[Pre GVG] Force of Murloc
- Last updated Jan 5, 2015 (GvG Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 3380
- Dust Needed: Loading Collection
- Created: 11/10/2013 (Beta Patch 3937)
- Aishi_
- Registered User
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- 3
- 12
- 14
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Total Deck Rating
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https://www.youtube.com/user/vtxaishi
As always, Mages are quite tough with any rush deck, I think it's best to wait until mid-game and try to combo for some insane damage. Best to bide your time and not overplay until round 5~6, then you much for the most damage possible before burning her late game. Savage Roar + Force of Nature is key as well as all your other direct damage. Luckily, the use of Blizzard is no longer prevalent.
Knife Juggler is also a great card to throw in, no complaints - especially with Force of Nature!
Pretty fun deck, although I don't have the complete set of cards yet. I do have problems with Round 7 and up, and sometimes big problems as early as Round 3 when I have a bad draw. I'm hoping these issues will go away as I get more of the cards that this deck requires.
Oddly, with this deck, I have a hell of a time beating the CPU on Practice mode. The first time I built it, I lost 5 straight to the non-expert CPU. I just couldn't get my foot in the door and by round 5, I was usually down to 10 health while the CPU was still in his 20's. When I went online, I won 5 straight against other players.
What do you do against turn 1 mana wyrm, turn 2 sorceress apprentice, mirror image, arcane missile? lol. i just faced that with this deck... unwinnable i think.
Thought it would suffer card problems like warlock variants which would be worse without the warlock racial, but the druid racial does help clear the floor for the Murloc debut.
Dropped Starfire and Swipe and put in Wrath and Power of the Wild.
*Power of the Wild I think may be essential for this deck only when you cant get the stamina buffers and even with its still more attack. I found Blood Imp to of similar value in Warlock variants.
*Wrath vs Swipe is a hard one to be honest - if you got Claw in your opening hand you wont need Wrath but if you cant draw Claw then early drops become DoAed turn 4, then it just getting shit from there. I think Wrath wins out because its 3 damage for 2 mana and can kills any 2/3 drop (you obviously never use the 1 damage variant since you are a druid and playing control) and you need to control turns 1-4/5 to make the Murloc splash.
Other small addition was a second Warleader because dropping 2 is crazy town and dropped a Force of Nature. Had internal debate over Force of Nature vs Starfire - still in debate to be honest, the cantrip on Starfire and the fact it avoids taunt entirely is a huge plus, but if you get to turn 8 and still holding Power of the Wild - Force could be a game ending 9 damage... I'm keeping Force for now.
Age old post, I know, but just something I wanted to address. Savage Roar + Force of Nature is a 14 damage combo. Taunts aside of course, but it's there when you have that opening and when you do, games tend to end with it.
It's a concept I'm using for another Druid combo-styled deck, so it's the only reason I brought it up. Cheers.
Great deck! Gonna try it out soon.
I'm broke, dear forumer.