[BRM] Mill Rogue is Back!
- Last updated Apr 23, 2015 (Blackrock Launch)
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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:
really fun deck to play , but you need great starting hand otherwise uR dead soon.
edit1:i think its better to use 2nd Blade Flurry instead of Shiv .
edit2: as i found out priest is the best match up (won 7 -lost 1) and warrior/hunter are bad ones. don't be sad if you lose several games in a row , that's all about drawing the first oracle in the right time .
Pretty fun deck for casual games! Not sure why Shiv is in. -1 shiv +1 mechinal yeti.
7 wins in a row so far in unranked. good to see mill still doing decently well, will be interesting to see how it plays out in The Grand Tournament
Played it (slightly more budget-friendly) for 2 times, won 2 times in a row: this is obviously not statistically significant, but what is significant is that it is the funniest deck I've ever played. I mean, seriously, every turn you have to think for something like 30 secs just to elaborate what you have to play; way more funny than "hurr-durr lemme punch ya in da face with mah face-hunter"
Even funnier is that the opponent doesn't absolutely know to do (at least in low level ranked), like a warrior kidding me for attacking directly is accolite of pain.
Btw, I'm playing my budget version with: -2 Deathlord+2 Arcane Nullifier X-21, -1 Bloodmage Thalnos +1 Shiv, -1 King Mukla +1 Azure Drake, -1 Sludge Belcher +1 Abomination.
Arcane nullifier costs 1 more, it doesn't have the body of deathlord, but it has no drawback and prevent any Hex or Polymorph from the opponent. Kinda annoying. Moreover, I prefer the synergy between Azure Drake, Shiv, Blade Flurry, Eviscerate and Backstab than the "drawback" (yeah, I know, they let us mill the opponent) from deathlord and kind mukla (just kidding, I don't have money for Naxxramas' expansion).
Kudos to the one who invented this deck, again, funniest deck ever.
Swaped Bloodmage Thalnos or in my case Loot Hoarderer (cos I don't have Thalnos) with Lothaeb. Extremely usefull if you already milled him and don't want him to play more than one spell ;)
Play test and find out, pretty budget friendly
I am playing a budget version of this deck, and it still works fine for Casual games, even though I am not sure how it would stand on higher Ranks
why not clockwork giants
Look Closely at the deck. The Strongest Minion is King Mukla for a reason.
You want their removal to be dead in their hand (Stuck there, if you will). If you add clockwork, they now have a good target for their removal spells. And They WILL have the removal for Clockwork Giant, since they have so many cards in their hand when you drop him.
Not to mention the Giant would be the sole Big Game Hunter Target in the deck.
since your hand would be quite full presumably, could bloodmage and mukla be subbed by 2 mountain giants for more board presence and to divert threats to the face?
I must say in place of Mukla, Dancing Swords is a great card. Hitting your opponent with an extra draw for fatigue damage is great )
This deck is insanely fun. It only works maybe half the time even if you know what you're doing with it (and I like to think that I do).
Any deck that runs Deathlord is weak to bad luck... if a Ragnaros the Firelord pops out of your opponent's deck it's probably GG. That being said, the only REALLY tricky part for me is near the end when your opponent stops drawing new cards. You can no longer kill things with Vanish and Sap... meaning you can't kill ANYTHING with this deck.
It's very important to be able to Gang Up your Coldlight Oracle early. You need your card draw every bit as much as your opponent wants to stop drawing. Also helps to slow play a bit if you're against control. Nothing lovelier than attacking an Acolyte of Pain with your dagger and that priest keeps healing it, thinking I'm the moron. Until he has a board full of stuff with an already full hand and loses all his stuff.
[EDIT] I had to share this story from playing this deck. I got my first mean friend request after playing this deck. The guy called me a hacker and told me to go fornicate myself. I've never felt so good about a win in this game and I've been playing for 1.5 years. Thank you random tempo mage.
