So mill decks have started popping and I was wondering what would your non druid variant be? Furthermore i am surprised mill decks aren't running lorewalker cho at all and giving your opponent worthless spell cards to fill their hand.
So mill decks have started popping and I was wondering what would your non druid variant be? Furthermore i am surprised mill decks aren't running lorewalker cho at all and giving your opponent worthless spell cards to fill their hand.
Rogues would probably be the alternative because of Vanish and Sap. As for Cho, well if the cards you're giving your opponent are bad your deck is bad.
Druid Control/Mill is the most frustrating thing I've ever gone up against. One druid managed to essentially do 21 damage in one turn when I had 18 HP and a nearly full board ready to smash his face in. How? He played his last card, the Murloc that makes you draw two cards.
A fatigue mage is already existing. While not quite like mill druid (because you burn their cards less often) it's still a survive-and-kill-them-with-fatigue deck so I thought I'd mention it. Otherwise rogue is the class to go for, but they lack the heals and removals to sustain late game efficiently.
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Mage would work also, with duplicate+murloc/heals, and other gimmicky stuff, plus they have a lot of burn/clear spells to make sure even if you get board control they should be able to wipe. I would play it like freeze mage, just with an accelerated pace towards fatiguing.
I'm not gonna be original: Rogue.
And I must say that I enjoy facing mill decks. I've never lost against them. Give me more free wins!
Erm, you could now add Gallywix to the rogue deck, so that when you cast a spell, they get a coin, which fills their hand, meaning they get milled faster, As for healing, you have 2x earthen rings, 2x antique healbots, you can also use youthful brewmasters, to increase this.
Druid mill is so much better with ToL though
I've been running mill rogue for a very very long time. Shadow stepped oracles are nice for filling hands, kidnapper actually isn't too bad in the deck. Cho is freakin awesome, mainly used in conjunction with vanish or sap in order to overfill then destroy minions. You can't play rogue mill the same as Druid mill, you get kills through small amounts of steady damage or through forcing fatigue. Your goal also isn't to simply burn cards with overdraw but to also use sap/vanish/kidnapper as removal. Earthen ring farseers are good for heals, get a lot of value out of bouncing them.
Rogue works really, really well. Shadow Step is really strong + vanish. Nothing quite like seeing a board of 3-4 creatures, they have a full hand and you pop vanish just to kill all their creatures.