Stancifka's Mill Rogue Postnerf
- Last updated Sep 21, 2017 (Evergreen Nerfs)
- Edit
- |
Wild
- 13 Minions
- 14 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Mill Rogue
- Crafting Cost: 5160
- Dust Needed: Loading Collection
- Created: 9/21/2017 (Evergreen Nerfs)
- StanCifka
- Pro Player
-
Country:
-
Tournament Decks:
50
-
Ladder Decks:
163
-
Submitted By:
Hello everyone! Balance changes are live, so it’s time to explore the new metagame now that the total dominance of Hex Shaman Druid is over. This deck is also accidentaly playing just 1 legendary card and even that one can be cut from the deck, so basically anyone can give this one a try!
Your opponent tries to draw a card. But wait, there is nothing left! So he takes one damage instead. And then two, and after that million, so he dies. You don’t even need to beat all his 30 cards in the game, as you did your best to burn as many of them (and you can burn a lot) as you can because of hand size. Furthermore, decks nowadays are often built around one or two cards that are essential for them to even have a chance of winning, so burning them can mean an instant victory.
Pirate Warrior is a horrendous matchup, but after the nerf of Fiery War Axe, this deck might easily surface and become tier1 in no time. Futhermore, Kazakus Priest is an insane matchup, as they don't have pressure plus you can burn their win conditions for instant win, which is another huge plus for this deck.
You will need to do some math with this deck, but the main thing is to know to how big fatigue you will get your opponent in one turn and if it's good enough. For example, if your opponent has zero cards in deck and you will make him draw 4 extra cards + his draw which equals to highest fatique 5, then he will overall take 15 (5+4+3+2+1) damage. Here is just a small cheatsheet so you don't have to keep counting over and over on those hard turns where you need to focus on everything else:
Fatigue 3 - Total 6 damage
Fatigue 5 - Total 15 damage
Fatigue 7 - Total 28 damage
So this means that with Valeera the Hollow active you can play Shadowblade and Coldlight Oracle + copied Oracle + Shadowstepped Oracle for a full OTK 31 damage Kill if you opponent drew his last card in his turn and you are able to attack his face with the weapon. Don't forget that thanks to your weapon you won't take any damage in case you would be about to fatigue as well.
Coldlight Oracle is a total cornerstone of this deck, and the main thing you want. If you are playing against control, this is the only card you want, and I would advise mulliganing literally everything else in case you don't have the Oracle yet.
When you play against aggro, you can keep a much wider range of cards, especially Backstab and Doomsayer are great, but Eviscerate and Tar Creeper are also good at keeping you alive, so I wouldn’t mulligan these in order to search for Oracle. However, Coldlight Oracle is still the best card here.
As mentioned above, your main engine is Coldlight Oracle, which is supported by Shadowstep and Youthful Brewmaster, even with an extra Shadowcaster thrown in the mix if you would like try one. Vanish is also great at bouncing the Oracle, so altogether it is not unusual to play 6-8 Oracles in one game of Hearthstone. If you get to fatigue at the same time as the opposing hero, then Shadowblade + 2 Oracles is a great combo, as you take no damage from your fatigue draws, and 3 damage from the weapon sometimes serves as a final nail in the coffin.
With Coldlight Oracle being this important it is very painfull to get it killed by your opponent, which means you need to protect them as much as you can. Good rule of thumb is that if you can't immediately bounce your Oracle, don't play it yet.
So now that we established that we are ideally drawing a ton of cards each turn, we need some cheap stuff to play, because hand size quickly becomes to be a real problem. Preparation and Counterefeit Coin are excellent at this, as getting your tempo back in exchange for card disadvantage is exactly what you are looking for. Backstab, Eviscerate, Doomsayer are here to efficently keep you alive while you are both drawing cards like crazy.
Sap and Vanish are also great at defending your life total, but they are able to do even more than that in this deck. Your opponent often holds a lot of expensive cards in his hand that are hard for him to get rid of, so the bounce spells either fill his grip up or straight up kill his minions.
As you will quickly see, Vanish is an incredibly strong card, but it is very important to get a full value from it. Don't play at the first opportunity where it looks OKish, but wait a bit longer to make it an insane blowout.
Saronite Chain Gang is a card I originally didn't have in the deck, but once I discovered it I knew it is staying in. This guy (or maybe I should say guys) is just solid overall, and does a suprisingly good job with stabilizing the game when you start losing the board. Add in a fact that it works well with all the bounce in deck and you have a very nice card.
Valeera the Hollow provides a ton of value in this deck, but it's main target is just producing more Coldlight Oracle. I know, what a surprise. However, it has very important synergy with Vanish, which might not be most obvious at the first sight. Usual problem with Valeera is that you develop it and it does nothing that turn other than gaining you some lifes, which allows your opponent to fully expand his board presence, since he does not need to deal with any new threats. This is perfectly solved by the followup Vanish, which can also ideally bounce extra Coldlight Oracle you play before that and that will make sure your opponent's hand size is overflowing.
