy, because – secondly – you have a lot of tools for it and these tools are very cheap.

 

  • Control the Board and Armor up: You have an incredible amount of cards to secure board control and armor up. Against combo decks, it’s more important to burn at least one combo piece from your opponent. Against aggro decks, focus more on board control. Midrange, control and Big decks are more complex. You need to be flexible and anticipate.

 

  • Mill you opponent: the final stage. Fatigue your opponent to death. Use Jade Idol to avoid being fatigued by yourself. Normally this is not necessary, because your opponent will lose more cards than you. But it is a nice insurance and guarantees you an infinite amount of value.

 

 

Card explanation:

Jade Idol: Our insurance for the late game. You don’t need it that often, because your opponent looses much more cards than you. But in case of being in a fatigue battle (~15% of all games), this card wins you the game.

Naturalize: Removal and card draw for only 1 Mana. This card is absolutely insane in this deck. Don’t be afraid to remove a little minion when this helps to burn cards from you opponent. You will love this card.

Doomsayer: Very strong card for board control. You can also play it on an empty board to avoid that the opponent plays minions and reduces the amount of cards in his hand. Afterwards you start burning his cards.

Wild Growth: Mostly a Turn 10 draw. Ramping is not that important in this deck. This card is a deck filler and can be replaced (e.g. Ultimate Infestation).

Wrath: Very flexible card. Mostly you use it for card draw.

Brann Bronzebeard: Play this legendary dude in combination with Coldlight Oracle for maximum effectivity.

Coldlight Oracle: Is there a single Mill Deck that is not running this card?

Deathlord: Perfect card. It keeps us safe and “removes” a card from the deck of your opponent. Be careful when playing against Big Decks.

Ferocious Howl: Most of the time we have 7+ cards in our hand. This card helps us to armor up and cycle through our deck.

Grove Tender: More draw. The stats are also nice for the early game against aggro decks.

Branching Paths: Extreme flexible card. Most of the time you will draw a card or armor up. But don’t forget about the +1 Attack (e.g. after a spreading Plague).

Forest Guide: Absolute insane card. Try to hide him behind taunts. Or keep the board clear to make sure that he draws a lot. The stats are very good. A lot of decks are struggling to remove this guy.

Poison Seeds: Perfect control card. Especially against Demon Warlock and Big Priest.

Zola the Gorgon: Get your Battlecry minions back to your hand and repeat the card draw fiesta.

Swipe: Control card.

Spreading Plague: What do I have to say. Amazing control card.

Malfurion the Pestilent: Amazing Control card. Most of the time you pick the 1/5 taunts. If you are not in danger, use the +3 attack. Else, armor up.

 EDIT:

Changed Spellbreaker for Zola the Gorgon

Typical decks of your opponent and strategies:

Big Priest

Mulligan for card draw. The big priest will often play only one card until turn 6. There is a lot of possibilities for burning cards. This match-up is very easy. I would say you should win at least 70%, maybe 80%. Your only loose will be a turn 3/4 Barnes.

Aggro Paladin

This deck in it’s different versions (even, odd, murloc) became less important in the meta since the latest nerfs. Good news for us. Focus on board control and armor up. It’s a great feeling to fatigue an aggro deck in the late game. Win chance 50:50.

 

More explanation will follow the next days.