You can say the idea isn't new and there were some attempts before, but being able to competitively play mill in Hearthstone is the new thing for sure.
It's good another archetype seeing some hype every now and then besides Huntards and Cancerlocks.
cancerlock is handlock right... the one with giants...just making sure cuz then im on the same page in calling it that, if we talking zoolock then its not that hard to beat.
My experience has been that Mill druid was hot for like 3 days and then it disappeared from constructed almost completely. I'm on NA server playing between Rank 5-Legendary. I rather enjoyed playing against Mill Druid, personally I thought it was fun but maybe that's because I never lost to it. One of the Druids I beat said it was because my deck was crappy and didn't have any card draw lol.
How are you guys NOT seeing fatigue druids? I JUST played against one. The druid I played against before that was running the same deck. Before that, the same deck. I'm not saying I ONLY get matched up against druids playing this deck. I'm saying when I DO get matched up against a druid, they are running this deck. That's just my experience. I haven't had experiences thus far that have differed from this. It's been a very long time since I've played against a druid NOT running a fatigue/mill deck. I can't PROVE it, obviously, but I guess I don't need to, do I? That wouldn't change anything...
You can say the idea isn't new and there were some attempts before, but being able to competitively play mill in Hearthstone is the new thing for sure.
It's good another archetype seeing some hype every now and then besides Huntards and Cancerlocks.
Here's the sequence of play:
1) Drop your Grove Tenders and have it draw cards for each player.
2) Drop your Coldlight Oracles. Bounce those back with Youthful Brewmaster.
3) Use your Naturalize to remove threats, or if you don't need to, you can just use it on your own creatures (they've served their purpose).
2x Grove Tenders, 2x Oracles, maybe one Brewmaster, and two Naturlizes, is 10-12 card draws for your opponent (and 6-8 for you, but it doesn't fatigue you because you're removing cards from your hand to play the card drawing).
Once your opponent has burned through their deck and if you're low on life, you can Tree of Life, drop some Antique Healbots, I've seen some run Healing Touch. And that's the deck.
Try to create something different with some of the most popular decks. You may change one or two cards but thats what I try to do so I don't have to give full credit to someone else lol
You can say the idea isn't new and there were some attempts before, but being able to competitively play mill in Hearthstone is the new thing for sure.
It's good another archetype seeing some hype every now and then besides Huntards and Cancerlocks.
Here's the sequence of play:
1) Drop your Grove Tenders and have it draw cards for each player.
2) Drop your Coldlight Oracles. Bounce those back with Youthful Brewmaster.
3) Use your Naturalize to remove threats, or if you don't need to, you can just use it on your own creatures (they've served their purpose).
2x Grove Tenders, 2x Oracles, maybe one Brewmaster, and two Naturlizes, is 10-12 card draws for your opponent (and 6-8 for you, but it doesn't fatigue you because you're removing cards from your hand to play the card drawing).
Once your opponent has burned through their deck and if you're low on life, you can Tree of Life, drop some Antique Healbots, I've seen some run Healing Touch. And that's the deck.
So .. ?!
What's the point in explaining the general strategy ?! You talk like 10~12 card draw effects would win the game for you, when it's only the tip of the iceberg.
Druid Mill is an reactive deck, and as such demands much more decision making and is much more skill intensive than the usual cancer archetypes.
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You can say the idea isn't new and there were some attempts before, but being able to competitively play mill in Hearthstone is the new thing for sure.
It's good another archetype seeing some hype every now and then besides Huntards and Cancerlocks.
cancerlock is handlock right... the one with giants...just making sure cuz then im on the same page in calling it that, if we talking zoolock then its not that hard to beat.
Actually I was referring to Zoolock man, sorry. Handlock may be a strong archetype but Zoo is simply too cheap.
My experience has been that Mill druid was hot for like 3 days and then it disappeared from constructed almost completely. I'm on NA server playing between Rank 5-Legendary. I rather enjoyed playing against Mill Druid, personally I thought it was fun but maybe that's because I never lost to it. One of the Druids I beat said it was because my deck was crappy and didn't have any card draw lol.
How are you guys NOT seeing fatigue druids? I JUST played against one. The druid I played against before that was running the same deck. Before that, the same deck. I'm not saying I ONLY get matched up against druids playing this deck. I'm saying when I DO get matched up against a druid, they are running this deck. That's just my experience. I haven't had experiences thus far that have differed from this. It's been a very long time since I've played against a druid NOT running a fatigue/mill deck. I can't PROVE it, obviously, but I guess I don't need to, do I? That wouldn't change anything...
Here's the sequence of play:
1) Drop your Grove Tenders and have it draw cards for each player.
2) Drop your Coldlight Oracles. Bounce those back with Youthful Brewmaster.
3) Use your Naturalize to remove threats, or if you don't need to, you can just use it on your own creatures (they've served their purpose).
2x Grove Tenders, 2x Oracles, maybe one Brewmaster, and two Naturlizes, is 10-12 card draws for your opponent (and 6-8 for you, but it doesn't fatigue you because you're removing cards from your hand to play the card drawing).
Once your opponent has burned through their deck and if you're low on life, you can Tree of Life, drop some Antique Healbots, I've seen some run Healing Touch. And that's the deck.
Try to create something different with some of the most popular decks. You may change one or two cards but thats what I try to do so I don't have to give full credit to someone else lol
So .. ?!
What's the point in explaining the general strategy ?! You talk like 10~12 card draw effects would win the game for you, when it's only the tip of the iceberg.
Druid Mill is an reactive deck, and as such demands much more decision making and is much more skill intensive than the usual cancer archetypes.