I think it's got potential, and Justicar Trueheart has some merit in the deck for the lategame matchups. It might need a Poison Seeds and maybe more taunt. I don't really know, this is my first attempt at putting together a mill deck. Any tips on playing it or deck construction advice is appreciated.
Having a viable deck means being aware of how your cards are going to interact with the ones in Meta.
For example, having healbot, vendor and 2x lore AND a tree of life is overkill. The general rule of thumb is this: If you are mill, aggro is going to fucking own you. No question. I think, vs. aggro, you would win maybe 1 in 20 games.
I have tinkered A LOT with Mill Druid. It's my fun "on the side" deck. How I view Mill Druid is I have to outlast their cards. Getting them to mill occassionally gets me the win, but more than not it's my ability to have most of my cards go 2 for 1 that enables me to use 22-25 cards to beat his 30 and they just surrender cause I've killed them all.
A few things about my deck from lots of testing. You need more spells, trees into starfall has huge potential to go 2 for 1 by killing 4-5 minions. It also helps destroy a pesky big minion if you haven't drawn naturalize yet. Also, you need to put in Bloodmage Thalnos (Geomancer) to turn your swipe into a starfall to combo with trees again.
On the healing side, I have one tree of life (only for emergency many times I win without this) and 1 heal bot and 1 healing touch.
What I will do is post my deck with a guide since at least one other person is interested. Might be a day to get it up.
I have been playing mill druid for a LONG time. It's one of my favorite decks. This is the list I use, and it's stronger than any other list I've encountered:
1.) 2 Starfalls, 2 Poison Seeds. This combo is absolutely mandatory.
2.) 2 Antique Healbots. Also mandatory.
3.) Cut Mulch. I experimented with this card and it's okay, can be really good if their hand is full, but with mill you're helping your opponent to draw cards, and as such, it is critical that you get 2-for-1 trades as often as possible. Mulch simply reduces the enemy's tempo. It doesn't trade.
I have been playing mill druid for a LONG time. It's one of my favorite decks. This is the list I use, and it's stronger than any other list I've encountered:
1.) 2 Starfalls, 2 Poison Seeds. This combo is absolutely mandatory.
2.) 2 Antique Healbots. Also mandatory.
3.) Cut Mulch. I experimented with this card and it's okay, can be really good if their hand is full, but with mill you're helping your opponent to draw cards, and as such, it is critical that you get 2-for-1 trades as often as possible. Mulch simply reduces the enemy's tempo. It doesn't trade.
This. OMFG DW is evil, never even thought about that.
I have been playing mill druid for a LONG time. It's one of my favorite decks. This is the list I use, and it's stronger than any other list I've encountered:
1.) 2 Starfalls, 2 Poison Seeds. This combo is absolutely mandatory.
2.) 2 Antique Healbots. Also mandatory.
3.) Cut Mulch. I experimented with this card and it's okay, can be really good if their hand is full, but with mill you're helping your opponent to draw cards, and as such, it is critical that you get 2-for-1 trades as often as possible. Mulch simply reduces the enemy's tempo. It doesn't trade.
This. OMFG DW is evil, never even thought about that.
Dropping Deathwing after you've exhausted all your board clears and the opponent goes all in is so glorious, just the best feeling in the world. Plus, mine's gold, so it feels even better. :p
I already made suggestions, but there's a few more card choices that I want to recommend:
The first card is Bite. You don't see this one a lot, but in Mill it's very versatile. Against control it's a removal for their medium-sized bodies. Against aggro it's 4 points of healing, and against combo, it's overheal. I use it in place of Healing Touch.
The second is Wild Pyromancer. This card destroys token decks. It lets you clean up silverhand recruits and imps summoned by Implosion without needing to use a Swipe. It also lets you clear the board with Swipe and Poison Seeds, so that you're not always as desperate to draw into your Starfall combo.
And third of course is Grove Tender. This lady is my hero. She can mill your opponent's cards or ramp you into higher mana so you can cast the Starfall combo or a Tree of Life sooner.
I had not considered Bite before, I will have to test that. I am using 2 Healing Touch and 2 ToL for the huge heals... I find the second ToL is really useful, as you can get up to 3x the healing of a Healbot for 4 more mana.
I use Force Of Nature as a flexible removal, it also combos well with Poison Seeds if Starfall isn't available. Volcanic Lumberer is usually played for free after a big board clear, which is one of the most insane reversals in the game.
Doomsayer is often 7 armor for 2 mana, it makes a good board clear behind a Deathlord, if Doomsayer goes off you can often drop a Volcanic Lumberer very cheap as the minions die on your turn.
