Saturday, January 31, 2015

Diablo 3 - Season 2 Begins Friday, February 13

Greetings, nephalem!

Season 1 is about to draw to a close, and we wanted to give players an opportunity to prepare for the start of the new season with some dates and times to plan around.

Season 1 End Times*
Season 1 will be ending at the following dates and times for each region:

    North America: Tuesday, February 3 @ 4:00 p.m. PST
    Europe: Wednesday, February 4 @ 4:00 p.m. CET
    Asia: Wednesday, February 4 @ 4:00 p.m. KST

Season 2 Start Times
Season 2 will be starting at the following dates and times for each region:

    North America: Friday, February 13 @ 6:00 p.m. PST
    Europe: Friday, February 13 @ 6:00 p.m. CET
    Asia: Friday, February 13 @ 6:00 p.m. KST

For time zone assistance, click here.

We look forward to seeing you in Season 2!

*Please note that Era 1 will end at the same time as Season 1. For more information, please click here.


Tuesday, January 27, 2015

Heroes of the Storm - Intermediate Tips and Decision Making to Win by Kakisho

New players can read this but should focus on guidelines given in many beginner guides out there. I wanted to give some advice I've never seen posted before, reiterate some of the lesser known advice intermediate players should know, as well as talk a little bit about proper decision making for winning the game.

Intermediate Tips
  • While you may often check the scoreboard to consider how players are performing, there is a lot of information that isn't available to you just through damage/healing numbers such as their accuracy with their stuns, or how well they tank and body block. In Dota or LoL you could see which heroes had died more and were weaker but in HotS every hero is the team level. Furthermore there is extremely valuable information if you flip the scoreboard around to the talent board side. This shows all the talents all players are taking, including enemies. While it's too lengthy to go in-depth about how to use this information, at least recognize that you can know that E.T.C. has Mosh Pit or Nova went Precision Strike. I personally look at this screen to help decide which talents I pick myself.
  • When the enemy team is headed your way and you're trying to finish it, note that some boss units (but not all) such as garden terror's can have their aoe slam attack cancelled with stuns like Storm Bolt or skills that have ministuns like Tychus's grenade toss.
  • A few tips for invisibility: Many players vastly underestimate their own invisibility when the hero is standing still. When you don't move, there is no glimmer, only a very slight distortion that is extremely difficult to see in team fights, and very easy to miss in general.
  • When you're invisible, mount when you're rotating, but dismount before walking through lanes, if it's easy to see an invisible Zeratul sneaking behind you, it's not even funny trying to see a giant invisible horse try to sneak around.
  • One last tip for invis, if you're playing against players who are very good at finding you and killing you when you're running away as Nova, consider standing still directly above large 3D objects. Standing above a Keep or a boss mercenary nearby will partially cover your model with the object in the foreground, making it damn close to impossible to see you if cloaked, and savvy opponents looking through grass will run right past you.
  • Even if you're virtually full hp/mana, if you're defending a push, sip the Healing Fountain right before it dies, you'll still have the regeneration for some time once you take more damage or use more mana.
  • The Garden Terror is extremely efficient at killing heroes compared to the Dragon Knight. It should not be used only to run around dropping spores on each keep but in fights sprint down enemy heroes. 4-5 hits can easily kill most supports/assassins, and few heroes can actually outrun it.
  • The boss mercenary camp in Sky Temple is in an amazing spot compared to Booty Bay Blackheart's Bay or Garden Terror. It's one of the most accessible boss camps and directly beside two siege camps. It's extremely easy to stay aggressive on this map and take mercenary camps instead of retreating to a far end of the map to take the boss. The Boss will push bottom lane as well, giving a hefty advantage if you're capping the middle and top temples.
  • When the Garden Terror or Dragon Knight explodes, often times the defending team will immediately jump on the guy inside and press their sudden advantage. There is no sudden advantage. Sometimes they're even at a bigger disadvantage if the guy inside the Dragon Knight happened to be a core player of enemy's team such as the main DPS or Tank that the team actually requires if they want to force kills. As such, unless they sustained too much damage, kills or ran out of mana, the attacking team should have no reason to stop fighting after the DK or GT ends.
Some players beginning to get the flow of the game will start to learn that if they keep accomplishing things they'll keep accomplishing things. As with a recent popular guide on doing shit when you have map control is imperative to turning that advantage to a win, but going around the map taking every merc camp is not always all that useful.

