[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
- 12
- 29
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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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If you're already milling the last portion of your opponents deck, it's a "win more" card, imo.
Seems like a fun deck. I'd wager I lose more than win. I find myself at 16 health by turn 5 very often. Control decks can chip away at you with low minions. Tempo decks consistently play minions. Rush decks easily beat it.
I guess my main point/question is...can we call this a "funny" deck that really isnt viable?
No, this is actually really bad. If you have BtG active while your opponent has a full hand, you might want to refrain from force drawing too many cards so that they can draw the Ambush themselves.
i updated the guide to address this problem, sorry if I was a bit unclear.
check where it says "WARNING: There's only one huge downside to playing BtG..."
the Ambushed are not always working that well if the enemy hand is already full the ambushes arent "drawn" so they dont trigger and the enemys dont draw an extra card wich moves them one more card away from fatigue.
good point. i'll be sure to add that to the guide as a warning so that people can play around this problem.
Hey Coty, glad to see you updated to add BtG. This card is so so insane in mill. Especially good against aggro as their hand is usually on the low side and there is almost never one lost to burn, just a steady stream of 4/4's! It forces them to trade and messes with their gameplan at the start of their turn. And if they are fatigued, it's just straight 12/12 for 3 mana, guaranteed, with a fatigue hit on top.
I'm still playing mill R, and am just 40 games away from 500 ranked wins(all mill). One thing I wanted to tell you, my win percentage went way up since I added 2x Doomsayer. One big weakness of Vanish vs a huge board, is that sometimes it's just a one turn stall as they just refill the board next turn with 10 mana. Playing Doomsayer after Vanish completely locks their hand where they have to throw minions away or waste removal taking it out. If they leave it, we get board control... which is when you can drop Troggzor or start milling them. Doomsayer is also a great trigger for Mirror Entity along with Cho.
Here's my deck as it stands right now. I'd also like to try Anub'arak for Malorne-esque action... I'll let you know how that goes.
agreed, BTG was basically made for mill rogue. I never thought of using Doomsayer but I think I might try it out after all, since it seems to work well based off what you've told me :p
good luck on your next 40 wins btw! hope anub'arak works well too.
I know Mukla's really good in mill, but is he mandatory?
naww hes pretty good but you could probably get away with replacing him for healbot or something defensive
Mukla is not mandatory but I can say that both Mukla and Cho are as good in this deck as they will ever be in any deck. It's a great feeling to play Mukla before a Coldlight run and see Ysera and Rag burn up.
edit double post
I actually got beat by this last night. I laughed the whole time…wondering why this guy wasn't fighting back. Then he struck…gang up on a coldlight…he had two in his hand. Dropped until I filled my hand, dropped heal bots, returned all minions to owners hands…Forced my whole board into the graveyard.
Eventually he coldlighted me into submission. I'm not sure how effective this deck is, but I had a great time getting my ass kicked by it.
SERIOUSLY WHY DOESNT ANY MILL DECK RUN CLOCKWORK GIANT I MEAN, 3 MANA FOR A 8/8 MOST OF THE TIME
I don't run it because its a bgh target and its sometimes the worst thing to topdeck against aggro
but if you want to, go ahead lol
I love mill rogue and I try to play it on ladder a ton. I don't usually net a ton of wins. Also, its hard to climb with because some games are really grindy and take a long time, despite the fact this deck can mill your opponent by turn 10. Also, people have tried to make these decks as consistent as possible, but sometimes they screw me over so I can't play it in ranked.
Example:
I was up against a face hunter, I don't know how I survived until so late in the game, but I did. I did lose the game because RNG hates me. This is probably the worst RNG you can get in hearthstone. I did lose, however, I lived long enough to find out the bottom 4 cards of my deck: coldlight oracle, gang up, gang up, coldlight oracle. Not to mention I mulliganed 2 out of 3 cards in my opening hand (I guess I should have mulliganed more, but still).
This deck just sucks. I hate mill rogue because you literally bank EVERYTHING on two cards (both coldlights). Meanwhile, 10 cards left in my deck and 0 coldlight draws thus far. GG. RNG on top of RNG? No thank you. I love this deck despite its badness, but I will never EVER play this deck in ranked.
Cas mode ftw for mills.
That's okay, but I'd also like to mention that a lot of decks in the meta also rely on drawing 1 or 2 cards. Warriors dig for Warsong Commander and Grim Patron, Priest needs Auchenai Soulpriest, and Oil Rogues need Tinker's Sharpsword Oil. Each of those decks include a way to stall (or cycle your cards), and mine does as well. Gang Up is the only reason why I even bothered updating this deck because its a really great card. An example could be you Ganging Up on Dancing Swords twice, and it'll not only speed up your opponent into the fatigue, you also get a bunch of 4/4's for 3 mana. If you Gang Up on Sludge Belcher, then enough said, you have 3 Sludge Belchers. I also mentioned in the guide that the Antique Healbot can be Ganged Up and can heal for at least 35 to 72 health. So yes, I do agree that this deck isn't as consistent in ranked as other decks are, but I don't agree that it's inconsistent to the point where you'll lose every single game, and that it relies on one card to win.
I agree, that too is why I only play the grim warrior deck in cas mode. I disagree that priest needs auchenai pretty strongly though.
Yeah I didn't mean to write it that way. I meant that priests cycle their cards for combos like Auchenai and circle, or shrinkmeister cabal/shadow madness.