[BRM] Mill Rogue is Back!
- Last updated Apr 23, 2015 (Blackrock Launch)
- Edit
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Wild
- 10 Minions
- 20 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4640
- Dust Needed: Loading Collection
- Created: 4/3/2015 (Blackrock Launch)
- airbass0
- Registered User
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- 5
- 6
- 17
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Battle Tag:
N/A
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Region:
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Total Deck Rating
780
BRM's first wing is now availabe and we have a new rogue card called Gang Up. It is a fantastic card especially in a mill type of rogue. It gives that extra push to mill rogue which wasn't a much reliable deck before. Of course the meta hasn't settled yet, but I'm sure that you're going to find this deck flawless. If you're not familiar with mill rogue strategy I strongly recommend you to watch some mill rogue plays even the old ones could help you. I added some alternatives for missing cards because people are asking for the same card replacements you can chek them if you're in trouble. Also there is an introduction video at the end of the page. Now let's talk about the deck.
You should aggresively search Coldlight Oracle in mulligan because almost the whole deck strategy is structured around it. (except the most aggro decks, you should search for shadow step and healbot against them and you should also think to use gang up to Healbot according to the game). If you have only one Coldlight Oracle wait for Shadowstep or Gang Up before dropping it naked on the board. However, against aggro type opponents you might keep Deathlord or Healbot in mulligan because this deck's early game survivability is not that good.
In mid game, start burning cards to your opponent with overdraws. There are some good combos with Preparation Vanish King Mukla Coldlight Oracle and Shadowstep on that purpose. If you don't have any good choices use your card draws to find those combo pieces and try to decrease your opponent's pressure by sapping any high damage and high mana cards.
If you survive till late game, your chances of winning are very high. At this point you have to make a smart decision about using second Gang Up. If you make a simple calculation, you have 5 extra card draws which are mostly needed in order to find your combo pieces. However, you also have 2 Gang Up in your deck which adds total of 6 cards to your deck. Therefore, you are adding one card to your deck. However your opponent should draw at lest 3 (+1 card for you -2 for them) extra cards than you because of 2 Deathlord) even if he or she doesn't draw any extra cards by his own cards which is very unlikely. You should still make a fatigue calculation if your health is low before using last Gang Up. You might want to use it to Antique Healbot in order to survive the fatigue.
Last Edit: I made some tests lately and decided that 2 Azure Drake is a little slow. I took out one of them and added a Shiv which can be used every time in the game and it's just 2 mana which also means that you have much better chances to play your next card draw.Some people suggested, so I also tested Doomsayer which I found really useful against aggros. However, it mostly does nothing against controls because they have lots of removals and silence especially after lots of draws. So, if you want to change the deck a little anti aggro side, you may use it instead of King Mukla which isn't really that effective against aggro opponents. You can use it early turns to decrease tempo or use it after Vanish.
ALTERNATIVES
- King Mukla : The most asked alternative is this of course. You can add a Mechanical Yeti instead of him it has also some good synergies. If you kill it in your turn your opponent can't get rid of that one spare part, also you can fish a Time Rewinder which can be a nightmare for your opponent :D. You can also add a Doomsayer (read the explanations in the "Last Edit" part).
- Bloodmage Thalnos : Just add a Shiv instead of this one. Shiv is a card draw and and extra 1 damage unfortunately for a single target. It also costs 2 mana. So, this is the closest alternative. However I've updated the deck and took out one Azure Drake, so you may have difficulties to use your spells especially Fan of Knives effectively without spelldamage. So, you can also add the second Azure Drake if you don't have Bloodmage Thalnos.
- Preparation : I'm sorry but you can't find an alternative and you also need both of them.
I hope that you enjoy this deck and feel free to suggest any changes.
If you wonder, you can also check my new Shaman deck by this link: http://www.hearthpwn.com/decks/235568-brm-midrange-overload-shaman
Thanks Tales of Lumin for this amazing guide, I strongly recommend you to watch it before testing the deck:
....only if you have enough drawing skill to draw them in time.
I had a similar deck to this prior to Blackrock, which worked about 30-40% of the time. Mine has Ogre Brutes in it for early game survival w/ chows and the dancing swords mean that you can survive a rush deck better. I need to play it more, but feeling is the deck is certainly better for the BRM cards. The gang-up card is amazing and makes it an easy win if you draw into the gang-up/coldlight combo by turn 5 (gg really). Coldlight + shadowstep means you can also fish for the gang-up and/or play turn 4 with gang-up.
I agree with an earlier comment to protect your early coldlights unless you can combo - losing it before it can be reused or duplicated is a game-losing mistake.
I recommend the youthful brewmasters as (1) they can recall your coldlights or (2) in a pinch recall your deathlords before they die to squeeze out extra value against an aggressive deck.
I tried to make Kidnapper was a reusable sap, but was way too expensive to get too much value. Gang up is much better.
Emperor Thaurissan is insane with this deck and a must. Even if he gets taken out after one turn, the combos he allows are still game winning. Particularly with Vanish (esp if you don't have a prep in hand). i.e. double coldlight and vanish or variations thereof.
Kripparrian was playing this deck for most of this evening to great effect. He had somewhere in the neighbourhood of a 75% - 80% winrate with it.
Fun as hell deck. And maybe the most legit mill/fatigue deck since the release of Hearthstone.