Mercenary camps accomplish three things:
1. Push lanes alone. 2. Add additional damage/tankiness to your push. 3. Buy time.
Some people reading may be thinking "well yeah duh" but they fail to put this knowledge to use. Cursed Hallow is great example of a map to understand how and when to use mercenary camps. I love this map because tributes are an either-or objective, team's can't get partial tributes or split it, if you want to get any of the objective, you have to win the entire objective, which generally means 5 on 5's. If it's a 4 v 5, it's going to be particularly difficult if not impossible if both teams are on even footing. This means that grabbing a Merc camp directly before a tribute will generally push lanes alone since all heroes will need to participate if they want it. At this point, with siege giants chucking rocks in bottom lane, it's not even imperative you take the tribute near top lane. You can just keep fighting and the advantage of the siege giants will add up overtime.

One of my largest pet peeves come from another mistake people use mercenary's for. Late game when a team starts to get map control, maybe the levels are 22-21 or something, they might make the stupid idea of hey, let's go around and cap these 3 mercenary camps in rather disparate locations (unless it's on Sky Temple, definitely go ahead and cap the Siege, Boss, Siege camps if you have time). Siege giants accomplish literally nothing if intercepted, but can accomplish a ton if escorted. No, you twit, do not take the enemy bruiser, then your allied siege, take one of the camps and push as 5 with it. If you take a boss mercenary, you have no reason to go as 5 to take a siege camp on the other side of the map instead of pushing with it. You're wasting one of the strongest pushers in the game that's going to get focused down in 15 seconds, when you could've made it last two minutes, gotten a keep and kill the enemy nova with minimal losses if you just pushed with it. The only exception is if you can use the boss to buy time for a critical objective.

Another thing, sometimes in long games you may have map control with no camps left, but maybe you don't want to charge right for whatever reason. As five, group up near one lane directly outside the enemy base. When they move out they'll start as 5 heroes that will come together as they get closer to their destination because the person defending top lane will take a different route than the person defending mid lane. It's extremely easy to get a 5 v 1 or 5 v 2, then immediately proceed to team fight at core and win the game.
I don't want to spend too much time talking about rushing core when you're behind, but when teams are post level 20 and there are at least 2 keeps down, it's totally viable. My only tip is to move as five and stay out of vision for as long as possible. You should be able to stay out of vision for essentially the entire time if you take a side path or pushed lane. The only enemy heroes you should be attacking should be major damage dealers that are fragile, otherwise just kite tanks and warriors and destroy that core. If it's less than 10% and has weak shields, most heroes can solo it if they have their heroic.

Finally, if you're at odds with your team. "Raynor wants to take the Boss Camp!" keeps yelling when you clearly should be taking the objective or whatever. If you and whoever agrees with you is the minority, you'll have more success giving up and following the twits who don't know how to play. Because otherwise your team is going to be operate as a group of 2 and group of 3, both of which will get stomped by the enemy. If your ally's stubborn, help him, and make sure everyone does.


Hearthstone - Upcoming Balance Change to Undertaker

After the release of Goblins vs Gnomes, we kept an eye on the state of game balance as more matches were played with the new cards we introduced to Hearthstone. After careful consideration we have decided to make a balance change to the card Undertaker.

The following balance change will be made in an upcoming patch:

    Undertaker now reads: Whenever you summon a minion with Deathrattle, gain +1 Attack.
  • Undertaker was frustrating to play against. It often gained both Attack and Health stats significantly above those of other inexpensive minions very early in the game. With this change, we expect Undertaker will still be better than other 1-Mana minions when played in a deck with a Deathrattle theme, but more likely to die in combat against other minions.

The golden version of Undertaker can be disenchanted for its full cost for a limited time once this balance change goes live.

We will continue to make balance changes to Hearthstone when we feel they are necessary in order to increase the variety of cards seen at all levels of play, with the goal of making Hearthstone a more fun and interactive game for everyone.


Monday, January 26, 2015

Diablo 3 - Wizard 2.1.2 FAQ by Pallis

Remember, these are straightforward answers to straightforward questions. Things can get complicated and almost everything has an exception.

Q: I got a ______ weapon. What should I reroll?
A: There is now a damage calculator for this. Remember that IAS basically only affects hydra and Firedawn build (high group GR). IAS does not increase your perma Firebird DoT, your blizzard, your meteor or your Black Hole damage.

