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)
- Suinella
- Registered User
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Battle Tag:
N/A
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Total Deck Rating
28
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.
Hi, I have played fatigue or mill rogue since before wild came out, I had a few questions.
Have you considered putting deathlord in this deck? I feel like it makes your first N'zoth much stronger and have a better ability to survive against aggro decks.
Have you considered adding one walking the plank? It seems to me that it is a fairly strong card for large minions.
Here was the deck I was using before, it was from a few expansions ago. AAEBAaIHCLQBmwWFF+CsAoHCAoDTAtvjAt/jAguKAcQB7QLNA4gH+AeGCf4NgQ71D4ASAA==
Колода достойна только отправиться в мусорное ведро. Хуже варианта милл разбойника я не видел. А если добавить текущую мету где охотники по 7 раз подряд встречаются, то совсем не понятно для чего ЭТО выкладывать
I haven't been testing on ladder, but I'd like to know, what are your thoughts on Dark Iron Skulker and Zola the Gorgon?
The former can clear a good chunk of the board against Even Shaman and Odd Paladin, and it can actually be bounced back for repeated strikes.
The latter is an extra bouncer, slower, but just as efficient as Shadowstep in terms of Tempo (Zola leaves the original body on the board).
How about Shadowblade as a replacement for Evasion? It's better utility and can be used in a finishing combo in some match-ups.
As much as I like this deck, it's very hard to play competitively against aggro decks which predominate the ladder
As always I like to see fellow Mill'Zoth players! :-)
So our lists differ in six cards.
You play +2 Antique Healbot, +1 Lab Recruiter, +1 Eviscerate, +1 Evasion, +1 Spirit of the Shark
-2 Deathlord, -1 Gang Up, -1 Rotten Applebaum, -1 Elven Minstrel and -1 Mistress of Mixtures
As I mentioned in my guide I prefer double gang up a lot over the recruiters because of preparation (especially to shuffle N'Zoth which rarely works with Recruiters. The healbot over applebaum is obviously better against any transforming card like devolve being the most popular atm and you can double the battlecry with spirit and Bran - I like this idea, I should test this a bit myself.
But what I must say is that I think with the tons of pirates (at least in legend) around the deathlord is still my favourite pick (edit: I will totally test it without it though, maybe it works better than I tend to believe!). It is the most defense you can get out early, it goes with the mill plan and of course it gets revived.
Let's hope your list makes the jump into hsreplay stats and then we can compare after a while :-)
Congrats on front page by the way!
PS: With a 60%+ winrate in 200 games from rank 5 you are mathematically legend and not rank 1 :P
any place for Hakkar in this deck? How would you make it work?
I don't think it has a place in this deck, how are you suppose to kill it? with coldlight vanish and full hand maybe..
Let your opponent kill it? Or go face for 9 every turn..
Suinella is right. I also thought about a version with it, but when you get your mill engine rolling it would just be a win more card that can actually also kill yourself with a bad rng.
Further more you can't really find the time to play such a high cost card without any defensive aspect to it.
Isn't Zilliax better than Antique Healbot?
Hey man, Healbot is great because his battlecry can be doubled by Brann and Shark, but it is for sure a good minion for the deck, maybe replacing evasion?
This deck is perfect to ruin ppls day in casual as many run slow fun decks in there
iam playing some different wild casual cause its 90% aggro bots
Such a fun deck, definitely took some getting used to! Being able to shred through both players decks then sit back on N'Zoth/Lab Recruiter feels amazing. Played some games with the list, check them out;
(Games start at 2:19)
Great write up, the detailed explanations are very much appreciated. I think that I will give this deck a go. I can already tell that there will be a steep learning curve for me as I haven't played mill rogue in quite a while
when i played mill kingsbane, i used Sonya Shadowdancer i think it can replace Evasion in this deck
You should add Deathlord to this deck.
I played a lot of Deathlord in this deck, but it loses too many games pulling strong opponent minions
I also play a lot of Deathlord. When facing shaman, it is an auto lose. XD