In times of Coinflip Elves and Brouver being everywhere on the ladder, people are desperate
enough to dig up the long-forgotten knowledge of Mill.
Join the dark side!
Hi everyone, Green Cricket here bringing weekly in-depth Gwent guides directly to you, so
we can master the game and reach the goals we set ourselves.
You decide down in the comments below which is the deck we're going to take a look at
next.
Last week's suggestion was a lot about Nilfgaard.
Some of you have requested Reveal or another Alchemy variant, but the majority wanted to
see a deck, which has been wrecking the ranked ladder end of 2017 and was nerfed to dust
after that.
Of course, we are talking about the forbidden art of mill, so subscribe if you like what
I'm doing and let's head right into the content.
We start a bit differently this time, by grouping our winning conditions, card & decklist and
gameplay plan into one topic.
Then we check out the mulligan guide, then we go straight into a matchup analysis
and last, but not least we will look into an example match.
Let's go!
For players who are new to Gwent: Milling means that you make the enemy draw more cards
than they have in their deck.
This enables you to draw cards, while the enemy is not able to do so anymore, granting
you a card surplus, which is one of the most powerful advantages to have in Gwent.
Also, you destroy the enemy's deck combos by making them draw cards; they never wanted
to draw.
Dun Banner is the best example.
This will further increase your power, because all of your draws are viable, while the ones
of your enemy are not.
Basically: Mill punishes consistency and Mill shines in solved metas at the end of ranked
seasons, where most of the people are playing similar decks, that are very optimised and
consistent, meaning they are often thinning down near to 0 cards on they own (think of
Coinflip Elves, Veterans, etc.)
Also, the decklists are known to you, meaning that you know exactly when to use Sweers or
other cards for example.
However, hen you play mill you need to be very clear about your winning conditions and
how likely it is that you will achieve them.
So at the start of the match, you have to ask yourself:
Am I able to mill the enemy?
If the answer is yes, then we do everything to mill our opponent, winning round 1 even
two cards down, depending on the matchup even three cards down.
For that we utilise following cards:
Avallach makes you and your enemy draw two cards, Albrich draws one card and reveals
the drawn one of your enemy's.
Stregobor draws 1 unit for every player and sets it to 1, and Shilard even lets you draw
a card from each deck and then choose which one you want to give to your enemy.
By using Decoy, we can play our silvers again, enabling us to remove six cards from the enemy's
deck already.
And then there is Sweers or the bane of Henselt and Consume.
Sweers lets you pick an enemy unit on the board and put all cards of that unit from
the deck to the graveyard, typically thinning the enemy deck by 1 or 2.
Sweers can make the life of your enemy hard, by disrupting their game flow like putting
all Greatswords into the graveyard or all machines, that Henselt would have liked to
pull.
Use Sweers before you start thinning the enemy's deck for maximum impact.
Let's say the enemy starts with 25 cards.
Ten will be drawn in round 1, two in round 2 and one in round 3, meaning that 12 cards
will be left in the deck.
Depending on the matchup, they will thin 5-7 cards on their own, by using cards like Elven
Mercenary, Pirate Captain, Spearmaiden, Spy and so on, meaning that there are 5 -7 cards
left to us to mill.
If we utilize all our mill cards and hit a decent Sweers, then can get 6-9 cards out
of the enemy, already denying the enemy from drawing cards.
In addition, we are disrupting their deck by giving them dead Mercenaries, Pirate Captains,
Wardancers, Dun Banners, Slyzards, but also Vesimirs, Whispesses and so on.
And then there are cards like Vilgefortz and Tibor, which let them draw a card in exchange
for the crazy power of those cards.
But if they don't have any cards left in the deck, then you can play Vilgefortz and Tibor
for easy 25 points each, and the enemy can't do anything against that.
But what happens if, at the beginning of the game, we realise that we probably are not
able to mill the enemy, because we are playing against 40 cards Foltest or the enemy can
adapt against us and decide that he is not going to thin that heavy.
Then we need to rely on our second win condition, which I'll call the mill deck core from
here on.
Depending on the meta and your preferences, you can choose which deck you want to play
underneath, but currently, I would go with Soldiers or Alchemy for the deck core.
Soldiers have more synergies with the long rounds generated by our mill part, while Alchemy
has consistent value output and removal, which is better in other matchups.
In this guide, I'll focus on the Soldier version, but in the example match section,
we will also take a look at Mill with an Alchemy core.
In the Soldier core variant we use Alba Armored Cavalry, which buffs itself for each unit
played afterwards and Standard Bearer, which buffs a unit by 2 for
every soldier played.
By using Recruits and Slave Infantry, we then swarm the board with soldiers, buffing up
each Cavalry by 4 and triggering each Standard Bearer twice, getting us tons of points on
the board already.
We finish the point symphony by using Sentries (which are Soldiers as well) on Slave Infantry,
which then are 26 point plays on their own plus all the value from Standard Bearers and
Cavalry.
We have two options to approach the match if we need to rely on our second win condition:
Option 1 is that we start by playing all our low-value cards, which are all our mill cards
and save the soldiers and other combo tools like Decoy for round 3.
Through the mill cards, we can get more soldiers on hand, setting up a long round 3.
We do this against decks, which don't thin at all and can't be milled even if the stars
align.
Option 2 is that we are starting off with soldiers, putting value on the board and saving
mill cards for round 3.
We choose this option against decks, which we probably could mill, but we either didn't
draw the cards we need, or the enemy can play around thinning.
Typically those decks then have shitty cards left in the deck, which give them no or very
few points at all.
By playing your mill cards in round 3, you force the enemy to draw those, but since there
is no mulligan left, they will be stuck with that card, while every card you draw will
have solid points like you draw a sentry compared to the enemy draws an Aye Aye sir.
