Wild Mill Rogue Deck List Guide (Kobolds and Catacombs, KAC) – December 2017

Class: Rogue - Format: wild - Type: mill - Style: ladder - Meta Deck: Mill Rogue

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Deck Import

Our Wild Mill Rogue deck list guide will go through the ins-and-outs of the potentially viable deck from the Kobolds and Catacombs Expansion! This guide will teach you how to mulligan, pilot, and substitute cards for this archetype! For now the deck guide is theorycraft, but as soon as the expansion goes live we will start updating it right away!

Introduction to Mill Rogue

Mill Rogue has been one of the most unique decks in Hearthstone history due to how different the win condition is compared to almost every other deck in the game. The goal of the deck is to burn as many of your opponents’ resourced by filling their hand and forcing them to overdraw using tools like and . With cards like Brann Bronzebeard and Gang Up having moved to Wild, the Standard variants of the deck aren’t quite up to the mark due to the reduced milling potential. With Kobolds and Catacombs, we have access to some new and flavorful cards that feel right at home in a Mill Rogue list and we’re here to check out some of the new additions you can make to your Wild Mill Rogue list.

Mill Rogue Card Choices

We have our usual package of Mill Rogue cards with a mix of removals, healing and mill cards with some new Kobolds and Catacombs thrown in. We modified the usual Wild lists you see with N'Zoth, The Corruptor to make space for some Kobolds and Catacombs cards that you should try out. Here are our picks from the new set that have made into the list.

Sonya Shadowdancer: With every minion offering a high amount of utility in the deck. Being able to trade off your minions to get even more value out of their effects is what makes Sonya an appealing pick in the deck. Getting extra copies of cards like Antique Healbot or Coldlight Oracle can really help out.

Fal'dorei Strider: While the card inherently does not contribute towards milling, Mill Rogue has a lot of draw power and being able to automatically summon 4/4 minions for free without investing any mana is quite valuable. You also push yourself further from fatigue by playing the card with no real drawback.

The Darkness: While the card might feel counter-intuitive in a Mill deck as you have high odds of burning the candles, the trick is to play The Darkness as late as possible when your opponent is close to fatigue or is already in fatigue. For starters, you will have made your opponent waste removals by then and it is highly likely your opponent will not be expecting The Darkness in your deck. You also will be able to activate the minion very quickly because of few cards being left in your opponents’ deck (or none at all, depending on how quickly you are able to take the game to fatigue). Playing the minion twice after Valeera the Hollow is also something you can consider doing.

Mill Rogue General Playstyle

The goal of the deck is to slowly drain your opponent of all resources by using your removals and then proceeding to fill your opponents’ hands and making them overdraw. You should focus on getting a good Coldlight Oracle and Gang Up turn as early as possible as it helps you fill your deck with more Oracles that can help you burn your opponent’s resources.

Something people may forget is that you can use cards like Sap and Vanish to destroy minions if your opponent has a full hand. Vanish always returns minions in order of play so the additional minions that do not fit into your opponent’s hand will be destroyed. You should never let yourself be milled unless you know you can push for lethal and win no matter what, losing a crucial card by milling yourself can be very costly. Most importantly, you have to micro manage your resources to be able to win. Identifying your win condition is important, you may be able to win some games simply on the back of healing up repeatedly and preventing your opponent from getting any kind of board advantage. While in other games, you have to bide your time and burn a lot of cards in one turn.

Mill Rogue Mulligans

Conclusion

Mill Rogue is a very fun but extremely difficult deck to play. It is mostly effective against slower decks and with each new expansion, the first couple weeks are quite slow with people trying to experiment with wacky things instead of trying out the fastest and most aggressive decks to climb making it the perfect time to try the deck out!

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15 Comments

Discuss This Deck
  1. Xaytop
    January 12, 2018 at 4:56 PM

    the deck is not trash. but certainly it needs some adjustments. i added 2 elven minstrel to draw coldlight and such. and also 1x fan of knives. you cant imagine how many times fan saved my life against aggro decks. i removed 1 gang up(you already have 2 shadowstep you dont need 2x gang up) and 1x backstab and i forgot the other one..
    Darkness and faldorei is so much synergy with bronzebeard. When you trigger your battlecries with uncle bronze and get some 8-16 spiders in your deck and 6 candles in your opponents deck, it wont matter if the opponent mills or not (yes, when candles mills, it wont wake up the darkness) and you have a sustain board. Also valeera has a lot of synergy with your deck, so much potential.
    the deck is so fun to play if you can survive through late game. When that happens it almost feels like a rpg game for me, you grind and you earn your reward slowly. deck is so satisfying in that case
    will try to update my feedbacks.