Q: I just returned/hit lvl 70/have no idea what I am doing. What should I get/use for a build?
A: Do you have Firebird?
You can switch stuff at random (armors and passive especially) pre FB.

Q: %Fire or Intelligence on Amulet?
A: Almost always %Fire - There are rare exceptions on ancients with very high intelligence if you have very high %fire. Fire/CC/CHD/Socket is BiS.

Q: I have X and X, which should I use? I need to reroll X item, what will give me more dmg?
A: Use dolynick's spreadsheet

Q: Which legendary gems should I use?
A: The general consensus is Toxin, Pain Enhancer and Zeis for T6 and Tox, Zeis and Bane of the Trapped for Greater Rifts

Q: I don;t know what stats I need when I am rerolling/equipping. What should I do?

Q: I just found a furnace and I don't want to mess it up. How should I reroll it?
The equations apply to an ancient Furnace as well.

Q: I can't move fast enough in group t6? Why is everyone faster than me?
A: and Ice Armor/Frozen Storm with Teleport Wormhole and Illusionist passive. Aether Walker, A Season 1 item will be available in non-season soon.

Q: How should I allocate my Paragon Points?
A: MS>INT. You can throw some into vit or Max AP if you feel you need it.
CHD=CC (its complicated, simple rule: 2hand weapon =CC, 1h = CHD) >CDR >IAS.
If you are running hydra, use you paragon points on ias to get to the next breakpoint.
Resist All > armor > life > Regen
RCR > AD > LoH > Gold find

Q: What are these breakpoint thingies?

Q: What other elements can I use besides fire?
A: Anything other than fire is going to be inefficient. That being said, you can technically use both Cold and Lightning. Look up some builds on either or search the forum.

Q: I'm having trouble with Greater Rift Level X, what should I do?

Q: I see all sorts of abbreviations what do they mean?
This will be consolidated at some point.

Q: I haven't gotten X? How rare is X? How many Blood Shards for X?

Q: What weapon should I use?
A:) It obviously depends on the rolls, but assuming everything is perfect and you are running T6: Devastator <Maximus<Sun Keeper <Anc Devastator <Furnace <Anc Maximus <Anc Sun Keeper <Anc Furnace.
Serpent Sparker and Wand of Woh are alternatives that work also, but it is a different build. Serpent Sparker is roughly between Maximus and Sun Keeper at a rough estimation (total wild guess).
Wand of Woh is a melee build and uses CDR, so it's entirely different, but fun and effective.
There is currently a debate about Ancient weapons and white mobs vs. elite mobs in grifts. Let me know if I am off please, I did this off one the top of my head.

Q: X dropped. Should I keep it? How do I reroll it?

Q: What the hell is this Firedawn build thing I keep seeing?
A: It is used for high Greater Rifts and requires full crowd control (horrify Witch Doctor). You will die if touched. Note that Blazing has ben replaced by Mammoth as of 2.1.2

Q: I have this Ramaladni's Gift and X weapon. Should I gift it?
A: Keep at least one gift in your stash in case you get an Ancient Furnace, Serpent Sparker, Maximus, Sunkeeper or Wand of Woh. Those are all giftable. A crafted Ancient Devastator is also giftable. You can consider gifting non-ancient Serpent, Furnace or Woh. A Smoldering Core for trials is also doable, but not recommended. Anything else is technically a waste, but, hey, it's a game and you may find a lot of them.


Hearthstone - Rank 1 Legend Druid Deck by Hotform

Hey guys I just hit rank 1 legend on North America!

I was using a no combo druid deck.
  • Good versus hunters because of the good early game mana advantages and late game taunts.
  • Strong against other druids because a clever use of kel'thuzad can win you the match every time.
  • Reasonably good versus warriors because of the high amount of creatures.
  • This deck is weak versus handlock.
  • This deck will generally fatigue first in a very long battle.
  • Losing board control by a large margin is hard to recover from.
Bonus - [Azure Drake -> Swipe] is a versatile play that can solve situations druids without spellpower often find impossible to deal with.
I stream regularily in the evenings


Saturday, January 24, 2015

Hearthstone - 1 Minute Guide - Brian Kibler's Hobgoblin Druid (GreenGoblin)

In this video we're looking at Brian Kibler's Hobgoblin Druid deck, the GreenGoblin! More information can be found below.

