Mill Rogue [LOE] Updated!
- Last updated Dec 7, 2015 (Explorers)
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Wild
- 11 Minions
- 19 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 3380
- Dust Needed: Loading Collection
- Created: 8/26/2015 (TGT Launch)
- Kirito1612
- Registered User
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- 3
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- 42
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
49
Hy my name is Alex and i love mill rogue. I have tried to make it work before but now we have all tools for it. This is my version of it since TGT release. I will make a guide if people want me to so lets say 20 likes? :)
This deck revolves around two strategies.
Strategy 1: Milling early on (vs Control, Combo matchups)
Strategy 2: Staying alive and milling latter (vs Aggro, Mid Range and Rush matchups)
Card explanation:
You might wonder why is this card in mill rogue deck? Because you give your opponent more cards and there is a chance you mill it and they don't lose a card. Well that is true but this card is the most valuable card vs Aggro matchup. Your opponent will vomit the the hand (especially Face hunters) and 4/4 Nerubians will help you keep your board presence and do some work to negate the damage. In control matchups it can be hard to pull but when it works it game winning.
This card is here as it is hard for mill rogues to deal with threats like Dr. Boom and Ragnaros the Firelord you can't just sap them and if your opponent don't have full hand you can't destroy them by returning them into hand.
This card is great! Usually on turn 4 you don't have better play and this guy has a solid body and restores you 4 hp in process. Good for keeping early board presence.
This is a tech card i put in. In this fast meta most of the times you will get some value out of him, sometimes he will steal some good minions and give you that swing you needed sometimes it wont. I'm still thinking about replacing him with second Beneath the Grounds but for now he is still here.
Combos:
You can pull a number of combos with this deck i will mention 2 most important
1. Coldlight Oracle + Gang Up + Shadowstep
2. Coldlight Oracle + Preparation + Vanish
How to use Gang Up?
Because we have 2 strategies in this deck it is important to use Gang Up correctly. In control matchup you use it on Coldlight Oracle and you might need to use the 2nd on Antique Healbot but do not do it unless you really need to. In aggro matchup you use it on Antique Healbot and on Deathlord you need to survive in this game, you can not i say can not mill face hunter, you just need to outlast him.
Mulligan:
VS Aggro decks always look for Backstab, Deathlord Fan of Knives, Gang Up and Coldlight Oracle. You need that early board presence and Gang up turn 4 on Deathlord is a good play.
VS Control deck look for Coldlight Oracle nothing more, nothing less you absolutely need this card if you want to win. So hard mulligan for it. If you got it in your starting hand look for Gang Up and Shadowstep .
07.12.2015.
Cut Beneath the Grounds and King Mukla for Bloodmage Thalnos and Sludge Belcher. At the moment its a little better.
This is it for my guide i hope it helps if you guys think i have forgotten anything please let me know so i can include it.I might try and make a video guide for this deck, if you want me let me know in comments below. Don't forget to up vote :)
If you have any questions post a comment i will try and answer it.
Good luck and enjoy the deck :)
This deck is based off of CotyHS's Mill Rogue..
http://www.hearthpwn.com/decks/147248-loe-mill-rogue
Bruh.. wtf
Holy cow! This deck is amazing! Crushed 2 face hunters by playing like 4 or 5 healbots. 86 HP op xD
That moment when your on turn 12 and still have yet to be able to get a coldlight or healbot the entire game even from mulligan......feelsbadman
I used this deck for four games at Rank 9 to 7.:
1. A Face Hunter. He played a nothing turn one. Turn two he played a Leper Gnome and a Worgen Infiltrator. I play a Deathlord. He stares at his screen for about 45-60 seconds, then concedes. Not too satisfying, but still a victory. 1-0.
2. A Control Priest. He played amazingly on curve, and I thought I couldn't win. My friend spectated me for his quest, I knew I couldn't let him down. My mind was a calculator at that point, calculating chances to draw the next Coldlight Oracle and his potential damage. I Vanished very efficiently, and Sap the same. I should have Gang Up'd an Antique Healbot for my second Gang Up but I was greedy and did two Coldlight Oracles. This was a very close game, and if I misplayed one bit I would have lost. I literally won with 1 HP. This is not an exaggeration. One of the most satisfying victories i've ever had. 2-0.
3. Mid-Range hunter. My worst enemy. He played perfectly on curve, I played a Dark Iron Skulker(I techd one in instead of the Beneath the Grounds. It works extremely well against Aggro.. He flooded the board next turn too. I got greedy and milled him a bit instead of healing. He beat me. I misplayed, it was my fault not the deck's. Understandable loss, and was close. I predicted i'd lose from my starting hand anyways. 2-1.
4. Hand Lock. "Oh no!" I thought, as he tapped on turn two. "My mill will help his Twilight Drakes and Mountain Giants! I should concede now!" Then I drew Vanish and it hit me. My plan was, he plays all his big guys. I mill him with a Coldlight Oracle and a Shadowstep back to the Coldlight Oracle. He will then have 10 cards, plus have overdrawn one. I will then Vanish and destroy his whole field! The plan was flawless. I executed it perfectly. He overdrew his Mountain Giant. He plays his other one, and a Twilight Drake and throws a Defender of Argus in between them. "Easy." I thought. I played another Coldlight Oracle and then Vanish killing two of the cards and throwing the Mountain Giant back to his hand. He is now out of cards in his deck, I pretty much spam Coldlight Oracles and mill him, all the while him spamming "Well Played." I satisfying respond with "Well Played." because I am not a douchebag face hunter or aggro pally. THIS is the most satisfying win I have ever had. 3-1.