And if everything else doesn’t work out, try to play 6 Vilespine Slayer and see if your opponent has any gas left afterwards.
Earthen Ring Farseer is one of the movable slots, but I would always play at least one in this deck, because then you can bounce him a lot of times and keep your health higher if necessary.
Skulking Geist could also be considered, since removing any card from your opponent is quite relevant - they get to fatigue sooner, although the fact you remove Jade Idol is still the main reason to run him and I would play him only if you are still running to lot of Jade Idol.
Valeera the Hollow is the only legendary in this deck, but she is very hard to replace, so if you are able to craft her you better do so. However, if I let my imagination run wild and there is no dust left at all, then I guess I could include another support card instead, like second Earthen Ring Farseer.
And that's it for today, good luck milling everyone guys! Make sure to watch the video, we go with in-depth game analysis there, which should answer a lot of questions you might have! I put a lot of effort into these videos, so if you like it just hit the Youtube subscribe button to let me know I should keep making these for you to enjoy.
Cheers
StanCifka
I actually play a litlle diffrent dek with Twilight Drake which is insanley tempo, and with valeera you can play 2 each turn.
So I just won vs. deathrattle rogue and vs. jade druid.
I have added the Caverns Below as a failsafe or delusion, Skulking Geist and a Moat Lurker to rodeo around and kill off targets cheap.
Don't think this will make it legend but it sure is fun to play
There was already a similar deck with 2 different cards 2 weeks now! Nothing new here!
Can I get a link please? :)
I put the deck in the comment! Its not easy to play a mill rogue. It requires a lot of skill and practice. I completly failed with the deck that I posted in the comment.
only for last year players, but still that's true!
Not works for me.. 7 game - fail
This deck is a guaranteed loss against Priest which there are so many of on the meta right now. You draw them into Anduin quicker and they just chain gun you down before you have any chance.
Priest is extremely favorable matchup if you know how to pilot this deck well, which is quite challenging, I agree with that.
I really like the deck but I don't know what to do against the Anduin DK. They can easily clear a full board of chain gangs so with no big threats taking ~10 damage per turn is a pretty quick death.
Idk they play Anduin on turn 8 and then kill you in 2 turns? What is the general strategy to survive through all the hero powers.
Should the goal be to save as many bounces as possible for Farseer?
Priests keep their hand full, this should not be an issue at all. You need to NOT let them know you're a Mill Rogue for as long as possible, then pop off some coldlight+bounce when they have 8-9 cards in hand. If you do nothing for the first few turns, usually they do nothing and fill their hand. Even if you don't get lucky and burn Raza/Anduin, it should still be very favorable for you. They can't dump their hand fast enough, and you want to be playing at least one coldlight every turn until they're in fatigue. Try to control the board with the typical Rogue tools (don't let them know you're milling), DO NOT waste a single Sap or Vanish (always bounce when their hand is full).
Thank you for that. It sounds like my problem has been that I've been playing Coldlight too early into an empty board to fill up my hand, always bouncing it back of course.
Yeah I only do that if I reeeeeally need the draw. Otherwise, I'm content with letting them dig for their nonsense, then dropping coldlight multiple times so they know what's up. After that, typically they can't empty their hand fast enough. Just hope they don't get turn 5 Raza and turn 8 Anduin, because that's pretty much gg if they set up that early.
Im normally the first one to call a deck trash, but this one is far from trash. It fucks with so many decks that are out there right now. Hunter can be an issue to some degree but its been just shitting on warlock, and most control decks. Even jade falls to this if you play it right. Most aggro decks will give you issues but at upper levels thats less of an issue. All in all the deck has legs and anyone saying different is just a salty douche who is still butthurt over the loss of pirate warrior.
Hello guys!
I am so glad that we have a mill rogue build over here because in my opinion it is one of the most entertaining decks to play! It is something really different and you have to plan ahead to be successful.
Recently I played other version of mill rogue where I defeated the most annoying deck - jade druid (before the "nerfs"). Now I was matched against highlander priest and guess what - I did it. I think the mill rogue is going to be tier 1 no Kappa.
Check out the video bellow to see the action :) Thank you for attention and have a nice day.
It was a hyperbole :) . I think it has some potential and it is definitely more exciting to play than 90% of the meta decks, but sadly the aggro is sometimes a nail in the coffin :/
I posted a similar Mill Rogue deck earlier, though the StanCifka version is a bit different from mine. My only concerns are that there is no Skulking Geist obviously and that Counterfeit Coin becomes a dead draw against certain deck archetypes. I'm not going to link my deck here because many versions of Mill Rogue for Standard are floating around and all of them can work, like how mine uses Glacial Shard , but I'm simply stating my beliefs on the topic.
Well done Stan , Super deck ;)