● GreenGoblin Decklist, Guide & More -
● Brian Kibler's Stream -
● Brian Kibler's YouTube Channel -
● Brian Kibler's GreenGoblin on Hearthpwn -

► Decklist ◄

Druid Cards:

2 x Innervate
2 x Power of the Wild
1 x Wrath
2 x Savage Roar
2 x Swipe
1 x Keeper of the Grove
1 x Force of Nature
2 x Ancient of Lore
1 x Cenarius


2 x Argent Squire
2 x Annoy-o-Tron
2 x Echoing Ooze
2 x Haunted Creeper
2 x Hobgoblin
2 x Violet Teacher
2 x Azure Drake
1 x Loatheb
1 x Dr. Boom

● Play Hearthstone Now -

Big thanks to Brian Kibler for making the deck as good as it is and being as entertaining on stream as he is! :D

1 Minute Guide Playlist (Hearthstone) -

► Lumin Links ◄

● PayPal Donations - - Aww thanks!
● Tales of Lumin T-Shirts! -
● Website -
● Twitter -
● Facebook -
● Google+ -
● Subreddit -
● Email Address -
● Lumin's Steam Wishlist -
● Chat Channel - #talesoflumin on
● Physical Address (To send mail to!)

Hearthstone - Beginner's Guide to Crafting Legendaries by Shengster

I see these threads pop-up quite a bit, so I thought I'd write a quick-and-dirty guide to help newer players out on their crafting decisions.
As a F2P player who's saved up a lot of dust, I've thought about this list quite a bit, as any legendary card I craft is a great investment in time.

How to Acquire Dust
The best way to acquire dust is to play arena! Every once in a while, one of your reward boxes will contain a small amount (or a large amount if you're a good at arena) of dust that will help you get closer to your goal of crafting a legendary of choice.
I'd recommend players to only dust duplicate and golden cards, because you'll often find that dusting a rare or epic card for a class that you don't play will come back to bite you once you've built up more of a collection, and want to start branching out to playing other classes.
(This has happened to me a few times in the past. I'm looking at you Control Warrior!)

Please note that Neutral Legendaries can be used in any class, while Class Legendaries can only be used in a deck for a specific class.
Neutral Legendaries
I'd recommend that most people start with the Neutral Legendaries list, and then craft Class-Specific legendaries based on which class they like to play the most.
  1. Dr. Boom
    • Fits into almost all but the fastest decks. Easiest way to populate a board that's empty. Certainly the best 7 mana minion in the game.
  2. Sylvanas Windrunner
    • Another extremely flexible card that can be fit into almost any deck. Her Deathrattle is unique, and will often trade two or even three for one if you include the minion that she steals.
  3. Ragnaros the Firelord
    • An 8 mana finisher. Best used when you've cleared the board to isolate a few large targets, or to end the game. This is a card that will fit into the late game (big dude) slot for most mid-range and control decks.
  4. Alexstrasza
    • A neutral legendary that is pretty essential in many control decks. Can go into Control Warrior, Freeze Mage, Handlock, and new Miracle Rogue among others.

Meta-Dependent Neutral Legendaries
The Meta-Dependent Neutral Legendary list is a nice to have, if the rest of your Neutral Legendaries collection is complete.
  1. The Black Knight
    • Great in a taunt-heavy meta, the battlecry that allows you to destroy a taunt minion is unique in the game, and can give you a massive tempo-boost. Unfortunately, a bit weak when aggro decks are popular on the ladder, as when he doesn't hit the battlecry, he's a 6 mana for a 4/5.
    • Primarily used in control decks to counter other control decks, as holding a situational card for a large part of the game in hand isn't as punishing.
  2. Harrison Jones
    • Good in a weapons-heavy meta, and primarily used in control decks.
  3. Ysera
    • A great card when the meta is super-slow and filled with other control decks, as she'll give you card advantage. However, in a ladder filled with aggro, she won't be effective, as you'll be dead before you're able to take advantage of her card generation.