This deck is not kidding when it says that it is "difficult" to play. I would say that it borders on impossible. I am not to sure if people use that term in order to make others feel bad when they don't win with a given deck but I can say that this deck is something that sounds fun and you'd hope it would lead to wins but it just doesn't. This is usually due to not you per say but the fact that without a perfect or near perfect draw and a horrible one for your opponent, this deck will lose.
Here are your loss conditions:
1) You do not draw your cards perfectly. That is. You MUST draw Deadly Poison, Eviscerate, and/or Sap very early followed by Shadowstep and a Coldlight Oracle and of course Gang Up needs to come pretty early cause if it doesn't the minion you want to use it on will likely be dead or you are. Also, if you don't get The Coin or perfect first draw cards, just mulligan.
2) Your opponent must not be a Shaman, Paladin, Druid, Mage, Warlock, Priest or Hunter. You can possibly beat another Rogue if they are trying this deck as well and a Warrior if you are able to simply out last him.
3) You will be dead by turn 6 against any player who has a decent draw. This is a guarantee, almost every draw for every deck will; be better than this one. Expect to get both Gang Up's either simultaneously around card draw 10 or 12 or get one immediately and the other when you are so low on health (turn 6) that it's meaningless.
4) Miss use of Vanish. This card is almost impossible to decide when to use. It's easy when his hand is mostly full and you can destroy most of his board presence. This is actually the only time I've found King Murkla somewhat useful. The problem is that card is 5 and Vanish is 6. Making that combination work means you really need the Preparation. Without this synergy, you'll likely lose
5) If you opponent plays any cards at all with any synergy, chances are high that it beats yours
6) If you're opponent has minions with a health higher than 2 or a spell that buffs them. This will make it very difficult. Combos on Eviscerate or Deadly Poison and Blade Flurry are necessary to take them out and even then, you might need Fan of Knives to finish. Without this chain of events, you'll be in trouble quick
Win conditions
1) Your opponent concedes
2) Your opponent leaves early / gets disconnected
3) Your opponent hits face on keyboard, actually, that's a lose condition
4) You manage to have a perfect draw and your opponent has no minions of any significance
5) You aren't playing against a Paladin, Priest, Hunter, Mage, Warlock, Druid or Shaman, especially Shaman
In 30 games, a couple wins here and there, King Mukla was extremely situational as to whether it was going to help or crush me. This card, tied to Deathlord, can lead you quickly to a loss condition but if the Shaman/Mage Hex or Polymorph them then you might be okay.
In essence, getting your opponent to a place where they are drawing +5 or +6 Fatigue cards while you still have some or are at +1, are rare. This deck is difficult to say the least. Possibly fun, but the curve on this deck is high.
No, I don't think so. Played first match with that deck (Casuals) against a kind of Miracle Rogue I think. Turn 5 he only had 1 card in hand and I didn't get any kind of card draw or something like this at this point but still won. My Deathlord gave him a Leeroy on board and he buffed it on 14dmg. Turn 7-8 I had only 4HP but luckly I could GANG UP my Antique Healbot and healed myself to the sky :D I got board control with some stuff and finished him with my board control because he had no cards in hand. That means you don't need your opponent to overdraw. You can simply frustrating him to death ;) But I agree that this deck is VERY hard to play, especially for new players and also that you need some luck ofc... but I think you need in almost evry "deck"/match(-up) luck^^
i have a question why use eviscerate over assassinate i get that goal of evis is to kill a card you are having major issues with but i would imaging you don't want to kill monsters but make them draw them back, but assassinate ensures you kill the problem where evis does not.... so if your goal is to kill then why not use assassinate?
this is the only thing i dont understand fully... i get the 3 mana difference tho...
This is a really fun deck to play, not so useful in ranked though, thank you
I need a card that puts a random merlock from my deck into my hand :(
How about Neptulon?
This deck is so funny that I want it to be good, but unfortunately its sucks lol
It take a little bit of skill, but it work even competitively. You have to substitute a few card though, since every scumbag are now playing control, not enough hunters bringing justice in order for creative decks to work.