Dancing Swords+Deathlord+Naturalize put your opponent at least 8 behind in fatigue, which is really important, especially in a mirror mill match against druid or rogue.
I added Mukla because he combos really well with Mulch to deny the minion.
Malorne can soak up a lot of removal... a bit dangerous if thought stolen or mind controlled though.
Just started using Justicar and I think it's a keeper in this deck. Getting +2 armor is huge, the attack is a nice bonus that combos well with killing off poison seeds stragglers.
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I think it's got potential, and Justicar Trueheart has some merit in the deck for the lategame matchups. It might need a Poison Seeds and maybe more taunt. I don't really know, this is my first attempt at putting together a mill deck. Any tips on playing it or deck construction advice is appreciated.
Having a viable deck means being aware of how your cards are going to interact with the ones in Meta.
For example, having healbot, vendor and 2x lore AND a tree of life is overkill. The general rule of thumb is this: If you are mill, aggro is going to fucking own you. No question. I think, vs. aggro, you would win maybe 1 in 20 games.
A ramp mill MAY be viable.. Maybe.
Hello,
I have tinkered A LOT with Mill Druid. It's my fun "on the side" deck. How I view Mill Druid is I have to outlast their cards. Getting them to mill occassionally gets me the win, but more than not it's my ability to have most of my cards go 2 for 1 that enables me to use 22-25 cards to beat his 30 and they just surrender cause I've killed them all.
A few things about my deck from lots of testing. You need more spells, trees into starfall has huge potential to go 2 for 1 by killing 4-5 minions. It also helps destroy a pesky big minion if you haven't drawn naturalize yet. Also, you need to put in Bloodmage Thalnos (Geomancer) to turn your swipe into a starfall to combo with trees again.
On the healing side, I have one tree of life (only for emergency many times I win without this) and 1 heal bot and 1 healing touch.
What I will do is post my deck with a guide since at least one other person is interested. Might be a day to get it up.
"Live Free or Die Hard"
I have been playing mill druid for a LONG time. It's one of my favorite decks. This is the list I use, and it's stronger than any other list I've encountered:
Main changes I'd recommend to your list:
1.) 2 Starfalls, 2 Poison Seeds. This combo is absolutely mandatory.
2.) 2 Antique Healbots. Also mandatory.
3.) Cut Mulch. I experimented with this card and it's okay, can be really good if their hand is full, but with mill you're helping your opponent to draw cards, and as such, it is critical that you get 2-for-1 trades as often as possible. Mulch simply reduces the enemy's tempo. It doesn't trade.
This. OMFG DW is evil, never even thought about that.
Dropping Deathwing after you've exhausted all your board clears and the opponent goes all in is so glorious, just the best feeling in the world. Plus, mine's gold, so it feels even better. :p
I already made suggestions, but there's a few more card choices that I want to recommend:
The first card is Bite. You don't see this one a lot, but in Mill it's very versatile. Against control it's a removal for their medium-sized bodies. Against aggro it's 4 points of healing, and against combo, it's overheal. I use it in place of Healing Touch.
The second is Wild Pyromancer. This card destroys token decks. It lets you clean up silverhand recruits and imps summoned by Implosion without needing to use a Swipe. It also lets you clear the board with Swipe and Poison Seeds, so that you're not always as desperate to draw into your Starfall combo.
And third of course is Grove Tender. This lady is my hero. She can mill your opponent's cards or ramp you into higher mana so you can cast the Starfall combo or a Tree of Life sooner.
Some cool ideas in this thread. I love mill decks, Druid is one of my faves. This is my current list:
I had not considered Bite before, I will have to test that. I am using 2 Healing Touch and 2 ToL for the huge heals... I find the second ToL is really useful, as you can get up to 3x the healing of a Healbot for 4 more mana.
I use Force Of Nature as a flexible removal, it also combos well with Poison Seeds if Starfall isn't available. Volcanic Lumberer is usually played for free after a big board clear, which is one of the most insane reversals in the game.
Doomsayer is often 7 armor for 2 mana, it makes a good board clear behind a Deathlord, if Doomsayer goes off you can often drop a Volcanic Lumberer very cheap as the minions die on your turn.
Dancing Swords+Deathlord+Naturalize put your opponent at least 8 behind in fatigue, which is really important, especially in a mirror mill match against druid or rogue.
I added Mukla because he combos really well with Mulch to deny the minion.
Malorne can soak up a lot of removal... a bit dangerous if thought stolen or mind controlled though.
Just started using Justicar and I think it's a keeper in this deck. Getting +2 armor is huge, the attack is a nice bonus that combos well with killing off poison seeds stragglers.