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Vlad

Mill Rogue Wild

28 posts in this topic

This thread is for comments about our Mill Rogue deck for LoE.

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would king mukla or beneath the grounds be viable for this deck?

Definitely not beneath the grounds, in most case you'll end up mill the cards you shuffled into their deck, wasting your card and setting you back for fatigue damage, and even disregarding that it doesnt fit the decks theme, which is rather reactive.

King Mukla is better, and could be worth experimenting with, but it's not a powerful combo, being situational and not contributing to the card draw.

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Hello!

 

Is this deck viable with none or just one copy or Preparation? How can replace this card?

 

Thanks!

 

Preparation is key to most/all Rogue decks, and is basically impossible to replace. It allows critical combos that are just not possible otherwise. It is worth saving dust and crafting a set if you want to play Rogue decks.

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I play currently 1 beneath the grounds, and instead of si agent, i run dark iron skulker, i have yet to put bran in. What would give all undamaged enemy minions 4 damage.

The reason i run 1 beneath the grounds, to keep until he is fatigue giving u 3 4/4 the next time he draws a card. And it blocks highlander decks by putting 3 copys of the same card in his deck. Futher more alexstrasa is Nice to have but giving up one turn to survive means u allready lost. And hiding a lorewalker cho behind a deathlord, giving u the abillity to give mage, priest, warlock spells they cant use or they giving u more removal options. I swapped thalnos for lorewalker cho, backstab for seconden bladed flurry. Azure Drake for poisened blade, but when i dont draw coldlight in pretty screwed...

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Dark iron skulker doesnt synergize with brann, because of the undamaged minions needed to trigger his battlecry, and he sounds them al the first time. Stills its vaible for turn 5 play versus agro clearing the board. Doubting to put a molten Giant in as extra target for gang up. Maybe soms 1 allready Trier to do so...

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I play currently 1 beneath the grounds, and instead of si agent, i run dark iron skulker, i have yet to put bran in. What would give all undamaged enemy minions 4 damage.

The reason i run 1 beneath the grounds, to keep until he is fatigue giving u 3 4/4 the next time he draws a card. And it blocks highlander decks by putting 3 copys of the same card in his deck. Futher more alexstrasa is Nice to have but giving up one turn to survive means u allready lost. And hiding a lorewalker cho behind a deathlord, giving u the abillity to give mage, priest, warlock spells they cant use or they giving u more removal options. I swapped thalnos for lorewalker cho, backstab for seconden bladed flurry. Azure Drake for poisened blade, but when i dont draw coldlight in pretty screwed...

 

Beneath the Grounds is pretty risky. If you burn cards, beneath the grounds don't activate and you actually helped your opponent this way. However, countering Reno can be worth it, definitely an interesting swap.

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So, i've been playing a rogue mill for a couple days, but a different, "homemade" version of this.

 

Instead of: 2xPreparation, 2xFan of Knives, Bloodmage Thalnos, Brann Bronzebeard and Azure Drake

 

I use: 2 copies of blade flurry instead of one, 2xDancing Swords, 2xSludge Belcher and 2xAnub'ar Ambusher.

 

Even if sometimes i feel like i need to have more draw, why wouldn't you use Dancing Swords/Anub'ar? I feel like they're strong minions that can really help you getting some board control, and i've been able to use Anub'ar's deathrattle multiple times on Coldlights, which garanteed me more mill power if i didn't have shadowstep in hand.

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Basically, you don't use them because the deck doesn't need, or want board presence, and as you say, having those cards in your deck cuts down your defensive and cycle options, which are much more important.

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Is there a way to make this deck a little more consistent.  I have abysmal luck with it.  Last game I played, both deathlords and both oracles were in the last 8 cards of the deck, and this really hasn't been an uncommon occurrence.  I have played the deck a few times, around 15, and in all but 3 of the matches, I haven't pulled an oracle before turn 8, and I pretty aggressively mulligan for oracles in every match up but the two games against hunters.  I really like the deck, it is fun, but I really feel their needs to be a little more cycle in it, maybe a shiv, but I am not sure what to remove for it, everything in the deck feels pretty necessary except the drake, but again, need the cycle so.

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Is there a way to make this deck a little more consistent.  I have abysmal luck with it.  Last game I played, both deathlords and both oracles were in the last 8 cards of the deck, and this really hasn't been an uncommon occurrence.  I have played the deck a few times, around 15, and in all but 3 of the matches, I haven't pulled an oracle before turn 8, and I pretty aggressively mulligan for oracles in every match up but the two games against hunters.  I really like the deck, it is fun, but I really feel their needs to be a little more cycle in it, maybe a shiv, but I am not sure what to remove for it, everything in the deck feels pretty necessary except the drake, but again, need the cycle so.

Yes, there isn't much you can do about it. You can try to win by using the other cards, such as Vanish and just stall with Healbots.

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Any thoughts on changing azure drake and one Eviscerate to Loatheb and Assassinate?

 

My main thought is changing Azure to Loatheb tho.

You don't have a board hat needs protecting and therefore you don't need Loatheb.

Eviscerate has too high value to be dropped. Assassinate is too slow and bring you almost no tempo and even gives you tempo loss against aggro decks.

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The deck doesn't work. Brann is a dead draw 90% of the time.

The deck would probably be better without him and maybe should include Sir Finley.

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The deck doesn't work. Brann is a dead draw 90% of the time.

The deck would probably be better without him and maybe should include Sir Finley.

Your hero power is actually quite strong. The only board clears you have are FoK and Flurry and Flurry wouldn't be possible without your hero power. 

This is a combo deck, so you will usually wait for a chance to drop it together with healbot or Coldlight. If you have neither in hand, it is okay because this is a combo deck and getting combo pieces one by one is just how they work. The same (dead draw) can be said about Whirlwind or Inner rage in the patron deck (pre-nerf) and it was used anyway.

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Greetings, thinking about enhancing this deck with what i have without crafting aditional cards would adding a Headcrack or a Kidnapper benefit to the deck and if so what would you replace with them. 

Or what other non Legendary cards can be added to add to this deck more power or even fun smile.png ?

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Greetings, thinking about enhancing this deck with what i have without crafting aditional cards would adding a Headcrack or a Kidnapper benefit to the deck and if so what would you replace with them. 

Or what other non Legendary cards can be added to add to this deck more power or even fun smile.png ?

Headcrack doesn't fit the deck at all and is a bad card itself. Kidnapper costs way too much and the combo will be sometimes hard to trigger.

The only card I remember that could fit the deck would be Mechanical Yeti. But it doesn't really make the deck more fun, does it?

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youthfull brewmaster, is a pretty decent swap, so is shiv. And cutting out an azure drake means you'll loose 2 chances to draw oracle. futher more yes this is one deck you just need that one card. but versus other control match ups be it freeze, handlock, warrior there is a proper advantage

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n(n+1)/2 = fatigue damage

 

where n = number of fatigue draws

 

remember this formula so that you don't need to count each time.

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