Regardless of your goal, try to win round 1, because if the enemy controls round 2,
he will either try to 2:0 you or he will split your rounds in a way, that you won't get value
from soldiers.
So you try to win this by having higher average card value than your opponent.
Then we have some supporting cards, which can help both win conditions:
Decoy lets you replay cards like Sweers, Stregobor, Albrich, Slave Infantry and Recruits to further
push into the direction you want.
Runestone can either give you value or create more mill cards, maybe even second Sweers.
Nilfgaardian Gate has two targets: Sweers or Slave Driver and is mostly used by me to
access Sweers in round 1.
Okay, let's look at the Mulligan.
If you can mill the enemy, then you want to have following cards in your hand:
Your Mill cards like Avallac'h, Shilard, Albrich, Stregobor, Nilfgaardian Gate and Decoy.
Card you want to get rid off are: Sweers if you have Gate on hand, Sentries
and Standard Bearers
If you need to default back to your Soldier Win condition, then you need to decide on
your approach: Will your you use your Mill cards for better average value in round 3
and push round 1?
If yes, then just get as many Soldiers on your hand as possible.
Try to have Sentries on hand in the case you also have Recruit available, because otherwise,
Recruit may pull you a Sentry earlier than you would have liked.
Now let's check the matchups and see how we could approach them.
Greatswords They have a lot of thinning cards like Pirate
Captain, Spearmaiden and Crach himself, so go for mill!
Try to hit a Corsair with Sweers, before you start dropping your mill cards because typically
those are not kept on hand, and they will dissolve when put onto the graveyard, disallowing
any ship resurrections in future rounds as well as rendering Pirate captains useless,
if your enemy has ships on their hands.
Let one Greatswords become big and when it resurrects in round 3 use an offensive Vilgefortz
to get rid of it.
Greatsword players are only playing Coral, so don't buff one soldier, but spread the
buffing on many soldiers so that Coral won't get value.
Veterans Veterans like to thin as well, so Mill as
much as you can to get those extra cards in round 3.
It is essential that you control round 2 in this matchup because Veterans can throw big
points in a brief amount of time, bleeding you in round 2.
Sweers onto Priestess of Freya can obliterate their round 3 because typically they are saving
them in the deck using Reconnaissance to get them later.
Axemen This is one of the nightmare matchups.
The newer lists typically run no Freyas, so with a bit of luck, you can deny some Axemen
by Sweering them and play one long round with all your soldiers.
Milling may give them dead corsairs, but if they manage to get weather on the board and
you don't high roll into weather clear through runestone, then long rounds will be your demise,
so focussing on Soldiers is probably the best alternative.
Some people say praying helps as well.
Coinflip Elves They like long rounds and so do your Soldiers.
Get hit by their Cleaver combo and take round 1 going two cards down.
Start milling immediately, to make them get a suboptimal hand with Aelirenn, dead Mercenaries,
Wardancers and so on, giving them even more reason to abandon round 1 quickly.
Your soldiers can take on their Elven Swarm and don't be afraid if they have more cards
than you, because the value of your cards will be higher than theirs.
Alchemy You cannot mill them, so we try to brick them!
Sweers on Novice early will deny them the choice between Ale and Ointments and in addition
we play all Mill cards in round 1.
Try to get that swarm going in round 3 or the enemy will overtake you in split rounds!
Reveal Don't be afraid of the two cards down in round
1.
Sweer their Alchemists and disable them from revealing their Scorpions again and again.
Thanks to their Golems and Daerlan soldiers, they will thin quite a bit on their own, so
you should be able to mill them properly.
Deathwish Deathwish has a lot of burst potential, so
good Sweers targets are DAO, Griffins and Cyclops to prevent that combo from happening.
By aggressively milling you may brick their Slyzards, so try to push round 1 with your
Soldiers and then use your mill cards in round 3!
If you can, keep Vilgefortz for their Nova play!
Nekkers Sweers is your best friend.
Wait until they did their Nekker setup, playing 3 Nekker Warriors and then use Sweers to get
all their Nekkers into the graveyard.
If they know that Mill is coming for them, often they only play 2 Nekker Warriors, so
they can develop more Nekkers after Sweers hit.
In that case, I would wait with Sweers until they have already used some consume units
like Arachas Queen, Vran Warrior and such and you have the feeling they will be pulling
more Nekkers out soon, to secure round 1.
If you hit Sweers in that situation, then it doesn't matter if they can play a third
Nekker Warrior again, because the Nekkers won't grow that big anymore.
Also by using your Mill cards, you will give them very under average bronze cards, which
your Soldiers will out-tempo for sure.
40 card Foltest You can't mill this deck, but you definitely
can give them a bad hand.
One of 40 card Foltest decks biggest struggles are their Mulligans since they have tons of
card in the deck, which they don't want to have in their hand like:
Temerians, Weather, Dun Banner, multiple witch hunters and so on.
By playing Mill cards, you'll assure that those cards will land on your enemy's hand,
making his average card power lower, while yours is climbing with every Soldier you get.
Henselt Use Sweer in combination with Emyr and Decoy
to get rid of Battering Rams or Reinforced Ballistas they get from Winch and further
make his Henselt worse with your other Mill cards.
Go all-in in round 1 and utilise the fact, that they will get worse draws than you from
your Mill cards!
Okay, typically we go straight into an example match here, but since you can play Mill with
different deck cores, just choose which deck core you are interested in.
The first one is with the Soldier one; the second one is my live stream from yesterday,
where we went with an Alchemy core.
Don't forget to tell me down in the comments below, which deck guide you want to see next
week.
If you like what I'm doing, leave a subscribe, and I also want to give a special thanks to
Danman, the Team Aretuza Mill Master for his input on the video.
Thanks for watching and see you over there!
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