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Anyfin Can Happen OTK Paladin

  • Last updated Mar 8, 2018 (Patches Nerf)
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Wild

  • 23 Minions
  • 4 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Paladin
  • Crafting Cost: 8240
  • Dust Needed: Loading Collection
  • Created: 2/21/2018 (Patches Nerf)
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  • Battle Tag:

    Revenant#1903

  • Region:

    US

  • Total Deck Rating

    58

View 19 other Decks by RevenantSC
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Anyfin Can Happen OTK Paladin

Welcome to my deck guide for Anyfin Can Happen Paladin. You've probably seen Murloc combo decks in the past when Anyfin Can Happen was released in League of Explorers. These decks aimed to draw cards while stalling out the game with board clears and heals. They often won with the combo at about turn 20. So what's different about my deck you might be asking? My version includes many powerful midrange cards. It aims to win the board in the early and mid game while quickly assembling its combo. Unlike Control Murloc Paladin, this deck is very capable of winning with and without the combo and often very quickly.

Explanation of the Combo:

If Anyfin Can Happen summons 2 Murloc Warleaders, 2 Bluegill Warriors, 1 Finja and 1 Old Murkeye, the combo does a total of 23 damage. If you play a second Anyfin Can Happen your damage will be more but can very greatly depending on which murlocs you get a third or 4th copy of. Worst case is Finja which adds only plus 1 damage to your Old Murkeye. Getting and extra copy of Bluegill or Warleader will add about 6-10 damage. An extra Old Murkeye is the best result, adding an additional 12 or more damage depending on what other Murlocs you summoned. I highly recommend that you track which of your Murlocs have died throughout the game so that you know your damage potential.

 General Strategy and Win Conditions:

Board Control, the win condition for most aggro and midrange matchups. Gain control of the board in the early game and mid game with our powerful board flooding options like Call to Arms and Finja, the Flying Star. Use powerful late game cards like Spiteful Summoner, Sunkeeper Tarim to capitalize on your lead or use a partial Anyfin Combo to finish off your opponent.

 

The Combo, our win condition against Control and Fatigue/Mill decks. Draw through your deck and play threats as quickly as possible. It's often best to avoid playing Finja in these matchups because you might need the second copy of Anyfin Can Happen to push for lethal, such as against Control Mage because of Iceblock. You don't want Anyfin to summon 1 or 2 Finjas, thus giving you less damage to kill your opponent with.

Explanation of Card Choices:

Unidentified Maul. You might be wondering  why I run this card instead of Rallying Blade. I've tried both, but settled on Maul because I value its buffs more then I do the Blades +1 attack. The Divine Shield and attack buffs make your minions a lot more formidable.

 

Guild Recruiter. Originally I was running Azure Drakes instead. But this deck makes no use of the dragon tag (unless you choose to run The Curator) or the spell damage. This makes Recruiter strictly better states wise then Azure Drake since you get to draw AND play the minion. Ideally you play Recruiter after Call to Arms to raise your odds of pulling a big minion or combo piece.

 

Injured Blademaster. Probably the weirdest card in my list. Blademaster is here because it is a great card to recruit with Guild Recruiter (you get an UNinjured Blademaster) and even when you don't recruit him its still a respectable 4/3 minion.

 

Spiteful Summoner. This card gives our deck some incredible high roll potential and can often seal the game after a good aggressive start. Ideally you play this card after drawing one or both copies of Call to Arms, so that the summoner can only reveal Anyfin Can Happen. However there's no shame in playing it with Call to Arms still in your deck as you can still get about 8/8 in stats which is still good for 6 mana.

 

Why no Grimscale Oracle to further increase our damage? The idea of pulling Oracle from Call to Arms instead of a sturdier minion, or god forbid have to actually draw it in hand just depresses me.

 Possible Card Replacements:

Rallying Blade. Generally weaker in this deck then Unidentified Maul. However the 3 attack can be great to deal with Mage's 3 health minions if you are struggling in that matchup.

 

Loatheb. Strong anti-control tool. Especially great at stopping board clears so that you can push for lethal damage.

 

Lay on Hands. Great card if you want to draw even faster towards the Anyfin combo. Also nice because it makes it less likely that Spiteful Summoner reveals Call to Arms.

 

A second copy of Spellbreaker to push past Cubelock's Voidlords.