Crucial Class Legendaries
These are pretty much must-haves for any deck that wants to play competitively for these classes.
  • Grommash Hellscream (Warrior)
  • Tirion Fordring (Paladin)

Nice to Have Class Legendaries
These aren't as crucial as the first list, but will improve your deck if you have the dust. Otherwise you can substitute them with a neutral legendary or rare/epic card at the same mana slot.
  • Lord Jaraxxus (Warlock)
  • Vol'jin (Priest)
  • Neptulon (Shaman)
  • Al'Akir the Windlord (Shaman)
  • Cenarius (Druid)
  • Archmage Antonidas (Mage)

Nice to Have Neutral Class* Legendaries
These are neutral legendaries that are used only in a few classes.
  • Baron Geddon (Warrior)
  • Bloodmage Thalnos (Mage, Rogue)

As of right now I only have Dr. Boom, Sylvanas, Ragnaros, Alexstrasza, Harrison Jones, and Grommash but I've been able to craft and play pretty much all the Control decks with a few substitutions.
For an idea of how this works, here's a list of the decks I'm currently running with only a few good neutral legendaries. I hope this helps, and happy dusting!


Wednesday, January 21, 2015

Heroes of the Storm - A few tips on HotS from a LoL player for LoL players by BlueBookmark

Hey all, I've been playing HotS for a couple of months now and I remember how confused I was about the game coming from LoL as a Diamond player about priorities and what differences you should pay attention to on the game. Seeing that we'll have a whole heap of new players I've compiled a list of what I've observed.
  • There are no items or skill progression but your talents can influence your character just as much. Explore other ways of building your character. For example, just because you're playing a squishy mage like Jaina doesn't mean you can't be tough without the right build and enjoy the battlefield from the front lines.
  • You can cast many of your spells on buildings (e.g. shields or damage. No heals).
  • Hearthstone often to heal up or mana up. I can't stress this enough. Unlike LoL, leaving your lane when you're a duo does not result in a gold or xp loss. Your lane partner may have to fend for them self for a while solo but it's better than you staying in lane with no mana or with low hp.
  • Similar to point 2, Heal up and Mana up before objectives come available. Make sure you're not running into the mines or fighting for shrines at half your strength, you could easily end up losing objectives or worse, getting your team aced.
  • Explore other lane combinations. The middle lane does not need to be the solo lane, all lanes gain experience at the same speed.
  • Unlike LoL, pushing seems to be a lower priority. Not to say it isn't important but taking objectives are KING, stop farming creeps and run to that objective when it's up. There are a few exceptions but objectives should be your top priority most of the time.
  • Mounts can get you around the map VERY quickly. If you see a battle break out on the other side of the map, chances are you can still get there in time to make a difference.
  • There is no flash and no wards in this game so if someone is over extended, go with your team (or even solo) and punish them for a free kill. Likewise, you might want to think twice about going too far outside your gate if enemy heroes are missing, a three man gank from the jungle can kill you before you even make it halfway across the screen.
  • There are no automatic calls for help with your towers. If their creeps are within tower range they can do whatever they want to you and your towers won't bat an eyelid.
  • Feel free to leave your lane often to gank or even just to harass other lanes if you're in a duo. Even in a solo lane, if the enemy is over extending elsewhere, the lack of flash in this game makes it pretty easy to come up behind them with your mount and secure a kill.
  • Farming in lane alone is pretty much the last thing you want to do in the mid and late game. Unlike LoL there are barely any advantages to farming, try moving around in a group to take objectives if they're up or gank the enemy if they're not grouped.
  • Check your enemy's level constantly. You don't need to guess at the enemy's strength from how many dragons, towers or farm they've taken. Take extra care if they reach level 10 as well as 20 before you, they'll have their heroic ability or final talent and will probably squash you flat even with an advantageous engage.
  • If you're lower level than the enemy try not to engage in an equal fight, if they're grouped around top, concentrate on taking objectives near the bottom. There are no wards in the game and limited vision control so avoiding the enemy and trading or even ninja'ing objectives before they can react can be safer and more beneficial than trying to force a fight in the jungle or in lane.
  • There is blocking in this game. Be careful when your allies need to retreat and you're right behind them. Additionally, keep in mind that you can slow an enemy down by walking in front of them or even trap them in small corridors.
  • Towers, Forts, Keeps DO NOT detect cloaked units. [EDIT: Thanks to JeffBlaze for this!]
  • Cloaked units are still slightly visible as a shimmer and can be hit by skillshots and aoe spells. This will instantly uncloak them.

I hope this helps anyone else coming from LoL, or even those who aren't!.

