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Mill / Fatigue Druid Guide! In Depth + Detailed...

  • Last updated Nov 29, 2015 (Explorers)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2820
  • Dust Needed: Loading Collection
  • Created: 8/28/2015 (TGT Launch)
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  • Battle Tag:

    Rayes#1785

  • Region:

    US

  • Total Deck Rating

    5

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Welcome to my variation of the Mill Druid deck archetype!

This deck has been doing a lot better since the release of the League of Explorers expansion. The meta has slowed down dramatically and this deck shines in a slow meta. More cards in hand = more opportunities to make the opponent overdraw!

This deck works extremely well against slow decks, and has an above-average win-rate against aggro type decks.

This deck is VERY flexible. There are plenty of cards you can replace for cheaper options, or different cards to fit YOUR play style.

Card Explanations

  • Naturalize is in the deck for obvious reasons. It is a hard removal that makes the opponent draw 2 cards. There is literally no downside to this card with the deck type you're using, so win-win card here.
  • Wrath is here to remove small creatures in the beginning of the game, or to draw a card if you want to use this instead of your Hero Power to finish off a minion. This is a good removal and cycling card.
  • Healing Touch is in this deck for obvious reasons, to stall. As the whole point of this deck is to stall to fatigue. Only use this on yourself, never on your minions.
  • Dancing Swords is one of my favorite cards in this deck. A lot of Mill Druids don't suggest using it but I do. It is a 4/4 body for only 3 Mana. This is insane. You get the one bonus health from the average 3 Mana body, and they draw a card. No downside.
  • Goblin Sapper is another favorite card. 6/4 for 3 Mana;not much to say. Even if it is played as a 2/4, that's not too bad to be honest. Trades decently.
  • Grove Tender will always be used for the card draw, never the Mana bonus. This is essentially another Coldlight Oracle, but instead of the double draw, you get one draw and a bonus 2 health. Not too bad.
  • Swipe is another great board clear. Can be used to finish off the opponent, or to kill a threatening creature.
  • Kezan Mystic can be used as a "meh" 4/3 for 4 mana, or a HUGE tempo-swing card to steal an enemy secret and get a great body on the board along with it.
  • Starfall is used in synergy with Poison Seeds or as a board clear without it. It can also be used as a 5 damage nuke removal too.
  • Antique Healbot is another heal to stall the game, and also throws in a 3/3 body.
  • Force of Nature is more removal, or a 6 damage finisher if need be. This is a great card for the deck, but it can be replaced with Starfire if you do not have it or if you prefer Starfire instead.
  • Tree of Life is a highly debated card in this deck. It has definitely shown its worth in my deck.. Sometimes I am at 1 HP and the enemy is at 30 and I draw this. It can be a lifesaver, but in the same it can be a dead card. You can replace this with a second Starfire or a second Keeper of the Grove.
  • Clockwork Giant can sometimes go for 2 Mana if you're lucky. At other times it goes for 5 or 6. I'd say as long as it goes for 6 or less, it's amazing. However, if you often find this to be a dead card, it can be replaced with Dr. Boom, or most other high-cost Legendaries.

Viable Card Replacements

  • Doomsayer is great in this deck. I however, do not prefer it because it can easily be killed at 7 HP. Sometimes it can be awesomely combined with a Swipe or a Wrath to prevent them killing it, but I find that counter-productive because you are using two big removal cards for one removal.
  • Mulch is great, but sometimes they get a crazy card that allows them to win, and it isn't worth the removal. Other times it's good.
  • Innerfire is meh. Test it, I LOVED it sometimes, but it also was a useless draw at other times.

 

 So what's the goal of the deck?

  • To get your opponent to fatigue.
  • To make them use cards in a horrible tempo just to empty out their hand.
  • To not give them too many minions on the board to use their removal cards on, leading to more cards in their hand.
  • As stated above; to make the opponent overdraw, removing huge combo possibilities in his deck.

 Strategies

  • Don't be afraid to only passive in a turn if they have nothing on the field and you don't want to waste a card like Keeper of the Grove or a Grove Tender
  • More coming soon...

 Basic Mulligan Advice

  • Against Control or Mid-Range decks, Grove Tenders and Wrath are important. Coldlight Oracles can also assist to give you access to a range of options early on, and can also burn their decks. Don't play these until you're going to burn your opponent's cards or you need an answer right now.

That's pretty much all that I can think of at the moment, please comment or add me at Rayes#1785 for questions or anything else you want to know. I have been playing this deck since rank 16 this season, and have managed to climb to rank 2 with it. Please try it out and let me know what you think in the comments!

Oh yeah, and don't forget to UPVOTE! If you made it this far, I especially want to thank you!

Comment with suggestions please!

 

Raven Idol will be added in place of one of the Dancing Swords when the wing that includes it is released!