[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:
My problem with this deck is that it is far too inconsistent. Being draw dependent is ok, but having multiple turns where you can't play anything useful pretty much loses you every game.
this deck is really good and is mostly played at high ranks where you dont face bad players playing aggro decks. and unfortunately it takes skill so you cannot play it
That's cute.
Havent won a single game lately, the sheer difficulty and unreliability of this deck just makes it harder to tell if I messed up somewhere or the draws just werent meant to be
When it works, it is one of the greatest feelings ever. I have had many games won from sheer luck of the draw, I had a few games where I got to play four coldlights in a row and I ended up dealing an extra 15 damage ending the game. It is all about the draw and sometimes you just can't do anything about it.
In my opinion this deck is crazy good against control. It's the aggro that it suffers from imo
One minor suggestion, I added Big Game Hunter as it is really helpful when dealing with major pain in the ass Ragnaros the Firelord or even Dr. Boom and Mal'Ganis. It is also sweet to combine with King Mukla ,for example, when opponent uses bananas to buff his minions like Loatheb, making him quite vulnerable. It may be slow, but you might even use it with shadowstep when needed.
I replaced King Mukla for Lorewalker Cho. Is that an ok replacemnet?
I would think that it might be a bit of a bad idea. Tell me how it works for you though, haha. Most of the spells you play will be super low-cost and high-effectiveness cards, meaning he will be able to burn through quite a few of them. If they are smart, they would keep him alive right up until you play gang up on something, and your mil technique is useless. That's my opinion, but I have not actually even played this deck yet, so again, tell me how it goes.
Having played 50+ mill rogue games....I can tell you from personal experience that most of the time will you ever rarely get the Cold Lights needed with the right timing with gang up / shadowstep in order to make this deck work. However when everything lines up its a beauty to behold.
Some changes to consider:
- The proposed deck has a LOT of personal (e.g., non-opponent) draw, and this deck centers around using Coldlight Oracle, which should be getting you tons of draw anyways to get your opponent into fatigue. Despite the +6 deck size from 2 Gang Ups, I'd propose to remove most (if not all) cards of personal draw, including Shiv, Fan of Knives, Azure Drake, etc.
- Dancing Swords is a great 3 cost minion for this deck, as that's +2 more for the opponent's draw, and it's got overbudget stats due to the card draw for them.
- Clockwork Giant and/or Mountain Giant aren't bad picks if you want some beefy/scary minions for your opponent to deal with; if they don't, that's 8 damage to the face, or to a (few) minion(s) for removal. Of course though, these are Epic quality cards and not everyone is going to have them.
- If there's any other cards you dislike or have room for, Alexstrasza or Ragnaros the Firelord are always great end-game picks. Alex has definitely saved my butt multiple times, or let me push my opponent from 30 to 15 when they got close to fatigue.
- Emperor Thaurissan is great against control; not so much for aggro. It's kinda your choice.
- People keep arguing about Chromaggus, but I say he's a bad pick due to his 8 mana cost. If he was 7, he'd be an AMAZING pick due to Coldlights costing 3 mana. You could always save a Shadowstepped one for him, but it's just not worth the niche.
- I'd argue Assassinate over Shiv, personally, but I don't run either. AoE is always tricky (since FoK is so weak and Blade Flurry requires poisoned weapons); best I can say is to try and heal up/use your taunts (Deathlord and Sludge Belcher) until you can flood their hand then Vanish to remove them all.
Azure Drake has to be the worst part of this deck. It has too high of a mana cost to curve it easily with a spell and it just pushes you closer to fatigue faster. The only time you might want the extra draw is when you are fishing for a Coldlight and even then it's typically not the card that is going to save you.
Exactly, and Azure Drake definitely isn't what you want to be going for.
taking out your own draw is the stupidest thing ive ever heard, you will just lose because you cannot draw into coldlight nor removal. you never fatigue your self anyways because gang up gives you 3 cards plus you have heals and can reset your own fatigue. i can tell you've never played this deck...
wrong the reason you dont fatigue is because of gang up adding cards to your hand and you can reset your own fatigue number using gang up. you HAVE to have personal draw for the deck to work.
What a fun deck! I just wrecked a control pally and I don't even have mukla or bloodmage. I just used shiv and mechanical yeti like you said. Thanks so much for posting.
Fatigue isn't a problem at all when you're playing this deck due to all the gang ups. You are almost guaranteed to be about 3 cards later than your opponent at worst.
what about Alexstrasza for the deck?
too slow you cannot clear the board when you spend your whole turn alexing
What do you mean too slow?
The integrity of the deck is the draw the game out as long as possible to fatigue your opponent.