Source: link 

World of Warcraft - Mount Run Guide! by SomeNorwegianChick

Hi all!
A few days ago, I made a chart over the different mounts that drop all over WoW. I figured I'd also share the "route" that I use on Wednesdays for covering most/all of the Vanilla/TBC/WotLK mount runs in an efficient amount of time :)

NB! This requires you to be Hearthstoned to Shrine in Pandaria, and that you have some Cataclysm portals unlocked.
  • Start off in Stormwind/Orgrimmar
  • Portal to Uldum
  • Run Throne of the Four Winds
  • Run Vortex Pinnacle (Note: You can run 1 time HC + 9 times Normal)
  • Fly to Silithus
  • Run Ahn'Quiraj
  • Fly to Tanaris
  • Run Culling of Stratholme
  • Run Dragon Soul
  • Fly to Dustwallow Marsh
  • Run Onyxia
  • Hearthstone to Shrine
  • Portal to Dalaran
  • Fly to Icecrown
  • Run ICC
  • Fly to Wintergrasp
  • Run Vault of Archavon
  • Fly to Coldarra
  • Run Eye of Eternity
  • Fly to Wyrmrest Temple
  • Run Obsidian Sanctum
  • Fly to Howling Fjord
  • Run Utgarde Pinnacle
  • Fly to Storm Peaks
  • Run Uldar
  • Hearthstone to Shrine
  • Portal to Stormwind/Orgrimmar
  • Portal to Hyjal
  • Run Firelands
  • Hearthstone to Shrine
  • Portal to Stormwind/Orgrimmar
  • Portal to Deepholm
  • Run Stonecore (Note: You can run 1 time HC + 9 times Normal)
  • Hearthstone to Shrine
  • Portal to Shattrath
  • Fly to Auchindoun
  • Run Sethekk Halls
  • Fly to Netherstorm
  • Run Tempest Keep
  • Fly to Shattrath
  • Portal to Isle of Quel'Danas
  • Run Magister's Terrace
  • Fly to Ghostlands
  • Run Zul'Aman
  • Fly to Eastern Plaguelands
  • Run Stratholme
  • Hearthstone to Shrine
  • Portal to Stormwind/Orgrimmar
  • Portal to Blasted Lands
  • Fly to Deadwind Pass
  • Run Karazhan
  • Fly to Stranglethorn Vale
  • Run Zul'Gurub
  • Return home!
You would of course have to modify it according to what mounts you already have, and if your raids are locked and you just want to do the dungeons every day, obviously modify it accordingly :)

And remember to set your raid to 10/25/HC/Normal before you enter. The guide I made can be found here :)


Thursday, January 15, 2015

Diablo III - Monk Hexwuko Build by Heisenberg

Tempest Rush - Flurry
Exploding Palm - Impending Doom
Epiphany - Desert Shroud
Sweeping Wind - Inner Storm
Mystic Ally - Air Ally
Mantra of Healing - Circular Breathing

* - EP can be replaced by any other skill if not your cup of fist. Circular Breathing can be replaced if spirit generation sufficient

Furnace / Warstaff of General Quang / Ancient Sunder
Sunwuko Gloves, Shoulders, Amulet ( Paws / Balance / Shinies )
Inna's Spirit Stone, Belt, Chest ( Radiance / Favor / Vast Expanse )
Reapers Wrap
Hexing Pants of Mr. Yang
Crudest Boots
Ring of Royal Grandeur
Unity (solo)
SoJ (group)

* - Inna not needed for Hexwuko but a great defensive set. Can sub 2pc Aug with Seph & Krelm's belt to supplement movement & spirit.

Bane of the Trapped
Bane of the Powerful

6.6% RCR limit not needed as you should aim to TR as much as possible, only stopping to detonate EP/Flurry.

How to Play
TR into packs. Apply EP to stop & detonate Flurry + EP (instantaneously). Ancient Sunder is a crafted 2H Mace that can be crafted the moment 2.1.2 goes live.

