[GvsG] Mill Druid
- Last updated Jan 7, 2015 (GvG Launch)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 5700
- Dust Needed: Loading Collection
- Created: 12/2/2014 (Naxx Launch)
- Gravehound
- Registered User
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- 10
- 26
- 52
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
430
Clarification: This deck is no deck you ladder with, this deck is something you switch to if you only (>80%) face control decks. Against Aggro it just don't cut it, but against handlock you can burn so many cards it's not even funny. With that said have fun with the deck.
With the latest addition through Gnomes vs Goblins mill decks could finally be less gimmicky and maybe somewhat competive.
The main goal of a mill deck is to fill your opponents hand with cards he can't use and burn additional cards he draws over the ten card handlimit. Ten cards in hand also means Clockwork Giant costs only 2 mana for a 8/8. 6 or more cards mean Goblin Sapper is a 6/4 for 3 mana.
The Draw:
This deck can force your opponent to draw 12-16 cards extra.[ Naturalizex2 (4), Coldlight Oraclex2 (8)+bounce with Youthful Brewmasterx2 (12), Dancing Swordsx2 (14) and Grove Tenderx2 (16).
An additional way to fill your opponents hand is provided through King Mukla (2cards) and Mechanical Yetix2 (1 card each). Both also serve as great bodies for the mana costs.
Combos:
Naturalize into Clockwork Giant
Coldlight Oracle+ Youthful Brewmaster
Dancing Swords,Grove Tender and Deathlord to thin out the deck even further.
Goblin Sapper and Clockwork Giant to actually profit of that cards in your oppenents hand.
Troggzor the Earthinator and Loatheb to make your opponent think twice about playing the spells you generously let them draw.
Malorne for infinite lategame pressure + taunts to get there
Possible additions:
The deck is made with no specific meta in mind. We'll wait and see how that shapes and can make adjustments to fit in. If you want to make your own changes the first cards to swap are probably Deathlord and Wrath
Tree of Life/ Healing Touch/ Ancient Healbot
More Giants are never bad, so two Mountain Giants is actually a nice Idea
Not sure about Jeeves but probably not worth it. If your opponent is down below 3 cards things are all going against you and you probably lose.
Thanks to a comment from user galuf, Elite Tauren Chieftain is now on the list of possible additions. I didn't even think of it.
All the tech cards Spellbreaker, The Black Knight, BGH and Sylvanas Windrunner etc. are meta dependend and we need to see when to fit them in.
If you try this deck and make your opponent burn his legendarys make sure to share your best plays with us in the comments.
Have you considered Lorewalker Cho and use spells like Moonfire and Innervate to fill your opponents hand?
why this absurd deck in top? some kinda plan to let people play worse?
The deck works starting at about rank 10+. Before that, everyone is running ultra-aggro and trying their hardest to win fast. Again, against handlock and control, this deck destroys. But it's very difficult to beat hunters and mech just because they can play the cards they draw on the next turn.
i played a few games at rank 14 today and i ran into 5 control warriors in a row
Don't have a lot of the legendaries for this, but I've been running 2x Deathlord with a single Poison seeds which has been surprisingly good in this deck. I was running 2 for a while and it was rarely a dead card, but I had to make room for other stuff. Deathlord allows protection against aggro, and then naturalize and poison seeds can take care of whatever they get from it. Also, poison seeds + starfire = board clear.
starfall
When GVG released I built a simular deck adding in cards like Sapper and Clockwork for trades. 90% of my wins are due to attacking face with these minions instead. Innovate Sapper then Coin Mukla too strong.
Played vs a similar build with my hunter DR face aggro. Turn 6 game was over, Ya i had to mill off 2 because I saced off a looter with baron out but Having a lot of cards as a DR rush, meh thanks!
Mill decks are so fun!
What this deck needs is a video of it being played, preferably against different deck and hero types!
I only have one Goblin Sapper, so I sub in a Starfall. It helped a lot in a match against a Shaman.
This deck blows serious chunks and is in no way viable against anything in the meta right now.
Handlocks everywhere beg to differ.
Not being too constructive... but overall I agree. Really enjoyed this deck at first but now after about 40-50 games, it's just not doing much and rarely hitting the point where I'm making my opponent overdraw. Against any aggro you just sit back and die.
Unless I'm completely missing something... I've used Malorne like once effectively. It's usually you're on the defense trying to figure out how to survive and it's too slow.
Maybe I am the only one who's noticed...but the current meta that I'VE PERSONALLY been running into around ranks 7-12 there aren't nearly the aggro decks there used to be. Are you going to get legend with it? Probably not...Will you win some lose some (like every deck btw!) and have a fun time doing it? CERTAINLY!
I think that the new cards made priest much more playable...and I run into lots of them. Handlock is even better now with healbots. And control warrior/pally/miracle rogue is always around.
In other words...I (again PERSONALLY) haven't been meeting an aggro hunter/zoolock 75%+...and this deck honestly MURDERS the now popular thief priest...and it is very viable against the controls/miracles of the world...so I would say it's certainly playable in ladder...if nothing else just for a change and something FUN!
I have a thief priest, reincarnate druid, legend control warrior, control pally, miracle rogue, midrange hunter and ramp druid...and this deck can certainly win against them if they don't catch on early enough...that is the key. If they don't catch it within the first couple turns and get any amount of cards on their own it's game over.
So to say that it "blows SERIOUS chunks" is a somewhat silly statement IMHO...maybe you should rethink that statement?
Yes...aggro is tough...but it CAN win even against those if u can change things up a bit. Aggro can be beat with taunts. You'll have to get lucky a bit...but it's not impossible.
I'm not trying to crap all over you or anything...I'm just saying your comment is just not factual...will it win every time? What deck will? Will it win almost certainly against some decks...without a doubt...have you even tried it out? **Highly doubtful**
Thanks for all your comments on the mill deck guys! Keep up the good work!
Blows serious chunks? My sides man, my sides.
Malorne is only useful if youre down to the end game with no more card draw, otherwise there are better options.
Deathlord is kinda problematic in this deck. I had it pull in an Ysera, screwing over my entire game. It's fun for sure to play, but with this randomness against slow decks it's hard to get any rating at all, because against aggro it usually doesn't work anyway.
hello!how i can substitute king mukla?
Mukla is somewhat important, but if you have to sub him out maybe remove a Deathlord aswell and take both Innervates in.
This deck is very fun, but doesn't actually work. Against agro you just boost your opponent. Against control you give your opponent a lot of answers, while you don't have enough questions.
The mill idea is cool and it's nice that gvg made it possible, but still not enough. You still cannot mill fast enough to fatigue your opponent and at the same time you don't have enough cards to profit from your opponent having a lot of cards in hand (giants - cool, goblins - much below average).