I know there are some good mill rogue players out here and I wish to get some advice on how to improve the list for standard. It is the first time for me to play that Mill rogue, as never played it either in wild or before gang up.
As always a struggle against aggro but warlock is free win. I am having a lot of fun with the deck and will my hardest to take to rang 5.
I will probably replace one Shadowcaster with one Iceshard. That card is really good when you want either to block a big thread to hit face or stall another turn to be able to do a greedy vanish turn. And found that I never run out of thing to do even with only one shadow caster.
Never though about natpagle darkfisher, kind of reveal quickly that you are mill rogue and the opponent may choose to avoid drawing cards. I crafted it to give it a try. I tried prince and found him kind of underwhelming. The condition is supposedly difficult to fill up for a "one mana less and taunt" compare to Bloodworm
King Mukla as well surely to fill their hand with bananas?
Maybe
King Mukla was much stronger with brann, because 4 cards really fills a hand and you still had enough mana to play double oracle. at least it gives you a strong body
so as a long time mill player, standard mill has one big problem, it does not have more cards than it's opponent. There are a few options to fix this. 1. Malchezaar, I don't like it because the deck for mill is a tightly oiled machine, and throwing in random legendaries can hurt a lot more than the five cards helps, especially in standard. 2. Elise, Getting several un'goro packs gives value, and it is possible to do, but it is clunky and similar to malchezaar but with more effort. 3. Shadoblade, Decent card grants immunity, you can then go coldlight coldlight shadowstep coldlight to finish off people, that is a decent way of doing things. 4. Violet illusionist, Literally just like shadowblade, except on a minion.
I would run both shadowblade and violet illusionist if you can find room.
Next up to look at is how you get to your combo, that means draw, and survivability. As a mill deck draw is less of an option, but running lots of bounces turns coldlight into more consistent draw than normal. The curator is also a good choice because it is a tutor effect for coldlight, and one draw card is not going to hurt the plan much, since most decks you are targeting have more than one draw anyway. One thing I might suggest is cutting a gadgetzan ferryman, and adding a brewmaster, brewmaster is just a better card in most scenarios.
The issue of survivability here is addressed by tar creeper and a glacial shard, as well as vanish. I would run a plague doctor and pyromancer cutting both preps, maybe a sap, and the shadowcaster. 2 vilespine would also help more than the glacial shard, so cut the glacial shard for that.
that leaves no room for the violet illusionist, which is I guess fine, but it brings up the problem with standard mill rogue. In standard you don't have as many copy effects so you have to run more bounce, and that fills up more space. you basically can't afford to use shadowstep as freely in standard because of no gang up, and you can't run as much survival as you need, plus you have no healbots, which hurts the deck. When you add in needing a skulking geist you basically run out of slots fast, and can't fit the whole deck you need to be able to win. I personally suggest spending the 560 dust total for sludge belcher, death lord, healbot, and gang up for wild mill rogue. You can then cut the bounce other than shadowstep, and I have been getting away with no draw other than coldlight, because having as many ways to clear board and keep control as you have means you can afford to wait for moments when you can coldlight safely.
I like the attempt to make standard mill rogue work, but without as many taunts, any heal, and easy deck thickening, you can't compete well enough to get very far. In standard a mill warrior with dead man's hand, removal, taunts and coldlights is almost decent, but the meta makes it harder on you in standard anyway.
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Just fill your deck with one drops, that is creative deck design, right?
I'm actually really confused about the inclusion of the Curator. Is drawing your coldlights really that much of a problem throughout the game? Or is it more like an anti-aggro thing with added benefits?
Coldlight is the only draw of the deck, not getting it by turn 15 meaning losing the game. Curator is a must include.
so as a long time mill player, standard mill has one big problem, it does not have more cards than it's opponent. There are a few options to fix this. 1. Malchezaar, I don't like it because the deck for mill is a tightly oiled machine, and throwing in random legendaries can hurt a lot more than the five cards helps, especially in standard. 2. Elise, Getting several un'goro packs gives value, and it is possible to do, but it is clunky and similar to malchezaar but with more effort. 3. Shadoblade, Decent card grants immunity, you can then go coldlight coldlight shadowstep coldlight to finish off people, that is a decent way of doing things. 4. Violet illusionist, Literally just like shadowblade, except on a minion.
