[MSoG] Standard Mill Rogue
- Last updated Dec 20, 2016 (Gadgetzan)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Mill Rogue
- Crafting Cost: 8640
- Dust Needed: Loading Collection
- Created: 12/23/2014 (GvG Launch)

- CotyHS
- Registered User
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- 7
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Battle Tag:
Coty#1259
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Region:
US
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Total Deck Rating
365
My name's Coty, and this is my take on Mill Rogue.
Warning: This deck is pretty hard to play. I suggest you read everything before you disenchant cards just to start creating this deck.
UPDATE:
It appears I made a mistake in my last update, and I misread Dirty Rat and thought it had the same deathrattle as Deathlord. I've re-updated the deck and put Doomsayer in instead. Sorry about that everyone, I updated without thinking.
Changes:
REMOVED: Nat, the Darkfisher, Shadowcaster, Cult Apothecary x2
New Additions: The Curator, Fan of Knives, Doomsayer x2
For our first change, The Curator is a guaranteed Coldlight Oracle draw while also laying a huge taunt on the board that's 4/6 so it cant be Shadow Word: Death'ed by Dragon Priests immediately as well. At first I thought it wasnt a good idea because its 7 mana, but if you think about it, a 4/6 with taunt would probably cost round 5 mana, and the other 2 mana is spent on pulling your win condition from your deck. It's good.
Doomsayer's been a card that I've been wanting to add to this deck for a while, and it's safe to say that he doesn't just belong to freeze mages! It's also great stall card after using vanish, giving you an ensured clear board by the time it's your turn. While it sounds underwhelming, its a lot more crucial to have that advantage than you'd think.
As for the Fan of Knives change, I thought it'd be a good idea for more anti-aggro to be in this deck, so I basically added FoK to make the deck cycle more smoothly.
Substitutions:
A lot of people have been asking what to replace with King Mukla or Bloodmage Thalnos, so heres a couple subs you may like.
Violet Illusionist is a fantastic sub that I would maybe even consider using over some of the cards in the main deck. You can use it to attack minions with your hero skill without taking damage, or even make yourself immune to fatigue before you end the game. A good 10-mana dream combo could be Violet Illusionist → Brann Bronzebeard → Coldlight Oracle → Shadowstep → Coldlight Oracle. Thanks to JamieFTW1505 for the sub!
Mistress of Mixtures can be swapped for Refreshment Vendor as well, if you prefer to get early heals off, and it helps empty your hand as well since its a 1-drop. It also helps fill in that 1 extra mana that often appears. You want to make sure you make the most out of every turn.
Lorewalker Cho is FUN. There's a lot of players that come to a mutual agreement with me and just start having fun with me trading spells. However, be careful with what spells you use, like Eviscerate for example.. Keep in mind at the end of the game the enemy still wants to win, of course. An actual good strategy would be giving your enemy mage, or priest your Deadly Poison, as it's absolutely useless for them unless they somehow get their hands on a weapon. Vanish is also great to trade, and while you may think you're giving them a board clear, its 6 mana, and the only time you'll be putting down minions is when you're trying to mill your opponent.
Nat, the Darkfisher-- just when you thought he was only insta-dust. He actually has some use in a deck like this! Now just by reading his description, you can already tell why this card is a good addition to this deck, but you can also use it as a good early game card too. Keep in mind its a 2/4 for 2 mana. Your enemy might even keep it on the board if they don't know you're Mill Rogue.
Introduction
Okay, lets be honest Mill Rogue sucks ass against aggressive decks so don't vote me down when you lose to aggro because I take the risk of playing this deck and lose to aggro as well. Keep in mind there's still always a way to win, regardless of what deck your enemy is playing, as the win condition is always the same. Reach fatigue.
The point of this deck is to fill your opponents hand with so many cards so that they overdraw and have their cards destroyed, and kill them using fatigues exponential damage. The maximum amount of cards you can hold is 10. When a card is drawn after there is already 10 cards in your hand, the card is destroyed. When you destroy a card, it's impossible to get it back. Think of it as killing minions before they can even get on the board, or a spell killer.
"My hand is too full!" *Poof*
Mulligan
When replacing cards, you generally want to keep cards that are good against aggro. The dream hand that usually wins me games is: Backstab, Deadly Poison, SI:7 Agent (and if you're turn 2, Coldlight Oracle).
The reason why this hand is so good is because it does the best job at holding off aggro. Nat, the Darkfisher is also a good early draft.
Gang Up gives you 3 EXTRA CARDS in YOUR deck. The reason why this is awesome is because:
1.Your opponent will hit fatigue WAY faster than you.
2.Your opponent will be down by at least 4-6 card in fatigue or more.
3.Fatigue also does insane damage. Being down 6 cards in fatigue is 21 DAMAGE.
Strategy
I know ___________ is pretty good in this deck, but can I still sub it?
Weren't you reading?! There's subs from other players above in the section that says "Popular Substitutions"
Turn 4: Coldlight Oracle ⇒ Shadowstep ⇒ Coldlight Oracle
This is your average Mill Rogue combo that will usually make your opponent lose their first few cards with. ONLY use this when your opponent has 6 or more cards, otherwise theres no point.
Turn 5: Coldlight Oracle ⇒ Shadowstep ⇒ Coldlight Oracle ⇒ Shadowstep ⇒ Coldlight Oracle
This only happens in the instance that you have double Shadowstep. You and your opponent will draw 6 cards.