Monday, January 12, 2015

Hearthstone - Introducing Fatigue Mage by It's Otter

Sometimes it's easiest to get the sense of a deck by watching a sample game, so here's a few vods:

vs handlock & youtube mirror: video
vs zoo & youtube mirror: video
vs control mage & youtube mirror: video
vs hunter vs control warrior

The decklist: imgur

vs aggro: mulligan for frostbolt, doomsayer, explosive sheep, deathlord and earthen ring farseer (lots of stuff! so good starts are common here)
vs control: mulligan for duplicate, deathlord, sludge belcher, and maybe doomsayer (depends on how good your hand is already)
vs paladin: keep cone of cold to counter muster for battle
Your goal is to use the mage's natural advantage -- massive board clears -- to absorb your opponent's entire deck and then watch them die from fatigue. You have some help from the classic freeze mage board clear combo (frost nova + doomsayer) and from the GvG additions of explosive sheep (more board clear uniquely suited to the mage's hero power), healbot (a huge heal you can copy), and echo (add coldlights, taunts, or heals to your deck as needed).
I won't go card-by-card, but deathlord deserves particular mention as a cornerstone of the strategy. It's an 8-hp taunt that mills your opponent (since the minion it spawns is pulled from your enemy's deck) and loads his board up with value for your board clears, and since it's only 3 mana it's pretty easy to dupe/echo. Play a conga line of these and you usually win. Coldlights double as the deck's card draw and finishing burst damage, so echoing those isn't bad either.
best matchups: zoo, handlock, priest, freeze mage (free win)
worst matchups: control warrior, druids with two copies of the combo

Last month I got sick of playing my freeze mage list because antique healbots had messed with my handlock matchup. Freshca had been streaming his mill rogue for a while, and I recalled the games against the old miracle rogue when my freeze mage would end up winning by fatigue. So I made a list that looked like this: imgur
It's all 2-ofs and it all fits the concept. Dancing swords help with the mill, sunwalkers are great to copy if you want to go deep vs control. I figured doomsayers didn't have duplicate synergy and I'd usually used them in freeze mage for tempo plays, which I didn't think would be applicable here (freeze mage has an 11-turn win condition so every enemy turn nullified by a doom is essential).
So a couple days into playing the list I queued into Freshca and he stomped me with a rogue deck he was tinkering with, but when he saw my two coldlights, he said "Oh hey, I've actually been working on a deck like that, it's really fun to play." I mentioned I'd been winning the handlock matchup but pretty much losing to aggro all day with my list and so Freshca, with the knowing smile of a father correcting his son's batting stance before a Little League game, sent me this: imgur
And that's what I've been playing since, minus the poly-for-BGH substitution which corresponds to the present ubiquity of Dr. Boom. Right away the zoo matchup started working for me and hunter games became winnable. Cutting fireballs wouldn't have occurred to me but I haven't missed them -- I also hadn't realized that silenced doomsayers have echo synergy. I'd love to get sunwalkers back in somehow for the control warrior matchup but I probably won't try cutting earthens for them until I've hit legendary.
Since the season reset I've played nothing but this deck (all on my stream, which you can find here) and so far I've climbed to rank 7 (from 17). Since games take 20+ minutes each, this is not a deck for ranking up quickly, but if you love playing puzzle decks I'd really encourage you to give this one a try. A big chunk of the win rate comes from queueing into warlocks, but warlock is always in season, so much so that I believe I'll be hitting legend with this list.

Why no pandas/dancing swords?
Basically earthen ring is better against zoo/hunter and those are incredibly prevalent ladder decks. There's not much else to sub out.
This isn't a real mill deck! Why even use coldlights?
Coldlights provide necessary card draw without getting you closer to fatigue (relative to your opponent). They can also burn your enemy's cards, especially if he's playing handlock, and they're necessary at the end of a game to deal lethal damage when you're finally out of clears and your opponent has been taking fatigue damage for four turns or so.
Does the word "heterological" describe itself?
"Yes" and "no" both lead to contradictions! More info here
Your opponent got a turn 4 Rag before you could deal with it! Why are you still using deathlords?
You just have to swallow some RNG on this one. Deathlords are unbelievably good in this deck, to an extent that isn't really possible in any other deck than fatigue mage (since of all the fatigue decks, only mages with their huge clear cards actually want the power to manipulate enemy minions onto the board, whereas non-fatigue decks don't like how it effectively draws the opponent a card). Very early Rags and Tirions are the exception.

That's it for now! I hope you enjoyed the writeup and I hope you give this deck a shot in ranked. The new playstyle has really rejuvenated my love of the game -- I've had more fun over the past few days with this list than I'd had in months. Huge thanks once again to Freshca (go follow him!) for the deckbuilding savvy and to everyone in Twitch chat for the thoughtful commentary and measured words of encouragement.
Source: LINK