I would run both shadowblade and violet illusionist if you can find room.
Next up to look at is how you get to your combo, that means draw, and survivability. As a mill deck draw is less of an option, but running lots of bounces turns coldlight into more consistent draw than normal. The curator is also a good choice because it is a tutor effect for coldlight, and one draw card is not going to hurt the plan much, since most decks you are targeting have more than one draw anyway. One thing I might suggest is cutting a gadgetzan ferryman, and adding a brewmaster, brewmaster is just a better card in most scenarios.
The issue of survivability here is addressed by tar creeper and a glacial shard, as well as vanish. I would run a plague doctor and pyromancer cutting both preps, maybe a sap, and the shadowcaster. 2 vilespine would also help more than the glacial shard, so cut the glacial shard for that.
that leaves no room for the violet illusionist, which is I guess fine, but it brings up the problem with standard mill rogue. In standard you don't have as many copy effects so you have to run more bounce, and that fills up more space. you basically can't afford to use shadowstep as freely in standard because of no gang up, and you can't run as much survival as you need, plus you have no healbots, which hurts the deck. When you add in needing a skulking geist you basically run out of slots fast, and can't fit the whole deck you need to be able to win. I personally suggest spending the 560 dust total for sludge belcher, death lord, healbot, and gang up for wild mill rogue. You can then cut the bounce other than shadowstep, and I have been getting away with no draw other than coldlight, because having as many ways to clear board and keep control as you have means you can afford to wait for moments when you can coldlight safely.
I like the attempt to make standard mill rogue work, but without as many taunts, any heal, and easy deck thickening, you can't compete well enough to get very far. In standard a mill warrior with dead man's hand, removal, taunts and coldlights is almost decent, but the meta makes it harder on you in standard anyway.
After trying Illusionist and shadowblade in different quantities I found that the Shadowblade the better solution. As we have most of the time no board to speak of, the illusionist just represent a free dagger ping. Even in a fatigue situation where we would need here to stick on turn to avoid dying, the opponent will have a hand full of removal that he did not use during the game, to get rid of it.
I don't think elise is necessary, with the new DK in standart having more cards than you adversary is not that important anymore. Most of the time I die with 10 to 5 cards remaining before reaching fatigue on both side. The problem is not dying. If I can reach 2/3 cards or fatigue the game is mostly won already.
For Shadow caster I am in the same bord as you and the card may not make the cut. The only interesting thing from that card is that it duplicate murloc and give it a 1 mana cost. I often find myself hoarding 1 mana cost murloc to play them at the lethal turn or big mill turn.
murloc (1) + shadow murloc (3) + vanish (6) = 10 if you add a prep it allows you to play the free duplicated murloc during that turn.
Shadowblade (3) + murloc (1) + shadow murloc (3) + murloc (3) = 10 mana. From 0 cards in the deck it make for exactly 28 damage instead of only 15.
That extra murloc you can pull during the lethal turn often makes the difference between loosing and winning.
I will replace one ferryman for one brew master. And see the difference
glacial shard or vilepine, I used to run two vilespine and found myserf either dying or winning with one still in hand or not been able to activate the combo in the early turns. So I replaced one for one shard. Maybe when I get to higher rank with more control I could replace it with a second vilespine.
I could go play mill rogue in wild. I have all the cards already but I like the challenge of trying to do that in standard. I am tempted for mill warrior too, but one archetype at a time. I don't have that much play time. Maybe next month.
Thank for your post, it was very interesting. I am still new to that kind of archetype and probably making a lot of missplay. steep learning curve that deck
So after testing with Pyro and plague scientist in different rogue build I arrived to one deck where the combo is useful:
Mill rogue, below is the list I play for the moment
I know there are some good mill rogue players out here and I wish to get some advice on how to improve the list for standard. It is the first time for me to play that Mill rogue, as never played it either in wild or before gang up.
