Gonna res this thread to say I finally got Mill/Fatigue Rogue to win more than it loses (at least in Wild).
2 x Prep
2 x Shadowstep
1 x Cheat Death
2 x Gang Up
2 x Sap
2 x Plated Beetle
1 x Brann
2 x Coldlight Oracle
2 x Deathlord
1 x Shadowblade
2 x Fal'Dorei Strider
1 x The Darkness
2 x Antique Healbot
2 x Sludge Belcher
1 x Emp Thaurissian
1 x Skulking Geist
1 x Sylvanas
2 x Vanish
1 x N'zoth
This deck is so complicated it took me a lot of practice to make it work. You want to mulligan early for Deathlords and Plated Beetles, those are your key early game cards. Shadowblade can be played early for removal as well. Save the Darkness for when your opponent has no cards left so you can get it out the turn you play it (not actually an essential card, but it certainly helps in the late game). Ditto save Brann for playing with Coldlights so you can quickly do a big burst of fatigue damage. Beetles, Deathlords, Striders, Healbots, Belchers, Geist, and Sylvanas can be played pretty much any time, don't save them. You can double play N'Zoth with Shadowstep and he's a good target for Gang Up after that (because you can play them same turn if he's been Shadowstepped previously), otherwise Gang Up should target Coldlights or as a last resort Deathlords or Healbots if you're desperate.
Potential subs:
- King Mukkla would be so good in the deck, but I don't have him.
- Valeera the Hollow would also be really good in this deck, but don't have her either.
- Mimic Pods can definitely do work as can Youthful Brewmasters.
- Have been considering testing out Sir Finley as hero power has limited usefulness in this deck.
- SI:7 Agents would help in the early game, which is where this deck struggles.