Why this thread? Mainly, to tell you how Mill is changing my HS experience, and discuss about it with you all. In a friendly and constructive tone.
Mill is the first and main reason that carried me to Wild Mode as my main mode, because with rotations, that was the only place where Mill could vaguely stay viable, in ladder.
But more importantly, Mill archetype has this awesome trait: it is REALLY hard to play, and you must try and foresee your opponent's possible plays, in order to have some chances for victory. Why is this cool, you may ask.
This is the point: when you lose as Mill, you ALWAYS feel like you could have done better. You feel that you have more room for refinement and improvement. You don't really feel desperate with your deck, and you stay optimistic about your skill. Half placebo effect, half truth.
And when you win, you feel BOTH that your deck is a perfect engine and that you were very good at piloting it!
That is: Mill shows you the brightest side of the game, even in your "darkest" moments, independently of results.
In conclusion, I ended up preferring a MUCH SLOWER grinding, even sub-optimal at results, but with more enjoyment in each single game.
Many Control players will have similar feelings I guess, but Mill brings that at their (IMO positive) extremes.
I am listing and spotlighting a few decks in next paragraphs, and I'd like to discuss each of them and see their strength and weaknesses IN LADDER, especially where no deck guide can be found.
Mill Rogue
Rogue is one of my main classes, and with Valeera the Hollow first, and now the Kingsbane and secrets packages, Mill Rogue is in a really good spot, with many possible versions. Not t1, maybe not t2, but definitely playable with fair results.
Let's start with the oldest realisation of Mill Rogue, which saw its apex with N'zoth the corruptor, making the Wall of the Undead a very nice secondary wincondition. It is certainly the most refined Mill Rogue version and possibly the most solid one in ladder. This is a very good realisation of it:
Now with the new Kingsbane version, with nice sustain and yet huge Mill/Fatigue power. You can see it in the main page, and there are many versions of Kingsbane Mill Rogue, but I am linking a good such deck here as well:
Finally, a version with King Togwaggle, which aims at either classical Mill, or fatiguing yourself, and then using a combo to fill your opponent's hand, and switch decks (giving them an empty deck, which they cannot return). I wonder how it fares in ladder:
Now, with Mill Druid, which is currently my main concern. Mill Druid USED to be a thing, in the past, but now is no more. Certainly not in Standard, but even in Wild, in my experience.
Which is sad, for Druid has Mill potential of his own, mainly in cards like Naturalize and Grove Tender. Yet Druid can hardly play with the same redundancy as Rogue can, which is a great downside. However, I noticed some solutions. Crucially, most of these require many expensive cards, including Wild cards that are good just in this archetype, and here I'd like to hear your results and opinions, before going ahead and crafting those cards myself.
Here's the only recent possibility I could find, which is however more Fatigue than Mill, but yet:
I couldn't distinguish in the search results a popular version of a more classic Mill Druid, with Tree of Life, poisonous seeds and the likes. Maybe it's not viable anymore, if ever? I have also wondered how Malorne could be used, both in Wild Beast Druid and Mill, but I do not own the card. I'd love some expert's comment on these cards in Mill Druid.
Fatigue Warrior
Now, I am no expert of Warrior at all, outside of the opponent's perspective, but I thought I should add them here too. I know that Warrior used to be good at Fatigue games, with huge armor, and even more with the addition of Dead Man's Hand, which is possibly the version that more closely looks like a Fatigue/Mill deck (Taunt/Quest Warrior may have Fatigue as wincondition, but most QW are more like a classic Control deck).
Let me start with the wackiest King Togwaggle deck ever. Has anybody carried it in ladder? Either way, it deserved to be here:
Now, I'd like to discuss with you all Mill in general, and Fatigue as well.
Please, keep your comments polite and constructive. Don't be salty.
Also, since the thread is split between 3 classes, let's keep it tidy and on topic, focusing on Mill and Fatigue, NOT on more classic Control (even if some overlap).
If you have further versions or even Classes!, which you consider particularly innovative, or that I simply missed in my research, post them below! I will add them to this post for better discussion.
I agree. I've only ever played dead man's hand warrior out of these three and I only play it in standard but i very much enjoy mill. I run Marin the Fox as an alternate win con though. I find that most of the options work well in dead man's hand.
Wonderous Wand is just good. It makes for a huge tempo play.
Tolin's Goblet is good... after you've drawn both your dead man's hands. I've won games by drawing Nat Pagles and Armorsmiths with it.
Zarog's Crown is great to get you out of a tight spot or to shuffle with your dmh to get more value.
Golden Kobold is the only one I personally dislike but it can be used as well if you shuffle it and wait till you have a large deck to drop it
Foreword
Why this thread? Mainly, to tell you how Mill is changing my HS experience, and discuss about it with you all. In a friendly and constructive tone.
Mill is the first and main reason that carried me to Wild Mode as my main mode, because with rotations, that was the only place where Mill could vaguely stay viable, in ladder.
