Coldlight Millionaire [Weaponless Mill Rogue]
- Last updated Mar 17, 2016 (Explorers)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2080
- Dust Needed: Loading Collection
- Created: 2/10/2016 (Explorers)
- tssssa
- Registered User
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- 2
- 3
- 16
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Battle Tag:
TSA#1981
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Region:
N/A
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Total Deck Rating
38
Update (3/17/16): A few changes have been made. Jeweled Scarab is out, and I've gone down to one copy of Preparation. Added Wild Pyromancer, Big Game Hunter, and Bomb Lobber. Added onto a few sections and went deep on vanish. I really appreciate the feedback and upvotes so far, thanks to those who've contributed! If there are any other specific areas you'd like info on, let me know and I'll try to write something up for them.
Introduction to Mill Rogue (skip this maybe)
This is a deck with a plan, and plan A is "don't die." The deck has one of the strongest endgames that I have seen, but you have to survive long enough to implement it. There are a few ways to do so, the deck has elements for board control, life gain, and pushing the opponent towards fatigue.
The second goal is usually going to be playing Coldlight Oracle as many times as possible. This is the draw engine and part of the win condition, and the most important card in the deck. Be careful with them because most of the time you will need at least one in your hand or deck to win.
The coolest trick in this deck, besides winning, is bouncing (returning to hand) minions for fun and profit. Sap, Shadowstep, and Vanish are good for reusing the battlecry effects of your own minions, and slowing down the opponent by undoing their board development. Shadowstep is free, so you can play it in the same turn as a Coldlight Oracle to get the card draw but keep the murloc safely in your hand. Sap and Vanish straight-up destroy any minions they bounce when the opponent's hand is full, which can be useful for those you don't have another good answer to. Sludge Belcher turns out to be a very good target for Sap even without their hand being full, because you avoid the deathrattle, and five mana to play it again is a pretty significant cost.
There are different ways one can go about keeping the game under control long enough to empty the opposing deck. This deck takes a lot of practice. It's tricky to navigate to the endgame, and easy to mess up when you get there. There are lots of guides you could read, but they're no substitute for trying things out in different situations. Be familiar with your options and be prepared to lose a lot while you learn.
Forget the daggers
Mill/fatigue rogue is a super fun archetype to play, but the biggest problem seems to be that your deck doesn't work when you don't draw any Coldlight Oracles. I've been playing variations of it for a while and working to make the deck more consistent.
You'll notice this is a bit different than many mill lists. I decided that the daggers were not doing enough for me, and I was sick of Deadly Poison and Blade Flurry sitting dead in hand so often. So I got rid of them, adding Zombie Chow and Sir Finley Mrrgglton, and Wild Pyromancer as cards that can be played for early control, and are cheap enough to enable combo effects later. Finley can do some interesting things here since we're free of the restriction of needing daggers. You can get value with him when Vanishing by using multiple powers in the same turn. Battlecry effects are desirable with Brann Bronzebeard and the bounce effects. I have tried Jeweled Scarab and Novice Engineer in the past, if you're looking for extra card draw you may want to consider those options. If there is a battlecry version of an effect you'd like, it will have extra utility in this deck.
This list runs a variety of board disruption effects as control elements that opponents may not expect. Once you get going it's possible to draw through the deck quickly, so many of these cards are only one-ofs. I'm currently running Sabotage, Dark Iron Skulker, Bomb Lobber, Big Game Hunter, and Wild Pyromancer for their combination of versatility and battlecry value. The skulker is particularly bad against Grim Patrons, but they're not as common as they used to be. The 1-ofs in this list tend to be the more changeable slots, as they're the cards you'd prefer not to draw a second copy of.
The random targeting of Sabotage and Bomb Lobber can be frustrating for some players, if you're not a fan there are several possible substitutes. I feel like these cards have a very high power level if you're willing to do a bit of setup to ensure you're hitting the target you want. As long as there is only one opposing minion they'll deal with it. Sabotage provides a way to interact with weapons, and Bomb Lobber adds to your board and has battlecry value. Sometimes you may have no choice but to take a random chance, but try to set these cards up to avoid the drawback as often as possible.
Going deep on Vanish
Vanish probably has the most powerful effect of any card in this deck. Most victories will involve casting one or both of them, so it's very important to be familiar with the card and be able to judge the best time to use it. You can't waste them, but you also can't hesitate to cast one if you have to.
The main role of this card is that it's our deck's panic switch. Since we're trying not to die, going from an opposing board full of threats to an empty one is amazing. As a bonus, the opponent's hand gets filled and our battlecry minions can be reused. The two main times to use a Vanish are as a midgame speedbump to slow an opponent's tempo, and late in the game when you need to buy an extra turn or two to win.
You may have to use it at times when you're out of other options in hand. There is nothing wrong with using it as an expensive Sap or Shadowstep when you need to, but in addition to being mana-inefficient you're giving up a late game play. If you can survive another turn you should try to wait as long as it is safe to.