As always a struggle against aggro but warlock is free win. I am having a lot of fun with the deck and will my hardest to take to rang 5.
Edit : may need some form of weapon destruction
Thanks for the list. Will try it.
I will probably replace one Shadowcaster with one Iceshard. That card is really good when you want either to block a big thread to hit face or stall another turn to be able to do a greedy vanish turn. And found that I never run out of thing to do even with only one shadow caster.
Never though about natpagle darkfisher, kind of reveal quickly that you are mill rogue and the opponent may choose to avoid drawing cards. I crafted it to give it a try. I tried prince and found him kind of underwhelming. The condition is supposedly difficult to fill up for a "one mana less and taunt" compare to Bloodworm
You gained a follower on your stream
King Mukla as well surely to fill their hand with bananas?
I don't feel like you really need the pyro combo. I've been having success with this list, writeup is included if you click the title.
so as a long time mill player, standard mill has one big problem, it does not have more cards than it's opponent. There are a few options to fix this. 1. Malchezaar, I don't like it because the deck for mill is a tightly oiled machine, and throwing in random legendaries can hurt a lot more than the five cards helps, especially in standard. 2. Elise, Getting several un'goro packs gives value, and it is possible to do, but it is clunky and similar to malchezaar but with more effort. 3. Shadoblade, Decent card grants immunity, you can then go coldlight coldlight shadowstep coldlight to finish off people, that is a decent way of doing things. 4. Violet illusionist, Literally just like shadowblade, except on a minion.
I would run both shadowblade and violet illusionist if you can find room.
Next up to look at is how you get to your combo, that means draw, and survivability. As a mill deck draw is less of an option, but running lots of bounces turns coldlight into more consistent draw than normal. The curator is also a good choice because it is a tutor effect for coldlight, and one draw card is not going to hurt the plan much, since most decks you are targeting have more than one draw anyway. One thing I might suggest is cutting a gadgetzan ferryman, and adding a brewmaster, brewmaster is just a better card in most scenarios.
The issue of survivability here is addressed by tar creeper and a glacial shard, as well as vanish. I would run a plague doctor and pyromancer cutting both preps, maybe a sap, and the shadowcaster. 2 vilespine would also help more than the glacial shard, so cut the glacial shard for that.
that leaves no room for the violet illusionist, which is I guess fine, but it brings up the problem with standard mill rogue. In standard you don't have as many copy effects so you have to run more bounce, and that fills up more space. you basically can't afford to use shadowstep as freely in standard because of no gang up, and you can't run as much survival as you need, plus you have no healbots, which hurts the deck. When you add in needing a skulking geist you basically run out of slots fast, and can't fit the whole deck you need to be able to win. I personally suggest spending the 560 dust total for sludge belcher, death lord, healbot, and gang up for wild mill rogue. You can then cut the bounce other than shadowstep, and I have been getting away with no draw other than coldlight, because having as many ways to clear board and keep control as you have means you can afford to wait for moments when you can coldlight safely.
I like the attempt to make standard mill rogue work, but without as many taunts, any heal, and easy deck thickening, you can't compete well enough to get very far. In standard a mill warrior with dead man's hand, removal, taunts and coldlights is almost decent, but the meta makes it harder on you in standard anyway.
Just fill your deck with one drops, that is creative deck design, right?
That extra murloc you can pull during the lethal turn often makes the difference between loosing and winning.
I will replace one ferryman for one brew master. And see the difference
glacial shard or vilepine, I used to run two vilespine and found myserf either dying or winning with one still in hand or not been able to activate the combo in the early turns. So I replaced one for one shard. Maybe when I get to higher rank with more control I could replace it with a second vilespine.
I could go play mill rogue in wild. I have all the cards already but I like the challenge of trying to do that in standard. I am tempted for mill warrior too, but one archetype at a time. I don't have that much play time. Maybe next month.
Thank for your post, it was very interesting. I am still new to that kind of archetype and probably making a lot of missplay. steep learning curve that deck
Lemme just topdeck that real quick.