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Windmill - Mill Druid

  • Last updated Apr 1, 2017 (Aggro Downfall)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 14900
  • Dust Needed: Loading Collection
  • Created: 3/17/2015 (Undertaker Nerf)
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  • Battle Tag:

    Rastapopulos

  • Region:

    US

  • Total Deck Rating

    96

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 If we live, we live for the Mill; and if we die, we die for the Fatigue. So, whether we live or die, we belong to Malfurion. (or something like that)

-Romans 14:8

 -GUIDE IS OUT OF DATE!-

 

 

Introduction

The goal of this deck is to break your opponent synergy by burning essential cards and win with the fatigue damage. Send feedback!

The differences between fatigue and mill

Fatigue

Your win condition is to make your opponent run out of cards. You will have to survive for 15-20 turns to finally win by default since the opponent will hit fatigue before you. Cards such as Healing Touch will make you survive against damage to face while Naturalize will help you clear the board and put your opponent behind in the fatigue race. The following deck is not a fatigue deck. 

 Mill

Your win condition is to kill your opponent with fatigue (yes, it's a paradox). Unlike fatigue deck, you can win even if your opponent still has cards in his hand/minions on the board. To get to your win condition, you must mill (or burn) your opponent's cards by making him draw more than 10 cards in his hand. You can also make him mill his win condition, for example if a mid-range druid burns all of his Savage Roar/Force of Nature combos, you're most likely to win. When he's out of cards, you can make him draw extra cards to deal increasing damage to his face, and ultimately killing him. The following deck is a mill deck.

 -GUIDE IS OUT OF DATE!-

The Cards

Playstyles

The general playstyle against aggro-like decks is to clear the board early and to set up some board control with minions such as Druid of the Claw later on. You want to make the enemy draw cards as late as possible so that he doesn't benifit from playing extra cards early-mid game. Milling is hard against aggro for they can empty their hand quickly. Try keeping all the mill cards (Naturalize, Coldlight Oracle, etc.) for the same turn. 

The general playstyle against (almost) any other deck type is to make the opponent draw a lot of cards early so that he won't be able to play them. Turn 4-5 are the best turn to make him mill cards. You can make him draw a lot of cards early game especially if he plays minions like Acolyte of Pain, Northshire Cleric, Loot Hoarder, etc. in combo with your hero power. Mid game, you want to gain board control with Poison Seeds/Starfall combo. This way, you lose less health and you can save your Tree of Life for later. In the late game, which should come quickly if you played your early and mid game correctly, you will want to bait your opponent into playing his big minions like Dr. Boom, Ancient of War, Ysera, etc. and simply Naturalize/Poison Seeds them. Play your Tree of Life or Reno Jackson as soon as you are in danger to regain full health or to reset both hero's health to prevent an eventual burst. If you're not sure if you should or should not play it, do it. 

Mulligan

Against aggro (hunter, paladin, druid, shaman, mage*, warlock*)

Low cost minions or clearing spells are always a priority. Keep an eye for Living Roots, Swipe, Wild Pyromancer, Refreshment VendorDancing Swords, depending on the current meta. Against very agressive decks, keep Antique Healbot.

* Your winrate against handlock/renolock should be extreemly high since their hero power helps you, so mulligan as if they were zoo all the time. Same goes for mages, as half of a freeze mage's deck is card draw.


Against non-aggro (warrior, rogue, priest)

Mid game neutralising spells and early game card draw should be what you aim for. Try picking off Coldlight Oracle, Naturalize, Grove Tender, Mulch, Raven Idol

 

Combos

Information about some cards

Raven Idol

Chose spell over minion 99.99% of the time. I think I chose minion once in a very exceptionnal situation, but usually you want to get some solid board control that most minions just can't provide alone. 

Bite

Bite is not the most mana-efficient card in the game, but used on a 4 health minion it can really turn the tides of a game. Preferably never keep it in mulligan as the card is situationnal

Reno Jackson

Reno is your B I G B O Y S.  He's your mid game health reset. Although, keep in mind that you have double Coldlight Oracle and Naturalize, so wait for both these cards to get out before playing him. The reason for those cards to be in double is that they are the most powerful cards in the deck, and having only 1 of each would remove more power than being able to play Reno anytime. 

The Black Knight

He's your savior against sludge belcher. He's a hero. Not the one we deserve, but the one we need after turn 5.

Ancient of Lore 

Ancient of Lore is actually a great card to put in this deck. If you never draw a Coldlight Oracle until end game, your hand might be empty faster than you think. If you're stuck with Youthful Brewmaster without having any Coldlight Oracle in hand, pick 2 cards and hope to draw him next turn. If you have less/equal cards remaning in your deck than in your opponent's deck, you can always use the 5 health which can be great to keep you alive. 

Tree of Life

Your mid-end game health reset. Try using it when the enemy board is empty and you're in a danger zone.  Do not hit face for nothing before playing this card.

 -GUIDE IS OUT OF DATE!-



Budget Replacements

(in order)

Mulch

1- Starfire

2- Bomb Lobber

3- Stampeding Kodo

 

Justicar Trueheart

1- Sylvanas Windrunner

2- Sunwalker

3- Starfire

 

The Black Knight

1- Sylvanas Windrunner

2- Starfire

3- Sunwalker

 

Tree of Life

1- Alexstrasza

2- Tournament Medic

3- Nexus-Champion Saraad

 

 -GUIDE IS OUT OF DATE!-

 Conclusion

Pros

  • Excellent late game
  • Break the opponent's synergy
  • Naturally good against control decks
  • Viable against aggro decks
  • Surprising
  • Fun to play

Cons

  • Hard to play
  • Can get off-beat quickly
  • Small mistakes can make you lose
  • Hard to win in higher ladder
  • Long games

Unless the meta changes completly from aggro to control decks, this in not a competitive deck. You will have a lot of fun watching your helpless opponent burn all his cards, but you probably won't see yourself climb the ladder. Is there a future for this deck? Yes, but the meta has to change. I hope you have fun playing it!