Thanks for sharing, nice deck. Secret Passage does not shuffle cards into the deck, unfortunately. But it looks like you already have Anka as a backup plan in case you draw Deathwing too early
2
Thanks for sharing, nice deck. Secret Passage does not shuffle cards into the deck, unfortunately. But it looks like you already have Anka as a backup plan in case you draw Deathwing too early
2
Cool write up. I ran into this deck when I was playing Mozaki Mage. Opponent shit out like 6 dragons on turn 4 or 5. I kept freezing the giant dragon board and between that and the 2 Ice Block ended up winning on turn 8 or 9. Will never forget that game lol
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I love the concept of the deck and I had a few successful games with it but if you blow your load on turn 6 and the other player clears the board.. you're basically screwed.
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Quote from ShadowsOfSense >>It's not about whether Mill Rogue is beatable. Obviously, any aggro deck will do it. The point I was making is that it's the least FUN thing about the game. I doubt it's even fun for those playing it. It's the equivalent of sitting down for a game of Monopoly, and one guy's strategy is to flip over the board and throw the pieces out the window.
Poor example. To try and translate Mill to Monopoly, I'd say it would be buying up one of every property in a set - you can slowly chip away at people, and you're denying anybody else the chance to have a Monopoly.
Playing Mill decks is incredibly fun. It's an incredibly satisfying feeling to see your opponent's win condition - Jaina, Rexxar, Gul'dan, Mecha'thun, whatever - turn to ash. It's also fun to try to stay alive long enough to win the game - it's like a puzzle.
I find Mill decks more enjoyable in other games (Magic, Yu-Gi-Oh) mainly because they're actually properly supported decks. In Hearthstone people have managed to cobble them together, but you should be glad they don't want them to actually be a good deck.
Furthermore, we all know the Wheelbarrow is OP in Monopoly.
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Love the 1 Jade Idol Incase you have to go infinite!
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Or you could just try it. Take your balls elsewhere.
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This deck is crazy fun, and surprisingly effective for laddering fast in wild. You play Necrium Apothecary and win.
When the Apothecary dies, you get an entire board of big scary dragons. I've done it on turn 3, but most of the time, it will happen on turn 4 or 5.
It's so satisfying when a Quest Warlock concedes to a board of huge dragons on turn 4! Curious if it works for you, so comment below with any questions.
Full deck explanation and strategies/mulligan guide here:
https://www.hearthpwn.com/decks/1395483-big-nasty-dragon-rogue-wild-surprisingly-fun-deck
### Big Nasty Dragons!
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Far from dead. If you want to have fun again, and eat Quest Warlocks, play this deck...
Full deck explanation and strategies/mulligan guide here:
https://www.hearthpwn.com/decks/1395483-big-nasty-dragon-rogue-wild-surprisingly-fun-deck
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I just went 20-2 with this deck in wild. And yes, I played and lost to a mill rogue yesterday and a Mech'athun. Give it a try before dissing it. Nice comment though, bro.
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By far the least fun thing about HS is Mill Rogue. Join with me in roping every Mill Rogue opponent on EVERY turn. Together we can rid our beloved game of this pond scummery.
It's like, "Hi, let's play this fun card game." "Okay, I'll bring some lighter fluid and a match start by burning all the cards."
Rope 'em folks!
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It's not about whether Mill Rogue is beatable. Obviously, any aggro deck will do it. The point I was making is that it's the least FUN thing about the game. I doubt it's even fun for those playing it. It's the equivalent of sitting down for a game of Monopoly, and one guy's strategy is to flip over the board and throw the pieces out the window.