One day, I decided to play Mill Rogue to troll players in ladder rank. I've tried many variations of Wild Mill Rogues like N'zoth Mill Rogue and so on before I came up with this traditional straightforward Mill Rogue deck with a little help from the Rastakhan's Rumble cards to punish greedy decks like Quest Mages, Control Druids with 30 health + 20 armors, Handlock Giants, Big Priests (Owh the happiness when you see their legendary cards burns away) and many other slow greedy or combo decks.
Here is my guide to use this deck and some pointers on why I chose certain Rastakhan's Rumble cards.
Before that... Here's a question for you, why play Mill Rogue when it's a hard deck to maneuver and has low win-rate-%?
Answer: Because it's a different kind of adrenaline rush you get when you win via fatigue against your opponent and you get to laugh at them PLUS see their salty post in the internet after being milled to death. 10/10 will continue to troll ladder with this deck.
Against control decks or some hybrid mid-range control decks
You basically have nothing to do on turn 1 and 2 except to hero power and ping their faces just for laughs. If they have some cute minions on the board with 2 health or maybe 1 health, you then play like a tempo rouge like The Coin + SI:7 Agent for a 2 damage to an enemy minion + a 3/3 body on board then you have Fan of Knives to clear those annoying cute minions on board. If your opponent somehow has a BIG BOARD full of minions and lethal in on its way in the next turn or 2, then you play the usual Vanish + Doomsayer combo to buy you an extra turn while you figure out how to continue to annoy your opponent (Kind reminder: The experience Rogue players also knows Preparation + Vanish + Doomsayer = 5 mana). Addtionally, with Cheap Shot you can also clear a board of 2 to 3 minions with enough mana and may be amplified with Bloodmage Thalnos to continue to stall the game even further. Shadowblade can remove those pesky minions without receiving any damage on the first turn of equipping it. Finally,
The process of milling your opponent:
For ALL Wild Mill Rogues, our best friend is Coldlight Oracle. This is your NUMBER 1 source of milling your opponent to death!
Tips on how to properly anger and mill your opponent...
- When your opponent have 8 cards in hand and it's your turn play Coldlight Oracle to give your opponent 10 cards in hand and a card burn in the beginning of his/her turn.
- When you play Coldlight Oracle, always followup with either Gang Up, Lab Recruiter or a Shadowstep. This will make extra copies of that awesome card in your deck to further instill pain to your opponent's brain in the turns to come.
- Don't self burn. It's not healthy, always check how many cards are in your hand and how many cards are left in your deck AND your opponents deck.
- Face damage is NOT important, board control is. So, always trade your minions with your opponent rather than going face (Unless it's one of those super rare cases you win by minions-to-face-damage via Mill Rogue). The damage that is most important to your opponent's face is Fatigue Damage which will escalate very fast once they are out of cards.
- NEVER play the first Coldlight Oracle unless you have a few combo pieces in your hands or you're confident enough to manage with the last copy if the first one dies on board.
Some combo play to use based on the cards in this list
- Turn 4 = Spirit of the Shark followed by Turn 5 = Coldlight Oracle (Both players draw 4 cards for more fun and possible opponent milling) and Lab Recruiter on Coldlight Oracle for another 6 Oracles being chucked in your deck for greater fun! (Note if you have shadowstep, use it on the murloc).
- Turn 4 = Spirit of the Shark followed by turn 5 = Antique Healbot for a nice 16 health refreshment.
- Spirit of the Shark is somewhat more flexible to prepare for a next turn minions battlecry fiesta because of its "Stealth for 1 turn" ability. Imagine this, you have Spirit of the Shark on board and 3 annoying Coldlight Oracle in hand... You play all of them (on turn 9 or 10) and both players draws 12 cards! Wow! You might burn some cards of your own (like some copies of murlocs your copied earlier in mid-game) but, your opponent is burning cards to the point of no return!
- Brann Bronzebeard is a traditional activator for Coldlight Oracle and should be kept in the deck because of it's lower mana cost and it can work as a "soft taunt" in some situations.
- You can use Gang Up on Lab Recruiter or Lab Recruiter on another Lab Recruiter to have a possible unlimited cards in your deck and see your opponent burns to death via fatigue damage.
- On special occasions, Shadowblade is used to avoid receiving fatigue damage yourself on the turn you equip it (if you find yourself finishing your cards and wanting to kill your opponent via fatigue with Coldlight Oracles).
- When your opponent has 10 cards (Most probably you played a cool murloc to do this), and they have one or more minions on the board you can either Sap to destroy a minion or Vanish and destroy your opponent's board. While you're at it, play Doomsayer too to buy you an extra turn for even more milling punishment!
- There the play looks something like this: Preparation => Coldlight Oracle => Vanish => Doomsayer. That's a total of 8 mana, a board clear and milling your opponent (probably).
Against fast aggro decks or even a tempo deck like Secret Mage
Sometimes it's an auto-lose even to begin with but with a tempo-ish build of this deck, I have pulled off some spectacular play to gain control of the board and win the game via milling my aggro opponent with the help of Bloodmage Thalnos + Cheap shot or even Bloodmage Thalnos + Prep + Fan of Knives. Not much to say here, traditionally... Mill Rogue has low winning % against Aggro decks.
Unmentioned card selection choices so far
Murloc Tastyfin: This card is absolute bonkers when you need to dig your Oracles out of your deck when it's nowhere to be found. To me, this card is better than Elven Minstrel because it's drawing a specific card in your deck that you need to mill your opponent.
Walk the Plank: A very very very powerful hard removal for any Rogue archetype. Although it is a situational card, it's not that easy for your opponent to play around this.
Recent edit on 17th January 2019: Removed 2 SI:7 Agents and included 2 backstabs. Removed 1 Murloc Tastyfin and added 1 Walk the Plank. Your hand will increase in size very fast once the milling gets a roll so the cheap spells help and I find that 2 Murloc Tastyfin is just overkill to find your sweet oracles. 1 is enough if they are too shy to come out.
Happy Mill Rogue-ing everyone!
p.s. I sincerely apologize for all the players who have been a victim of this deck on Wild Ladder EU as of December 2018.