Ultimate Druid Mill
- Last updated Sep 16, 2015 (TGT Launch)
- Edit
- |
Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10360
- Dust Needed: Loading Collection
- Created: 9/16/2015 (TGT Launch)
- TotalBiscuit
- Pro Player
-
Country:
-
Tournament Decks:
0
-
Ladder Decks:
21
-
Submitted By:
This deck takes the concept of Druid mill/fatigue to its logical extreme. The aim is to make your opponent overdraw and eventually lose as a result of fatigue. The deck is built around being able to do that and to survive long enough to see that result. Games with this deck are generally very long unless you die to aggro, which you probably will, a lot. Lots of healing is included along with strong end-game taunts. The possibility of the Aviana combo exists to help swing the board in your favour in the late game. Careful use of removal is key to ensuring your survival. Don't expect to get very far with this deck, as always, gimmicks don't work very well against well-constructed meta-decks.
Uhhhh, hi TB!
I dunno how religiously you check the comments here, but, here's some stuff I'd recommend:
1. I noticed in the video you talked about how there's no mass removal. Now, I've found that you don't need much mass removal, but if you have Naxx, I have to recommend the Poison Seeds + Starfall. Both act as okay mass removal, and Starfall doubles as... An okay single target removal spell. However, when combined, the opponent has no board. I feel like Mulch is pretty good, Naturalize is lovely, Wrath CANNOT do any wrong, and it is perfect and beautiful and holy. Swipe is also brutally efficient, especially if you add in some good Spell Power minions, or a card like Wild Pyromancer. Personally, due to the fact that your board early will be empty and you'll mostly be casting spells, Pyromancer can be used pretty efficiently to get rid of large creature swarms or Paladin mishaps. Furthermore, Keeper of the Grove is a balanced part of your traditional druid deck.
2. I think you can cut some of the bigger creatures like Malorne. I love Malorne, and I think he might have a place if the meta goes super slow, but right now we have extremely sophisticated aggro, and control decks that don't have issues with a 9/7, even if he comes back. Actually, personally, I don't mind him much. Take him out, leave him in, whatever. I kind of have issues with Aviana. I feel like it doesn't advance your game plan well enough to justify it. Sure, sometimes you get insane combos with Innervate + A hand full of big, brutal creatures, but overall, I'd rather pick up more removal. Remember, you're not trying to combo out like with Mill Rogue. Your goal, as a fatigue druid, is to remove every single credible threat the opponent has until they've ran out of good stuff, and then win with mill/whatever you have left. Fatigue is basically hypercontrol, with the ability to beat on other control decks thanks to the large amount of unconditional removal they have.
3. I honestly feel like Deathlord has a place in this deck. It can streetsweep early game minions against aggro decks, where sometimes you won't be able to recover with a Healing Touch, or Tree of Life. And, it generally has the positive effect of nullifying battlecries/pull out a utility creature that's now no longer 'utility'. But, then again, the 'Lord is better with more removal. I've heard arguments against it, but I'll take it when against Hunters or Paladins, who often can't cash in effectively against it.
4. When it comes to healing... Have you considered Refreshment Vendor? It has a good body so it gives you a board state, and you'll often be at a life deficit early game. It's not a perfect solution, but it helps. Additionally, Antique Healbot can also give you a bit of a board, along with a free Healing Touch. However, the kings of fatigue and mill strats have been released with League of Explorers. Reno Jackson [/card] being a tree of life, for 3 less, on a 4/6. Sometimes you might have to run slightly worse cards, but my god is Reno great. A bit more on the gimmicky side is [card]Brann Bronzebeard, who can make your Keepers hit for four damage, Oracles draw four, Ancients draw four, heal ten, or become a 15/5 or a 5/15 with taunt... If you're adding him in, I'd also recommend Grove Tender. Why? She can ramp you, function as a kinda-Coldlight that trades better, and... That's it. She's just kinda nice to have, and is even better with Brann.
Just some thoughts. Keep making good videos, dude.
i can't imagine playing a mill deck in any class without Deathlords. I've been testing a clockwork giant/goblin sapper version of this that aims more to kill my opponent rather than mill him but it mills very well. I'm not sure if I want to go full mill or try something more removal heavy like Volcanic lumberer/poison seeds/starfall combo. Having huge taunts is definitely strong right now and necessary to survive paladin and tempo mage/mech mages. I havent been running heals in mine since I'm playing dudes way more often. One thing I can say is Recycle sucks. The card is just unplayable unless the meta is super slow. Most of the time you don't have a big enough target to hit with a 6 mana spell anyway.
Another option is to go savjz roar/forsen nature combo to end the game but that requires you were actually able to gain board presence and hit the guy at some point. Either way I think Mulch was a great pick up and this deck needs to see more play so it can be perfected. If not pure mill then it can evolve into control.
Deathlord is an interesting addition I can't consider. There's huge backfire potential with it I feel. Yes you can reduce their deck size by one but you can also give them a huge tempo swing which is very hard to deal with.
And the fact that you have innervates and avianna makes it harder to justify a deathlord over a sticker/bigger taunt like Belcher, not that this deck is about efficiency, but still, I don't think deathlord even fits the gimmick, sure, he thins out your opponent's deck, but the downside is often too big. (deathlord only sees plays in priest, since he can be buffed to enable him to stick long enough to reduce the downside of giving your opponent a free dude)
The point with a mill, is that you are supposed to make the opponent to burn good cards, not Putting them on the board.
cool deck big fan of your youtube stuff will try this.