I'm surprised that I'm the only one that thought of that, but here's my Rogue Mill deck
Full deck without an explanation for copy pasta:
2x Coldlight Oracle
Edwin Van Cleef
2x Coldlight Oracle
In my opinion those card are core, nobody should be surprised to see those there.
2xBackstab > control, and if you're smart you can give it to your opponent if you damage everysingle one of your guys, it will force him to use it on his own guys to get rid of it, or it will be a dead card in his hands.
>This one is the first one that I was surprised to not see in any of your deck. You play deadly poison with cho against a druid, a mage, a priest, or a warlock without jyraxus, they can't get rid of it. It's a dead card for the entire game in their hand.
(Just me having fun.)
You need early board control, the mill combos need you to survive past the early agression. Fake a tempo deck, it's the best way to avoid getting rushed too early.
2xSA7Agent (it's the best rogue card, unless you don't have it, there's no reason to not put it in. Mill or not).
>Again, i'm surprised nobody thought of that. The weakness of mill is aggro, because they'll play everything you give them. So if they overextend, you have the tech as back-up. Further more, if you filled their hand, they will try to empty it as fast as possible, which means they are more than likely to put several minions at once.
Edwin Van Cleef
Not mandatory, but you shouldn't have trouble getting some value out of him. Don't waste all your cards on him though.
>Why am I the only one who thought of that. You will draw a lot of card too, you're guarantee to get decent value out of that drake. Just use it.
Assassinate. (kill a minion without needing a full hand, last resort).
Sprint (added value if you play it while cho is on board).
>Cf twilight Drake, only one though, because they are harder to play than the drake. You're no handlock.
I have thought about putting deadly poison in my deck. However while some classes don't have weapons and others only have a possibility of a weapon. I still like to play it safe. The other reason is I don't have any weapons in my deck.
I only use the wicked knife. I do however think the giant's could be pretty good. A lot of the time I get really low in some cases down to 2-1 hp. Being able to play free Molten giants that you could combo with could be very helpful.
Then their is the possibility of the mountain giants for when you have a full hand and both these and Sea giants could be great for aggro. I honestly don't really like Twilight Drakes. Yes they can come out with huge amounts of hp but they can also be silenced to a measly 1hp.
All in all I have thought about a lot of these choices it's just hard to replace things in the deck.
So, what exactly should I mulligan for?
As for Mulligans I usually try to get low cost stuff such as back-stabs, shivs, Defias ringleader, eviscerates. If you have mana wraith and the coin it can be pretty nice opener. Depending how things go getting a youthful brewmaster in the starting hand is pretty good.
I don't mind having Cho in my starting hand especially if I have a shadow-step. The reason is if your a few cards away from milling an opponents card or even destroying an opponents minion with a sap. Yet your not ready to commit to putting cho down.
You can put him down potentially play a few spells that will be useless to the opponent sap and then shadow-step cho back. Typically I will put Cho down when I have 6 mana with master of disguise.
Alternatively if you shadow-stepped cho you could possibly get him out with stealth on turn four.
If up against a paladin I sometimes like to keep a vanish in my opening hand. If I'm going against a druid Assassinate is usually in my opening hand if I get it. I don't mind having cold-light Oracles in my opening hand but don't really keep them unless I get a shadow-step.
Normally getting Cold-light Oracles a few turns into the game is usually good for me.