Vanish puts cards into each player's hand in the order they came into play, so try to keep track of this in your head. If a player has five minions in play and eight cards in hand when Vanish is cast, the two that have been in play longest will be returned to the hand and the three newest will be destroyed, which will trigger deathrattle effects. If you can keep this in mind you'll have a big advantage over those who don't, because you'll be able to plan for what will happen with Piloted Shredders, Boom Bots, and stuff like that. It's a habit worth developing to play this deck.
This deck runs a single Preparation, which is there just to make Vanish cost less. There is only one copy because having two in hand is very bad. You can often make another play in the same turn as a discounted Vanish. Coldlight Oracle is really nice there because you've just used two cards so you're probably not going to make yourself overdraw.
Battling aggressive decks
Some of your more unenlightened opponents will try to beat you down with Tunnel Troggs and Huffers before you can implement your diabolical scheme. Aggro matchups can be tough for this deck, but we have some tools to fight them.
If you suspect your opponent will be going for your face, Coldlight Oracle becomes much less important. If they can empty their hand faster than you, you don't want to be refilling it for them. You will want to look for Backstab, Zombie Chow, and Deathlord when you mulligan. SI:7 Agent and Eviscerate will also be useful, especially if you have the coin. Playing the singleton Zombie Chow on the first turn is the only true test of hearthstone skill, so make sure you're doing it or they'll all laugh at you.
Since we have all this stuff to replay minions and get extra copies, the best thing to use it on becomes Antique Healbot. You can gain a lot of life with these guys, and have a steady supply of them with Gang Up. Rather than pushing towards fatigue by making the opponent overdraw, just settle in for the long game and try to outlast them until they reach fatigue. If you can save the oracles until their deck is low or empty, you can end the game without repercussion from their extra draws.
Shameless self-promotion
Thanks for all the views and votes and cookies and stuff! I added some more videos with this version of the deck. I mostly play arena but have enjoyed this style enough to put some more time into it. This has been a particularly tricky deck to comment on while playing because you have so many options at a given time. The whole thing is a learning experience so hopefully we will all learn a few things!If you've got questions on strategy for a certain card or situation leave a comment, I'll try to get some more specific information added for it.
Playlist: https://www.youtube.com/playlist?list=PLmFnbK3qUuSZ5bq02ssD_TqU9RAdzvhSq
Hey, I play a lot of mill decks and somehow just found this one. I have been playing in wild a lot and I got to know, why not include Dancing swords?
I find it super strong for making them draw and just as importantly for allow trading to reduce board pressure. People also ask for more card draw and having dancing swords allows you to draw more cards as you mill them for a bit more before you combo.
Wanted to try Mill deck some time, so did just so on a slow evening. Went 4–6 in casual with bulk of losses to Warlocks, which are very thankful for extra card draw. :)
Lack of "normal" card draw is definitely felt. Not drawing into oracle or vanish in time seems to doom the game plan.
That's why you need to stay alive. The reason there is no other card draw than coldlight oracle (which you can draw loads of cards with, why are you complaining) is because you don't wan't to mill yourself.
It is very tough when you don't hit an oracle withing the top half or so of your deck. Bad draws can punish this deck really hard. I'm hopeful that the new set will have some tools to make this style more consistent.
As a huge fan of mill rogue, I've been loving this version. However, I think the card draw is too low, making it too much inconsistent. I tried adding 2 Fan of Knives and Thalnos for better cyclings/Removals. Thanks for ethe list!
I'm glad you like it! The card draw really is a problem. First I was running Novice Engineer as a two mana draw spell that works well with Brann and the bounce spells. I switched to Jeweled Scarab when I felt like I was drawing too much more than the opponent. The deck really needs another effect that draws both players cards to be as consistent as I would like, but it doesn't exist yet.
I've been trying really hard to make it work, and having quite sucess with it. Ranks 12-8, with few loses.
I made the following changes:
-1 Pyro, - 1 Refreshment Vendor, -1 Bomb Lobber, - Sabotage (great card, but the main reason it exists is for big threats, which we have BGH, and we can just shadowstep BGH if we need it again), - 1 SI:7 Agent (They are good, but I'm trying without it):
+2 Scarab, +2 Fan of Knives, +1 THalnos.
Why? Turn 2 is 99% of the time Hero Power. Scarab is a body on board, and can give great tech cards (BGH, Blood Knight for paladins, another Coldlight Oracle, Van Cleef for aggro decks, MCT for zoo, or even MUKLA for milling), FoK (don't need to explain! we live in a token meta), Thalnos (being able to backstab for 3 on turn 2 can kill Darnassus Apirant, Mana Wyrm, buffed Secret Kepper....)
I'm still trying to include 1 or 2 drakes, for more card draw.