But more importantly, Mill archetype has this awesome trait: it is REALLY hard to play, and you must try and foresee your opponent's possible plays, in order to have some chances for victory. Why is this cool, you may ask.
This is the point: when you lose as Mill, you ALWAYS feel like you could have done better. You feel that you have more room for refinement and improvement. You don't really feel desperate with your deck, and you stay optimistic about your skill. Half placebo effect, half truth.
And when you win, you feel BOTH that your deck is a perfect engine and that you were very good at piloting it!
That is: Mill shows you the brightest side of the game, even in your "darkest" moments, independently of results.
In conclusion, I ended up preferring a MUCH SLOWER grinding, even sub-optimal at results, but with more enjoyment in each single game.
Many Control players will have similar feelings I guess, but Mill brings that at their (IMO positive) extremes.
I am listing and spotlighting a few decks in next paragraphs, and I'd like to discuss each of them and see their strength and weaknesses IN LADDER, especially where no deck guide can be found.
Mill Rogue
Rogue is one of my main classes, and with Valeera the Hollow first, and now the Kingsbane and secrets packages, Mill Rogue is in a really good spot, with many possible versions. Not t1, maybe not t2, but definitely playable with fair results.
Let's start with the oldest realisation of Mill Rogue, which saw its apex with N'zoth the corruptor, making the Wall of the Undead a very nice secondary wincondition. It is certainly the most refined Mill Rogue version and possibly the most solid one in ladder. This is a very good realisation of it:
Now with the new Kingsbane version, with nice sustain and yet huge Mill/Fatigue power. You can see it in the main page, and there are many versions of Kingsbane Mill Rogue, but I am linking a good such deck here as well:
And this is a possible Wild adaptation of the previous Kingsbane Mill Rogue, this is my own:
Finally, a version with King Togwaggle, which aims at either classical Mill, or fatiguing yourself, and then using a combo to fill your opponent's hand, and switch decks (giving them an empty deck, which they cannot return). I wonder how it fares in ladder:
Mill Druid
Now, with Mill Druid, which is currently my main concern. Mill Druid USED to be a thing, in the past, but now is no more. Certainly not in Standard, but even in Wild, in my experience.
Which is sad, for Druid has Mill potential of his own, mainly in cards like Naturalize and Grove Tender. Yet Druid can hardly play with the same redundancy as Rogue can, which is a great downside. However, I noticed some solutions. Crucially, most of these require many expensive cards, including Wild cards that are good just in this archetype, and here I'd like to hear your results and opinions, before going ahead and crafting those cards myself.
Here's the only recent possibility I could find, which is however more Fatigue than Mill, but yet:
Then, I found a king togwaggle deck swap version:
A Reno Mill Druid:
I couldn't distinguish in the search results a popular version of a more classic Mill Druid, with Tree of Life, poisonous seeds and the likes. Maybe it's not viable anymore, if ever? I have also wondered how Malorne could be used, both in Wild Beast Druid and Mill, but I do not own the card. I'd love some expert's comment on these cards in Mill Druid.
Fatigue Warrior
Now, I am no expert of Warrior at all, outside of the opponent's perspective, but I thought I should add them here too. I know that Warrior used to be good at Fatigue games, with huge armor, and even more with the addition of Dead Man's Hand, which is possibly the version that more closely looks like a Fatigue/Mill deck (Taunt/Quest Warrior may have Fatigue as wincondition, but most QW are more like a classic Control deck).
Let me start with the wackiest King Togwaggle deck ever. Has anybody carried it in ladder? Either way, it deserved to be here:
Stancifka's Fatigue Warrior:
And here's a hybrid Fatigue Warrior, with Quest:
Discuss
Now, I'd like to discuss with you all Mill in general, and Fatigue as well.
Please, keep your comments polite and constructive. Don't be salty.
Also, since the thread is split between 3 classes, let's keep it tidy and on topic, focusing on Mill and Fatigue, NOT on more classic Control (even if some overlap).
If you have further versions or even Classes!, which you consider particularly innovative, or that I simply missed in my research, post them below! I will add them to this post for better discussion.
I agree. I've only ever played dead man's hand warrior out of these three and I only play it in standard but i very much enjoy mill. I run Marin the Fox as an alternate win con though. I find that most of the options work well in dead man's hand.
Wonderous Wand is just good. It makes for a huge tempo play.
Tolin's Goblet is good... after you've drawn both your dead man's hands. I've won games by drawing Nat Pagles and Armorsmiths with it.
Zarog's Crown is great to get you out of a tight spot or to shuffle with your dmh to get more value.
Golden Kobold is the only one I personally dislike but it can be used as well if you shuffle it and wait till you have a large deck to drop it
Proud member of the real casual play network
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Hit rank 15 with a homebrew back in the KOFT days.
Yaayyy...
There's all my notable achievements.