I forgot to mention, I also added Lorewalker Cho to the deck instead of King Mukla and it has worked amazingly. I usually give them a card that is useless to them like Backstab or useful to me like Vanish. It is a great addition and I very much recommend it.
Thanks for your variation on the deck. I recommend it to anyone who has the cards.
hi dear,,
thanks for your share
can you help me with what the best hand i should keep at begging?
best regards
It depends... If you are facing an agro deck you should keep backstab, Deathlord, Fan of knives. And if you are facing control, you look for your coldlight,shadowstep, gang up, vanish
This deck Is great! I made a couple minor changes, -1 Beneath the Grounds -1 Refreshment Vendor +1 Lorewalker Cho +1 Sludge Belcher.
I agree with your overview of Beneath the Grounds I have heard people say it has negative synergy because it puts cards in you opponents deck, but you really shouldn't start milling until you have at least Shadowstep Coldlight Oracle & probably Gang Up I find one copy makes it's effects easier to control if you don't drop it until towards the end of their deck because if they dump their hand it can sometimes draw two in a row :)
Lorewalker Cho is amazing. useless cards like Blade Flurry Deadly Poison in decks without weapons is hilarious also Preparation Vanish can top up their hand so that you entirely wipe whatever they have on the board rather than just putting it in their hand. You have to be careful though Giving a pally Deadly Poison for his Truesilver Champion can be a costly mistake
I likeSludge Belcher more than a second copy of Refreshment Vendor. While vendor is a great little body for controlling the board early, it becomes less great as the game progresses Gang Up on a Sludge Belcher can really save you if you made a mistake and had both yourAntique Healbot destroyed early
I'd love to see Anub'arak in here somewhere late game, once you've burned there silence and removal he would just be an unstoppable force and constant board pressure. Kind of a last resort against anyone who can sustain through the early fatigue; but I'm unsure what would be worth cutting for it
Great deck though, I'm going to see if I can climb with this, it's great as long as you don't mind putting in 15 or so mins to sometimes lose in the end. Funny as hell when it works though
Beneath the Grounds doesn't really put cards in the opponent's deck since they draw another card after the Ambush.
If they are at 10 cards in hand and they draw it, it burns the card, and doesn't make them draw again, effectively putting an extra card in their deck
That's true I suppose. So I guess whether you include it or not depends on whether you're going more for mill or more for fatigue, because it's great for fatigue.
I think Beneath the Grounds are good in this meta because there are many agro and tempo decks and you cant rly mill them early on cause they would have empty hand by turn 5-6 and thats when this cards shines when you go for milling.
Or against paladin when they empty their hand and play Divine Favor, and draw into Ambushes >=D
Mind Control Tech is nice but Beneath the Grounds is a bit trashy. If you do well and start to mill them,. It will get in the way of forced card draw and will not give you the 4/4 when your opponent's hand is full. I don't like. Try a Lorewalker cho and King mukla. Cho is a god like in a mill deck.
BGH is not that needed. If you are not filling up a control decks hand so Sap can kill them. you lost the game already.
Check out my Mill deck, http://www.hearthpwn.com/decks/305703-my-cards-are-your-cards-mill-rouge-fatigue-deck
Sry i have to disagree with you. Beneath the Grounds is a great card cause when you start milling them spiders come for you or even when you are lucky before that so you have board control. Yea its tricky not to burn it down when u start the mill but in my gameplan i dont start milling unless i have Coldlight Oracle and Shadowstep or Gang Up cause i need to get more card draw for consistent card draw or they will just steam roll on me cause this deck don't have that much sticky minions. And thats around turn 5-6. BGH hmmm... I think its needed cause you cant sap Ragnaros or Dr. Balanced and most midrange decks runs one of them or even both. BGH is a good toll if you cant kill them with SAP. Tried cutting BGH and then i lost games to druid who plays dr. Boom and i cant deal with him cause i cant fill his hand so i could kill him
Nice version of Mill Rogue, but I would not run 2 Vendors, I would rather play something like Sludge Belcher instead. I haven't tried Beneath the Grounds yet, how well does it work? Also, you can check out my version of Mill if you are interested :)
I run 2 Vendors cause almost all the time at turn 4 i dont have a good play. Also belcher is a little expensive for me to play cause i need to keep playing cards not to mill myself.
Look interesting, though I'm not sure how necessary having 2 Vendors is. I could maybe see a Youthful Brewmaster over one.
Can I sub mukla for bgh? Both turn 3
Even though Mukla has some synergy mill synergy with the bananas, it is not as good as you might think. The best replacement for bgh would probably be Sabotage.
You can try it out. But the main reason BGH is in the deck cause its so hard to deal with Dr. Boom or Ragnaros, you cant sap them cause it accomplishes nothing so you need a way dealing with it. I also think sabotage is a good replacement.