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N'Zoth Mill Rogue [60% WR]

  • Last updated Jan 24, 2019 (Level Up Nerf)
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Wild

  • 14 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Rogue
  • Crafting Cost: 7480
  • Dust Needed: Loading Collection
  • Created: 1/20/2019 (Level Up Nerf)
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  • Total Deck Rating

    28

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I started playing with this deck with the release of Old Gods, based on a version played by Savjz, and i kept playing and having tons of fun until now,

I refined the list year by year with new cards at every expansion. Sometimes it was really bad for the meta, sometimes really good. Now it shines in Wild Ladder from rank 5 to 1 with a winrate above 60% in around 200 games and can be used to reach legend, even if the games are usually very long (average is ~12 minutes, that is quite a lot for wild).

Update:

We reached the front page! And i must thank Tommy Wave for the gameplay video, I'm very bad at video editing and such so i really appreciate his tribute :)

General Mulligans

For the detailed mulligans you can check the matchups decrioption that explain how to deal against the main Wild decks.

Control and Combo decks

Coldlight Oracle, Sludge Belcher

Aggro decks

Doomsayer, Backstab, Eviscerate, Sludge Belcher. Vanish is a good keep with prep in hand.

Very Good Matchups

Odd / Control / Dead Man Warrior and Jade Druid

This is a 100% winrate. The strategy is based on infinite N'Zoths, so you want to keep Belcher in your opening hand, draw cards saving a shadowstep and the Lab Recruiters. After playing Valeera and the Belchers, you play N'Zoth + Shadowstep, and next turn 8-cost N'Zoth + Lab Recruiter or Gang Up.

Then you wait until one of your N'Zoth survives a turn and play Lab Recruiter of him and the copied Recruiter on the other Recruiter, so you will have many N'Zoths and Recruiters in your deck and can go infinite. You can also choose to Lab Recruit just 12 N'zoths with Brann/Shark + Double recruiter on N'Zoth.

Jade druid will always lose because every golem can hit just one time, while your Belchers can survive 2 hits. At late game you will always have a start of the turn with a board of Slimes and a N'zoth, so you can hit the druid for 5 in the face with N'Zoth, sacrify the Slimes and play another N'Zoth, you can hit with 2 N'Zoths too, but never keep 3 on the board because in this way Druid can clear the slimes with a spell and OTK you with a 25/25 golem hit on the face. Eventually you will kill the druid hitting him with N'Zoth.

Pirate Warrior

I have a high winrate vs Pirate Warriors because they usually don't kill Brann or healbots so you can use them to heal many times with shadowsteps while avoiding face hits with belchers. BackStabs, Doomsayers and Eviscerate are helping in the early game while Evasion, Valeera act as healing in late game.

Big Priest

You should always keep Sap and Vanish in the opening hand. Belcher and Coldlight are also ok. The idea is to not kill anything except Barnes and if necessary The Mosh'ogg until very late, using Sap and Vanish to return the Big minions to opponent hand. Then start milling them and kill them with fatigue before they can kill you. If they can't resurrect anything they are not dangerous.

Spell / Secret Hunter

Hunter's secrets and Rexxar are usually too slow for this deck, keep Belcher, Vanish for the Spellstone, and Prep for the tempo plays. Usually one N'Zoth is enough to end the game.

Shudderwock / Combo Shaman / All Warlocks / Control Paladins / Control / Combo Mages

The best tactic against those decks is keeping Coldlights and going for the mill as soon as turn 5 or 6. If you have just 1 coldlight in hand you should try to return. You should try to chain the combo for 3 or 4 turns in a row in order to mill as much as you can before the opponent can get rid of his hand.

The combos are:

Coldlight + Lab/Gang + Shadowstep = 5 mana

Coldlight + PrepVanish = 6 mana

Playing Shark or Brann at turn 4 can game definining if the opponent can't remove them, and Shark is very difficult to remove.

The only way those decks have to win is hit N'Zoth with Dirty Rat or Gnomeferatu, but even if they can do it, you can win just by milling them. Rin can be countered by sapping him at full hand to burn the sigil.

 

Even Matchups:

Combo Dragon Priest

This matchup is difficult because you have to decide if going for the mill of the combo pieces or control the board until you can N'Zoth and win the game. This can be difficult because dragons are so overstatted and you can't let them stay on the board. I suggest to go for mill as soon as possible and hope.

Odd and dude Paladin / Midrange decks

This deck is well equipped against Paladin, with double Fan and Backstabs

Even Shaman

Doomsayers and Sap are a must keep against shaman, and can stop the 4 mana 7/7 and Sea Giant in the early turns. Vanish is the most important card in this matchup and need to be kept as long as possible.

 

Bad Matchups:

Aggro decks

The most aggressive decks destroy mill rogue. Of course with a good draw a match can be won but it's not common. There are many good tools for early game, like a Doomsayer turn 2, backstab, eviscerate, belcher and healbot but often they are not enough to contain the burn of aggro mage and shaman, the hero power of odd hunter or the explosive starts of Kingsbane and Mechs.

Card Choices

Why 1 Gang Up and 2 Lab Recruiters?

Gang Up is better against control decks because can be used early with prep on the Oracle, but Lab Recruiter is better with Brann, Shark, Valeera, and can be used as a 3/2 on turn 2 against faster decks. Three total gang up type of effects are exactly what this deck needs to pull of the mill combo at the right turn when necessary

Why no Deathlord?

Deathlord was a staple for this deck in the past, but now its terrible, pulling  Mal'Ganis, Lich King, Sea Giants, Flamewakers. It's a good cards against combo decks, but milling just works better.

Evasion

Probably the worst card in the deck, can be considered as a healing card but can be played around easily. If only Rogue could use a stronger heal... if you don't own evasion you can add another eviscerate or a SS:7 Agent.

Elven Minstrel

Great card to combo with the coin and this deck needs draw to get to the coldlights, two of them is too much because it's not a great card against aggro decks.