Improved Warlock Murloc 80% Winrate
- Last updated Aug 16, 2014 (Naxx Launch)
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Wild
- 29 Minions
- 1 Spell
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 3540
- Dust Needed: Loading Collection
- Created: 12/21/2013 (Beta Patch 4243)
- kidsfx
- Registered User
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- 5
- 6
- 16
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Total Deck Rating
212
Warlock Murloc Revamped
So i was playing a pretty normal version of most Warlock-Murloc decks and i feel 4 ranks and this helped me climb back to rank 10 with an 80% Winrate its an amazing deck but you must have knowledge on how normal murloc decks work and what your enemy could be holding by watching what they play (I.E: Brawl, Consecration, Holy Nova, Flame Strike, ETC.)
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Card Selection
Choice Of Cards: Most cards are generic Murloc Deck Cards so not a lot of detail.
Soulfire: Used to clear hard to kills such as taunts or to finish off the opponent.
Flame Imp: Very strong overall card with high damage and its ok to trade the life being this deck is very all in.
Blood Imp: Just the support that the murlocs need. Removed due to nerf.
Leeroy Jenkins: Improves rush and allows you to "BRING IT TO THE FACE"
Questing Adventurer" Tons of cards=Tons of buffs. nuff' said.
Abusive Sergeant: Won the game for me on multiple occasions all in all a amazing card for rush decks.
[Young Priestess: Again Supplies So much support and with two of these on the board its very hard for your oppenent to kill you and can save you from mostly flame stirke.
Murloc Tidecaller: Please if your gonna play this deck play it right trading this card for a lot of cards is not worth it because of how hard you can buff it with the right cards by turn 6 this can be a 15 attack minon.
Knife Juggler: I can not stress how strong this card is with this deck just cause of the sheer amount of knives you can throw with Murloc Tidehunter.
Murloc Warleader:The main part of this deck is this card without it your murlocs are nothing +2/1 to all other murlocs is just insane and with two of these on the board at the same time... well GEE GEE.
Old Murk-Eye Murk-Eye's passive is so strong charge with 1 attack for all other murlocs and throw a murloc warleader or two in the mix and you have a 10/5 charge.
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Conclusion
In conclusion this deck is incredibly strong and can win games by turn 4 or 5. Now as many of you have noticed i have opted to take out Lord Jaraxxus because if the game goes to turn 9 with this deck it means you did something wrong or your opponent did something right.
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you must play the deck right and keep card advantage Knife Juggler comes in handy there
This deck is hilarious! Love playing with it, well done lol
For leroy i used a reckless rocketeer
Great Deck
Arcane golem for the finisher or this card draw murloc
Hmmmm... been playing for a good bit with it, I wouldn't say it is necessarily 80% win rate, but at the same time, I am just missing Leeroy which might be my problem. But like I said, I don't think it is 80% though. Probably just a tad less, but at the same time still an amazing deck!
There is a few problems though. I found when playing i get some pretty bad hands some times which cost me the game a lot of the time. Consecration from Paladins can be a game ender as well if you don't have a Seer to give your Murlocs health. Also flamestrike late game and card's like lightning storm. But, if you can manage to pull it off early game it tends to go really well, and is usually amazingly fun :D
I can't get past 15 in ranked with it though, been stuck at 15 for a while. But oh well. Great deck :D
Have been using a similar deck to this with a just few modifications. I don't have Leeroy so I use a Doomguard instead. The 2 card removal sucks, but typically if you're going for the kill your hand will be empty. Having doomguard + soulfire at the same time sucks though.
Didn't think it was very popular, but I love the idea of the murloc deck. It's just so annoying! Mrrglhghglrl!
