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Dagger Digger - Mill Rogue

  • Last updated Dec 18, 2017 (Kobolds Patch)
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Wild

  • 12 Minions
  • 16 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Rogue
  • Crafting Cost: 7160
  • Dust Needed: Loading Collection
  • Created: 12/8/2017 (Kobolds Patch)
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  • Battle Tag:

    Ciataccis#2373

  • Region:

    EU

  • Total Deck Rating

    337

View 5 other Decks by Ciataccis
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Hello guys! This is the deck I made for the Standard ladder thanks to the hype for the new weapon. It's a Mill Rogue, with an alternative win condition given by a super-duper 10ish attack lifesteal weapon,

I'm working towards writing a full guide as soon as possible. 

In the meantime, you can check my guide for Wild Mill Rogue, as most of the mechanics are described there.

It's still early to say what is the potential of the deck, but I'm very hopeful. Hope you enjoy ;)

 

 

Strategy guide

 

General deck guide

In progress

 

Game stalling and secret mechanics

In progress

 

Vanish and Sap mechanics

Vanish and Sap are the main removals of this type of deck. To use them efficiently you need to be aware of how do they work.

In a nutshell, when you bounce back a minion in its owner's hand, if the hand is full (10 cards already), the minion will die and activate its deathrattle.

When using Vanish, this mechanics becomes hard to manage: the minions that were played first, will be bounced back, the rest that do not fit in the hand, will be killed. You can manipulate the outcome with Coldlight Oracle: if you want to kill more minions, play the oracle first, and then use Vanish. This mechanics applies also to your hand, so be careful not to kill your own key minions.

Let's understand which kind of your opponent's minion you want to bounce, and which you absolutely need to kill. Obviously, you should try to bounce in hand high cost minions with dangerous deathrattles (Tirion Fordring, Savannah Highmane...). Instead, you absolutely need to kill minions with charge, with dangerous battlecries (Drakonid Operative, jade-spawning minions, Old Gods), and minions that can be played next turn for a ridiculously low amount of mana (Thing from Below, Giants...).

Vanish is the perfect board clear after playing the DK. If you are not in immediate danger, save Vanish for this play.

When possible, play Doomsayer on the empty board following Vanish. It will earn you another turn for your strategy, or force hard removals on such a worthless minion.

 

 

Fatigue mechanics and lethal count

In progress

 

 

Valeera the Hollow mechanics 

In progress

Valeera the Hollow's hero power opens up a world of possibilities for crazy combos in this deck. In this section I will explain how the card and the new hero power work, and later, which cards better synergize with it.

When playing the card for 9 mana, the hero becomes untargetable and gains 5 armor. It means it can still be hit by Hunter hero power, random target effects, a bunch of aoe spells and hero-targeting spells as Sinister Strike and Mind Blast. Pretty threatening are Ragnaros the Firelord and Sulfuras hero power. That said, it's pretty unlikely that you can be killed that turn, even if you are very low on health. 

When you play the hero card, you need to be prepared to horribly lose the board control. It means, you can safely do that only with a Vanish ready in your hand, or at least, a Betrayal and some Sap and/or Eviscerate. Those last three card become better reliable because you can double-cast them thanks to your new hero power.

 

Your hero power becomes passive, so you it will automatically be played with no mana cost. It adds a Shadow Reflection to your hand at the start of your turn, that dynamically turns into the last card you played before it. It will need the same amount of mana as the original card, ignoring any mana discount effect. So if you play a 1-mana Coldlight Oracle thanks to Shadowstep, its copy will still cost 3 mana.

If it is not played, it disappears at the end of your turn. 

Be aware that this card is added to your hand before you draw the topdeck. So, in order to avoid to burn a card, you need to be sure to close your turn with no more than 8 cards. If you end it with 9 cards, a Shadow Reflection is added to your hand and you burn your topdeck.

 

Kingsbane mechanics and interactions

 In progress

 

General mulligan tips

In progress