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Murlock is back - Season 8 - 73% Winrate

  • Last updated Nov 2, 2014 (Naxx Launch)
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Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3640
  • Dust Needed: Loading Collection
  • Created: 10/23/2014 (Naxx Launch)
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  • Exosta
  • Registered User
    • 9
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  • Battle Tag:

    Morgoth#2626

  • Region:

    EU

  • Total Deck Rating

    95

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Here is my new Murlock deck, created in season 7 and now upgraded for season 8. There were different opinions concerning murlocs in old time. Some said they were op, some said they were too stupid to play in order to rise ladder... Nowadays, with the upcoming of control decks the situation has changed. Murlock was supposed to be unplayable. 

Here is what makes Murlock still playable with this deck:

More removal: You can use 2xSoulfire, 1xMortal Coil, 1xShadow Bolt, 2xIronbeak Owl, 1xHellfire

No Power Overwhelming??? In an Warlock Aggro deck? After lot of attempts I achieved a +5% win rate without this card and adding 2xYoung Priestess instead. Using Power overwhelming really compromises the board presence. The Young Priestess is really useful against Hunter, dealing well against Explosive Trap, against Priest, because the Northshire Cleric will not destroy your early 1HP Murlocs and for the same reason against Warrior, because of Armorsmith.

Here follows short description of the cards I selected:

Soulfire: Good card in different situations. Very hard to play. You can use it to remove early minions, but the discard risk is huge, especially in this deck, that requires lot of key cards. You never want to risk a Murloc Warleader or a Coldlight Seer! The most suitable way to play it is without card in your hand or to go lethal.

Flame Imp: Classic card in a Warlock aggro deck. This is one of the first card you are going to play on the board. The opponent will probably spend a removal getting rid of this baby and next turn you can play safely your first murlock card.

Mortal Coil: Very handy card, especially in the first turns if you didn't mulligan well. Card draw is very important in this deck to get the best murlock combos.

Voidwalker: The taunt your early murlocs need.

Shadow Bolt: This could be a really good alternative to Soulfire, if you can't afford the discarding risk. Besides, you would possibly keep your Soulfire in the hand to go lethal later.

Hellfire: This is a key card, especially against zoo. You can play it when you totally fucked the first turns and want to come back. You can consider it also as a good and unexpected finisher!

Grimscale Oracle: Only a few decks run two of them, because of low health. You should play this card only if you have already some murlocs on the board, in order to gain immediate advantage of damage buff. 

Leper Gnome: It should be played as your first card as well as Voidwalker and Flame Imp in order to keep the board control without risking your important murlocs.

 Murloc Tidecaller: This is a difficult card to play. Many players just put this murloc as soon as possible, but, imho, this could usually be a huge mistake. It is to be played only if he is going to survive next turns, when the opponent has spent some early remotions. It is very important to let the opponent believe that your deck is zoo deck, in order to attract removal!