We all know the tragedy of Face Hunters and other uninspiring builds. The thing I enjoy foremost is playing decks that revolve around fun mechanics, like milling and fatigue. But most of the time they lack just that little "Umph" to really work, resulting in decks that play around your opponent until you can finally start milling them - or decks that require a different finisher. That's why I made my own set of cards. In all honesty, the highest rank I ever achieved was Rank 5 and I'm definitely more of a casual player that enjoys thematic decks and fun games than the epic stuff legendary is made of. So smack me on the head when anything is way too overpowered or underpowered (but please be gentle about it). Anyways, to me there are three kind of mechanics to Milling: Burning, Fatiguing and Bouncing.
Mill Mage (Fatigue) The idea is to draw less cards than your opponent and win by Fatigue. Other mechanics include freezing your opponent's minions to buy time, filling your opponent's hand with spells they don't want such as Arcane Intellect and Frost Nova, and steal those back. I went with Pandaren as a theme, 'cause of my man Lorewalker Cho. Which is a nice addition to any Mill Mage.
Rogue (Bounce & Filling up Hand with Coins)
I feel like the milling with Rogues revolves around putting minions from the board into their full hand, effectively destroying them. In order to fill up their hand these cards work with Coins. Coins aren't a dead weight, they can be easily played next turn to remove them, but they also offer a little bonus to the enemy as well as forcing them to make the decision to keep some Coins to maybe put a bigger minion on the board.
Druid (Filling Hand & Profiting) Your opponent's hand will get over full and his cards will burn. But most importantly, you need your opponent's hand to be full to get the most value out of your own minions (like Clockwork Golem and Goblin Sapper).
Warrior (Hand Control)Not too sure about this one, but the idea is to be a pain for both Aggro as Ramp decks, trying to force your opponent's to keep 3 to 4 cards in their hands or emptying their hand. Once that happens, you profit. So there are a few minions that needs more cards played on them in order to remove them and there are some cards that profit if your opponent does not have said number of cards in their hand.
I wish these cards would come true...I'm looking forward to a legitimate mill deck, instead of the indirect mill strategies they have now with hand fill. I wish there were straight up mill cards....A mill deck like that would be my favorite.....
nice cards overall (even tho i hate mill decks so much :p), here some comments:
Jarod Shadowsong: basicly unkillable card in topdeck war, or at very least 1for3. this is probably way too good.
Harmony: 0mana for silencing 3 targets? wow, id gladly pay with one more card for opponent :) ... get it to at least 1 mana :)
Playful Adept: that is kinda ugly mechanic :D if u drop this on T3 u basicly dictate every trade from now on, if opponent doesnt have a spell to remove it :d i would probably increased mana cost (and buffed stats accordinly), so it wouldnt be so snowbally/autowin early.
We all know the tragedy of Face Hunters and other uninspiring builds. The thing I enjoy foremost is playing decks that revolve around fun mechanics, like milling and fatigue. But most of the time they lack just that little "Umph" to really work, resulting in decks that play around your opponent until you can finally start milling them - or decks that require a different finisher. That's why I made my own set of cards. In all honesty, the highest rank I ever achieved was Rank 5 and I'm definitely more of a casual player that enjoys thematic decks and fun games than the epic stuff legendary is made of. So smack me on the head when anything is way too overpowered or underpowered (but please be gentle about it). Anyways, to me there are three kind of mechanics to Milling: Burning, Fatiguing and Bouncing.
Mill Mage (Fatigue)
The idea is to draw less cards than your opponent and win by Fatigue. Other mechanics include freezing your opponent's minions to buy time, filling your opponent's hand with spells they don't want such as Arcane Intellect and Frost Nova, and steal those back. I went with Pandaren as a theme, 'cause of my man Lorewalker Cho. Which is a nice addition to any Mill Mage.
Rogue (Bounce & Filling up Hand with Coins)
I feel like the milling with Rogues revolves around putting minions from the board into their full hand, effectively destroying them. In order to fill up their hand these cards work with Coins. Coins aren't a dead weight, they can be easily played next turn to remove them, but they also offer a little bonus to the enemy as well as forcing them to make the decision to keep some Coins to maybe put a bigger minion on the board.
Druid (Filling Hand & Profiting)
Your opponent's hand will get over full and his cards will burn. But most importantly, you need your opponent's hand to be full to get the most value out of your own minions (like Clockwork Golem and Goblin Sapper).
Warrior (Hand Control)Not too sure about this one, but the idea is to be a pain for both Aggro as Ramp decks, trying to force your opponent's to keep 3 to 4 cards in their hands or emptying their hand. Once that happens, you profit. So there are a few minions that needs more cards played on them in order to remove them and there are some cards that profit if your opponent does not have said number of cards in their hand.
I want to say that Overgrowth(Druid) is great!, good job overall, bro
Nursing sentinel is too underpowered, it should be restore 5 health, 2 health don't justif the card advantage you are giving to your opponent.
Looking back, that is definitely my least favorite card and doesn't really suit the overall play style I was going for with Druid.
mill druid, bro, that will be HUGE in mill druid ;)
I wish these cards would come true...I'm looking forward to a legitimate mill deck, instead of the indirect mill strategies they have now with hand fill. I wish there were straight up mill cards....A mill deck like that would be my favorite.....
nice cards overall (even tho i hate mill decks so much :p), here some comments:
Jarod Shadowsong: basicly unkillable card in topdeck war, or at very least 1for3. this is probably way too good.
Harmony: 0mana for silencing 3 targets? wow, id gladly pay with one more card for opponent :) ... get it to at least 1 mana :)
Playful Adept: that is kinda ugly mechanic :D if u drop this on T3 u basicly dictate every trade from now on, if opponent doesnt have a spell to remove it :d i would probably increased mana cost (and buffed stats accordinly), so it wouldnt be so snowbally/autowin early.
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