  2. Mario
    December 14, 2017 at 2:36 AM

    This deck makes no sence. Why the darkness and why the strider in a mill rogue?

  3. Pikasalt
    December 12, 2017 at 1:35 PM

    I got legend with mill, dont play darkness, its only good if you are winning. Play anti aggro tools. And i dont like the guide: you dont drain his resourses, you try to survive and kill him. Also dont like striders play vendor insteed. You have to run minstrel if you dont run curator. Sonya could be good cause you usualy trading an not your opponent…punish them for smorc. The deck has no card draw ( except coldlight) , or anti aggro tools play fan of nifes and thalnos.

  4. Cybergear
    December 11, 2017 at 8:28 PM

    I just want a decent Darkness deck since I pulled the legendary and dont want to disenchant

  5. Skeptical
    December 7, 2017 at 9:37 PM

    This deck is trash.

    • HappyDucky
      February 6, 2018 at 2:37 PM

      Er, no. The deck has it’s good matchups and it’s bad matchups, and it isn’t an OP broken deck.
      This worked well (for a fun deck) against Raza Priest pre-nerf, and other late-game high-cost decks.

    • HappyDucky
      February 6, 2018 at 2:39 PM

      Also read Pikasalt’s post: “I got legend with mill” wow, the deck must be real trash if it’s legend – viable…

  6. Breeze
    December 7, 2017 at 5:15 PM

    Is Brann Bronzebeard required? I get for The Darkness but I don’t have him and wondering if I need him.

    • HappyDucky
      February 6, 2018 at 2:32 PM

      Brann brings a lot of value and power, and makes a OTK via milling much more powerful than without…
      among other battlecries

  7. Graf
    December 6, 2017 at 3:27 PM

    The Darkness will add three additional cards to your opponent’s deck – that’s the last thing you want to do in a mill deck. Playing the Darkness late-game, when your opponent is close to fatigue, would only stall the game. Instead, you could simply play two or three more coldlight oracles and end the game by fatigue.
    Therefore I would suggest to cut the Darkness and add another card – maybe Zola the Gorgon.

    (The only good reason to add the Darkness could be against decks that can’t be milled to death, for example druid or Benedictus-priest. But I think there are better options against those decks.)

    • Graf
      December 6, 2017 at 3:40 PM

      … and yes, I know that the Darkness’ candles will be replaced by another card when they get drawn normally. But they won’t be replaced if they explode, so they prevent a “real” card from exploding. That’s why adding them to the opponent’s deck in a mill deck is not a good idea.

      • HappyDucky
        February 6, 2018 at 2:35 PM

        Most people try to avoid burning cards, and Mill Rogue’s biggest way to win is through fatigue damage.
        By having at least one empty slot for the Candle draws, you are allowed more power, since they don’t want to sacrifice tempo to burn candles and risk burning other cards. The Darkness isn’t necessary, per se, but me and some buddies of mine added it in before looking at this guide. Also, your real win-con is Shadowblade, Brann, and Coldlight Oracles put together, not the Darkness.

    • cypher
      December 8, 2017 at 12:52 PM

      You don’t rly give them 3 cards, because when the opponent draws a candle he draws another card.

  8. Ribbuster
    December 6, 2017 at 2:09 PM

    The point of this deck is to mill the opponent, but (as I think it works) if you mill a candle after the Darkness is played the Darkness will just become a waste of board space right? Isn’t the Darkness counterintuitive to the mill game plan…

    • Hello
      December 9, 2017 at 2:54 AM

      Sure, there will be the chance of burning a candle. But with The Darkness you also have a gameplan if you are not able to burn any cards from your opponent. Plus, the strategy of just letting them draw cards becomes more viable. 20 damage to the face should outweigh the chance of having to burn another card.