Regarding drawing more than your opponent, this is usually not a problem, for a simple reason: You won't mill him early in the game, and every deck has at least 4-5 card draw.
So imagine like this: My version has only 3 card draw (2 FoK + Thalnos), while my opponent has at least 4-5 card draw, and I have 6 card advantage (Thanks to Gang Up) , so it's very unlikely that you'll mill yourself before him. I won a game a warrior that managed to get 50 armor with justicar, just because I let him use Shield Blocks, and made him get 3 cards from each acolyte....so basically I was like 10-11 cards ahead of him. I was taking 1 dmg of fatigue, he was taking 12-13 lol.
So don't worry, you should try adding more card draw, otherwise the deck becomes too inconsistent.
Another example: was playing against a druid, he had few cards, I had 2-3 card advantage. I knew he had combo, so my way out was: Finley > Life Tap > Get Oracle, Brann+Oracle+Shadowstep+oracle > WIN.
I know it's hard to evaluate card draw in Mill Decks, but they are as important for you as for your opponent, since Mill Rogue is a very draw dependent deck!
I'll try to adjust with drakes as well and let you know! Let's share more experiences! I'll try with Novice Engineer as well!
1/27 sounds like a pretty rough start. It's a tricky deck style to learn, and it is pretty far from competitive. I lost at least the first 10-20 games I played trying to learn the archetype, and it is really easy to make a mistake that costs you the game. There are a lot of decks that are both stronger and easier to play, so running mill rogue is basically just for those who have an interest in the deck.
Hopefully game 29 goes better for you! :)
What do you do for Draw in this deck??? I've been top decked way to much and can't get past a lot of stuff. This deck needs A LOT more draw in it for sure
That's the big weakness it has. You really have to draw an oracle somewhat early for things to work out. Sometimes they're both in the last half of the deck and you just can't do anything about it. You can play something like Novice Engineer but you don't want to draw too many more cards than the opponent.
i noticed in your youtube videos you use pyromancer. What do you take out for wild pyro?
That's something new that I have been testing out. I'm not 100% convinced on the change but I've been unhappy with games where Jeweled Scarab is clogging my hand at the end, so I took them out and am trying a Wild Pyromancer and a Bomb Lobber in their place. Results have been okay, pyromancer trades off more often than sweeping the board, but not trading with two drops is a weakness of the scarabs. What did you think of them?
Thanks for checking out the videos by the way! It's very much appreciated.
Don't you think that in that deck Elise Starseeker will be pretty good? You have good card draw and also [card]Jeweled Scarab[/card] gives you one(even 2 with [card]Brann Bronzebeard [/card]) cards that may be transformed into legendaries and win a late game for you in some control match-ups like control priest, warrior. It seems a little weak in mirror match-up but I do not see lots of mill Rogues today in ladder.
I don't like Elise in this deck because you have a very specific and powerful endgame plan, and you spend the whole game setting it up. Some of our cards like Gang Up don't even affect the board when we play them, they're just there to set up our win condition. If a deck wants to put together a win with random legendaries, they're probably better off not playing all the setup cards.
Three Coldlight Oracles and the draw for the opponent's turn does 28 damage against and empty deck, so I think the current win condition is probably faster than attacking with individually powerful cards anyway, once you get to that point.
There is no replacement, don't play this deck in Standard.
Deathlord is also gone in Standard and is critical to this deck.
This will likely not be a playable strategy in standard but I'm not going to bother speculating too much until we know what the new cards do and what old cards will change. You could maybe play Bomb Lobber in place of it, but it doesn't hit weapons.
How about King Mukla? Imagine the combo with [card]Brann Bronzebeard[/card]. And if your opponent uses 4 bananas on a minion, you can just useSap or Vanish
King Mukla comes up sometimes from Jeweled Scarab and he's okay. He does help a bit with filling their hand, though the bananas are easy for the opponent to get rid of. he is also big enough to trade with Loatheb on his own (before any banana stuff) which is a card that can be annoying for this deck. I don't think there is anything wrong with including him, I haven't chosen to craft one just for this deck though.
Some points:
Consistently I am left with Prep in hand with nothing to use it on that helps me clear board.
The way most games go I either draw perfect and am able to either heal or over-draw and win, or I get steamrolled because I draw double gangup and a prep with nothing to use it on.
You're going to lose a lot with this deck. Suck that up. When it goes well it's great. The rest of the time it's hard work getting board control and even more so winning when you rarely have combo in hand to either gangup heals or get draw value from shadowstep/coldlight/gangup.
I was rewatching a game this morning and thinking about the problem with Preparation. There are times that you really need it because it lets you use the Vanish and play two other minions in the same turn, but going down to one copy might be better. Getting stuck with double Preparation in hand while you fall behind is the worst feeling with this deck. Something like Fan of Knives might be a good replacement. What would you put in for it?