[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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- 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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I was lucky and opened him. If you're going to craft him, you really better be in love with the mill archetype. You can easily win games without Nat and lose games with him, but he absolutely is an ace in this kind of deck.
Hey Coty. I never used Eviscerates in my old deck so I'm trying to find a replacement with more synergy. I'm trying two Journey Below's and wow has this card been high impact. First game I got Anub'Arak and Chillmaw, and it seems there is a really high chance to get some control-crushing minions that are too clunky for a mill deck, but great to get off a 1 mana spell mid-late game.
RIP ROGUE THX BLIZZARD
I've played a fair amount of mill rogue pre-standard. Mill rogue was never great by any means, but with the removal of Deathlord, Antique Healbot and the destruction of Blade Flurry, the archetype is absolute garbage. Props for trying, but this is not going to work. Not in WotOG.
It's not garbage at all, I think I'm about 55% winrate in standard over 14 games or so. Still a very winnable matchup vs the many control decks out there.
I'll admit it is harder, in my experience. but i just love the style so can't give it up.
Replacement for thalnos?
If you want to replace him it is very easy to do so. Just put a Kobold Geomancer in.
I would say the card draw is important but that is not why its there. Thalmos is the better choice tho.
^ this. Thank you.
A lot of people try out my deck, and then come back to say its garbage because they lost a lot, but I think it's because they play it too lightheartedly, thinking that winning will be easy, even when I mention at the start of the guide (that no one reads) that it's a hard deck to play! Admittedly, it isn't the most consistent deck in the world, but its not impossible to win with!
I was wondering, dunno if already asked... what about Alexstrasza in a mill deck? You throw her at your enemy just before fatigue, or on yourself when fatigue has already started kicking both players.
On the paper, unless I'm missing something, Alex can create relevant fatigue advantage anyway (assuming your own fatigue is not deeper than your opponent ofc).
In other words, the Windmill classic farmers would be Coldlight Oracle, Alexstrasza, Youthful Brewmaster and even Ancient Brewmaster, if necessary. Plus expansion and class cards, such as Vanish, Sap and Shadowstep for rogue. What do you think?
With Brann and Shadowstep, there is the potential to do 60-70 damage in one turn. So stuff like Alex is too slow, and the damage is irrelevant with the amount of burst available in the endgame.
Hello everybody, with the new expansion coming out, I'm going to be active again.
If you have any questions, ask away!
(Though if anyone else that can contribute to answering questions that would be much appreciated, haha.)
Any suggestion for a brann bronzebeard substitution?
While it does make it easier to clear your hand I think that it just doesn't synergize very well with the other cards, and what I mean is, while it can be good against early aggression, it just doesn't seem to have as much value as the other cards do. Additionally, it cant just simply be played turn 1; you need to play something before it, which is why I think it's not as sufficient against early aggression as something like SI:7 agent, where you can coin him in on turn 2 and get full value out of it. Even if you coin on first turn, nothing else can be played, unless you have 2 Bladed Cultists in your hand.
Any replacement for Nat or King Mukla? (I have everything else)
I've been trying Cult Apothecary, and I'm just about ready to add it to the deck. I think it can replace both Nat and Mukla.
So you can run Cult Apothecary x2; or x1, and get a second Youthful Brewmaster.
I am playing a similar deck and have played about a dozen games using Yogg-Saron, Hope's End. He is absolutely hilarious, but sucks balls. He seemed more likely to harm me than help, as he frequently induces card draw... I've cast him 4 times in a single game without any real benefit. However, moments like Yogg blasting a Lord Jaraxxus activated Warlock with Sacrificial Pact for the win make it all worth while.
Yeah, that's why I think its just one of those "Meh, screw it" cards. I only run it if I feel like having fun more than I wanna win.
haha i just pulled a darkfisher on a pack im so stoked