Turn 6: Coldlight Oracle ⇒ Preparation ⇒Vanish
This clears board when your opponents hand has 8 cards. You also get your Coldlight Oracle back, because Vanish returns ALL minions.
Turn 7: Coldlight Oracle ⇒ Shadowstep ⇒ Coldlight Oracle ⇒ Preparation ⇒ Vanish
This clears board when your opponents hand has 6 cards.
A lot of the combo's above can also be performed with King Mukla.
Save at least one Preparation + Vanish combo in your hand so that you can make additional plays when you use Vanish.
There's a lot more I can say, but I think you can be creative and find out the combo's for yourself like I did. I've only told you the most important combo's I know.
Match-ups
Woops! Sorry, I haven't played in a while so I'm just going to erase the old Match-up entries so that no one thinks I have no idea what I'm talking about (even though I actually might not).
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Here's my advice: ditch SI:7 Agents. How many of you just sit there with these in your hand, unable to use the combo effect unless you burn the Coin or something? They slow an already slow deck down and don't do anything to help. Go with direct damage like Shadow Strike, which does 3 more damage and you can use it sooner. Also removing both Cults and Shadowcaster was IMO a mistake. Add 1 of each back, add Arcanosmith so you have something else to use with Brann (throwing out 2x 0/5 taunts is a great way to buy 2 turns and get Brann on the board relatively safe from harm).
buy all the expansions, there are so many cards there that are essential to many decks.
Why no reno?
While yes, it can almost confirm your win during late game, it just doesn't match the deck at all. Gang Up has absolutely horrible synergy with Reno. The reason why it's almost impossible to use Reno effectively is because theres already an insane amount of crucial duplicate cards, and Gang Up will only end up creating even more duplicates. Meaning this would end up with you also having to be in fatigue for it to be of any use. And at that point in the game your opponent should be dead, or about to be. If you're scared of losing during late game, you can always use Violet Illusionist to secure the win as well. It has much better synergy and worth, and can also replace the legendaries in this deck, like Mukla or Thalnos.
Can confirm that violet illusionist is a good sub, and might deserve a place over one of the main deck cards. It absolutely saved my life in a match today.
I've been playing around with this but am failing to understand why Dirty Rat is in this deck. It has done nothing of worth for me. Deathlord existed to pull minions out of the deck faster so you could mill them. Dirty Rat is pretty much doing the opposite of what you want in my opinion. I think Doomsayer is far more effective (especially after a Vanish).
Agreed.
Adding Dirty Rat was actually a mistake, I thought it had the same deathrattle as Deathlord. I was so sure that the card was going to be good for the deck I changed it without trying it out, and then soon after like 3 games I realized how horrible it was, but I was too lazy to update the guide. I've been playing around with different archetypes again and I'm probably just going to stick to good ol' Doomsayer, which was my original intent for the deck this in this expansions meta. Sorry about that.
What are you toughts on arcanosmith?
Hmm.. In general would say it's more of a card you'd see in arena and not in constructed. Though if your decks are on a tight budget you may think you could use it; but most budget decks would just use Sen'jin Shieldmasta.
Think of it like this:
Would you rather have a taunt that can trade at all times or just a 0/5 wall with its damage split into a 3/2 token. Plus, when the 3/2 dies you just have a 0/5 body with no benefits. If it were a 3/2 that summoned an 0/7 it might've been able to see some play.
Conclusion: Dust it.
This list needs to use counterfeit coin, mistress of mixtures, shadow strike, and reno.
"Mistress of Mixtures can be swapped for Refreshment Vendor as well, if you prefer to get early heals off."
And Counterfeit Coin? Never. It only provides tempo and the last thing a mill deck looks for is tempo.
If you're missing a prep it works as a decent replacement.
fun deck! any replacements for King Mukla?
Yes. Doomsayer is a great sub that I would maybe use over Thalnos and Mukla. Pretty much anything that is can stall early is great.
Fon? Did you mean FoK? Fan of Knives?
It's okay to sub poison, because you want to try your best to maintain as much health as possible, but Fan of Knives is sometimes slow.
By the way, Dirty Rat is actually an extremely good card for this deck! I almost didn't see that card in the latest expansion, thanks for pointing that card out. I'll actually change up the deck now!
Hi Coty, thanks for the update. For a long time I was playing with a N'Zoth package, with Belchers, Deathlords and Swords. Thinking that Mill needs another closer against Jade Idol decks, I have since switched to a 5 card C'Thun package... 2x Disciple, Twin Emperor, C'Thun and Dagger of C'Thun. It still can run a regular Mill game, but can also do heavy, heavy control with Shadowstepping C'Thun and then ganging him up. It adds a new dimension and synergy and I'm really loving it.
I have been playing a modified version of this deck since Violet Illusionist was released yesterday. I run two of them: one for my early game to smash minions without taking damage, and one I keep in-hand for the final mill at the end of the game to guarantee that I take no damage if I also go into fatigue. Very, very effective.
Mill Rogue is probably one of the hardest decks to play and the games can go for too long sometimes, but boy is it satisfying when you beat those Legend card back players.
Thanks Coty!
Tried out the Curator, it's nuts. A taunt that draws a Coldlight? It's a mill dream come true, and I think it's going to be a core card in this deck.
Curator seems especially useful in Mill decks that run Azure Drake. I might drop an Arcanosmith which I was using to stall and put in The Curator instead, pretty cool idea. Curator is more mana but might be efficient for stalling or preventing some face damage later in the game, while also being almost guaranteed to draw a Coldlight and possibly an Azure Drake as well.