Yeah I just saw him. He also replaced Dancing Swords with Sabotage which was a really good replacement especially against weapon users. However, Dancing Swords win a few games with that extra card draw because it means 5-6 damage more at fatigue, it also increases your match ups against mech mage with its 3 mana 4/4 body stats. Mech mage match ups are still not good though :). It is a tough coice actually.
Interesting deck. Reminds me of some of the pre-GvG mill/agro decks. This seems more mid-range with the mill. I will need to play test it more since I'm not very good at playing Mill, but who knows, if Combo decks become top-tier thanks to Emperor, Mill Rogue can hover around and feed off it along with Control. Like all mill decks, this thing is really tough to play since there are so many things you can do and you also gotta watch your own card count and mana.
I like FoK and Blade Flurry in this deck, to help deal with aggro somewhat, and prep-vanish to reset the board if things get crazy.
why the heck u need blade flurry and deadly poison if in this deck u dont have wepons?
uhh because your a rogue and your hero power is a weapon......
A lot of people hate on mill decks because they whine about never drawing coldlight, but let's face it, you're going to have a few games like that.
There are a lot of decks that get screwed by bad draws. In fact, most of them do.
I just want to say that I have never had so much fun playing hearthstone. The feeling of playing a total of 10 coldlights (2 from deck, 2 shadowstep, 6 from gangup) in a game as well as having the versatility to duplicate a ton of other useful minions in certain scenarios is incredible. Gang up is one of my favorite cards in the game, and is certainly the coolest card so far introduced in BRM.
Not only that, mill rogue as it was before could not really win from fatigue because his card draw was too evenly matched with the enemy's. But gangup serves a dual purpose....Duplicate your win condition, and fill up your deck so that your opponent hits fatigue first. It's perfect! With the right adjustments, I think this deck has some incredible potential.
Also, I included the Emperor for some crazy value plays.
Overall, this deck shits on finely tuned control decks. When you start playing coldlights, all the cards that your enemy has that he was saving for a very specific purpose will now be thrown away as fast as possible to avoid losing his entire deck. Love it! This deck even does decently against aggressive decks. Fuck, I've MILLED a face hunter. Sometimes it's a little frustrating to see a Handlock tapping nonstop, and you just don't have the cards to punish him....but more often than not, the games just get...well....dirty ;).
You always fatigue slower. Gang up makes sure of that. It fills your deck up. Even if you use all your draw, you'll still be at minimum 6 cards ahead of your opponent. That's 1+2+3+4+5+6=21 free points of fatigue dmg.
Your deathlords and dancing swords also gives him a few extra cards. Additionally, your opponent will have his own draw mechanics. Not only that, you have to play the deck correctly. Don't play coldlight oracle as soon as you get it in hand, but play it when you can combo it with shadowstep/gangup/prep vanish/mukla/etc.
I've played like 3 iterations of Mill Rogue now and I just don't understand what you're supposed to do if you don't draw Coldlight oracle. Playing this deck against things like Mech Mage feels like bashing your head against a brick wall. Sure, when you can get going, get 8 cards in hand and start doing Prep+Blade Flurry/Vanish combos to repeatedly wipe their board, it's cool, but that doesn't seem to happen often enough to be worth the auto-losses you often get handed just by drawing badly.
Most rogue decks are suffering from bad card draw too much, think about oil rogue, if you don't draw any sprints you mostly lose as well. If you don't draw oracle you mostly lose, but usually you are going to have lots of turns to search it. Use vanish or healbot with shadowstep and you also have some big early game minions to decrease the pressure.
This is what I think Mill Rouge is: They are built to out last your opponent. You always draw. Keep your hand ready for anything, and in the process destroy their cards. by the time you draw like 4 cards you probably have good answers to: A board full of stuff or a huge guy. You can't say you draw badly when you have the power to draw 2-4 cards in one turn, by that time you have good answers to threats. But if not, that's like a 10-20% chance that all your 2-4 draws were rubbish and useless.
I tried a similar deck concept earlier with Kidnapper, Clockwork Giant, and some others. I don't have King Mukla, and [card]Bloodmage Thalnos[/card]. Any good replacements for some of those cards? I know Mechanical Yeti is a good replacement for King Mukla. Thanks for the information. :)
~Spheres
Yes Mechanical Yeti is a good replacement for King Mukla. About Thalnos, you might see that some people uses Kobold Geomancer instead of it. DON'T DO THAT. Because Bloodmage Thalnos is also a card draw which is very important in order to get your cards needed. So you can just add a Gnomish Inventor instead of him. If you say why not Loot Hoarder, it is same mana, a deathrattle card draw, but if you got Thalnos later in the game you can get lots of value from him which is not the case with Loot Hoarder, so addin a battlecry card draw is much more logical.
What about youthful brewmaster? should fit in this deck
It was used in old mill rogue decks, but now you can't find a place for it because of 2 Gang Up. If you find a decent replacement for him share with us :)
You can replace it with Thalnos, Dancing Swords or Azure Drake
Thalnos and Azure Drake are card draws they also combine very well with your spells, so I really don't recommend to do that. You can try it by removing Dancing Swords.
No King Mukla any replacements?
Actually there isn't any direct replacements for King Mukla. However, you may add a Mechanical Yeti which is a solid 4 drop and if you kill it on your turn your opponent doesn't have a chance to get rid of that one spare part. Also if you are lucky you can get a Time Rewinder and use it with your battlecry minions.