Mill / Fatigue
Plan around empty decks and lost draws while keeping your hero safe. Learn why forced draw can help the enemy and how to count fatigue damage.
Mill attacks the enemy deck or makes cards overflow from a full hand. Fatigue is the rising damage from trying to draw an empty deck.
These plans often go together, but they differ. You can win through Fatigue without forcing extra draws. You can also destroy deck cards without being close to a win.
Check forced draws carefully
Giving the enemy cards may help them find a threat, answer, or combo. Before forcing draws, count their hand. How many cards will they keep, and how many will be lost?
Losing a random card does not promise they lose a key card. If they keep several useful draws first, your play may help them more than you.
Track your own hand space and deck size too. The first failed draw deals 1 Fatigue damage. Each later one deals 1 more. Count each failed draw in order.
Removal, healing, Armor, and disruption must keep you alive until Fatigue matters. A big mill turn is bad if it gives the enemy a winning play first.
Strengths and weak spots
Mill can trouble slow decks with large hands or a few key cards. Fast decks can spend their hands quickly. Some combos are glad to draw faster.
Avoid needless draws that bring your own Fatigue closer. A deck plan alone does not prove strength or give a full decklist.
To study the fatigue lesson, count both decks and the failed draws needed to end the game.