I've only encountered 1 other Murrrlock so far...and the match was nothing short of hilarious...The fact that each of our decks buffed eachother made it a completely insane match. Both of us were terrified to play our Tidecallers/Warleaders/Seers. (Knife juggler + 2x Tidehunters followed up with next turn Void Terror won me the match)
I run mine like so :
Soulfire 1x, Mortal Coil 1x, Power Overwhelming 1x, Blood Imp 1x, Flame Imp 2x, Grimscale Oracle 2x, Murloc Raider 2x, Murlock Tidecaller 2x, Voidwalker 2x, Young Priestess 1x, Bluegill Warrior 2x, Knife Juggler 2x, Murloc Tidehunter 2x, Coldlight Seer 2x, Questing Adventurer 1x, Void Terror 1x, 'Ooolllll Murk-Eye! 1x, Spellbreaker 1x, Doomguard 1x.
The Spellbreaker is amazing. If you can drop it on them when they throw out their big desperation taunt...it can be game changing.
The blood imp actually has it's uses imho. It seems much stronger vs. Mage / Druid / Warrior / Hunter (unless he flares) than the Young Priestess is. Sure it's less aggressive, but it doesn't die to pings right off the bat and can be played safely early on. It does a good job keeping other things from dying to pings as well, and prolongs the life of your Voidwalker. So I run one of each and favor the Young Priestess for Shaman / Priest / Paladin if I have to decide on draw.
Control Warrior / Trap Hunter / Mage have shut me down a few times...But I think focusing on buffing up the key murlocs to the point where removal is hard, and trading out the lesser murlocs effectively is key. A hunter with murlocs in his deck is incredibly annoying.
I really love the void terror as well...The best use I've found for it, is on a turn where you are forced to make a trade to keep the board in check, ending up 2 damaged murlocs from it. Instead of losing them to AoE or trades the next turn, you can gobble them up with the void terror and get a nice beefy 3 drop. (I've had an 11/10 void terror end a game before :D)
I can see why people might hate...but It's one out of the 8 decks I have...so why not? It's fun, it's hilarious, it wins...and most of all...MRGHHRHRLHGLHRHGLH!
Hey guys just a quick update i Recently updated the deck with some new cards to from the constant overflow of people asking.
P.S. If you think anything could be added i would love to hear it just tell me and i will test it then edit if it is good.
P.S.S I am currently testing tons of cards based on your reccomendations now found 2 cards that seem to fit in the deck very well.
Hey Guys i am overwhelmed buy the support you are giving my deck i will continue to make decks for you and i am back from a long break i have decided to start re updating my decks and am going to start playing Hearthstone again as i go on and off from Counter Strike.
Once again i thank you so much for all the support you have given me :D.
I run a great Murlock deck and in my opinion u need leeroy. Surprisingly enough i tried out elite Tauren chieftain and he's a good addition to the deck if u can get i am murloc as the power chord card
1) Stop posting this garbage, 10th rank is COMPLETELY nothing, this is NOT a score, you achieved NOTHING. If you still think that a flamestrike (which is a 7 mana spell) is a thread for murlocks, then you probably would be surprised to know how fast murlocks can actually win.
2) 2 taunts is NOT enough for any rush deck. In most games you won't get ANY taunt at all, so the opponent will have too much possibilities to destroy the core of your board like the juggler or the warleader. Without shieldbearers, you won't move besides 7th-5th rank.
3) 2 blood imps and 2 priestess is definitely too much. Drafts like blood imp / blood imp / priestess or blood imp / priestess / any spell is an instant lose for you. Also you need to play this creatures only 1 or 2 times, because on turn 4-5 they become completely useless, you can't play them anymore.
4) There's only 1 soulfire, no overwhelmings, no coils, no bolts, no owls. Turn 5 (sometimes even turn 3 or 4) druid can play a 5/10 taunt and it is the end for this deck, cause it will take 3-5 cards for you to destroy it. Even a Shieldmasta or DoTC is in most cases a 2 creatures lose for you. Feral Spirits also will take too much. And don't forget about argused divine creatures like an Argent Squire, which becomes a 2/2 divine taunt, which takes 2 moves at least both with 2 damage back, which is never a good trade.
Leeroy jenkins is actively another old murk eye in this deck if anyone wants another finisher.
haha this gotta be the funnest deck to play with!!
I won in SIX turns -- check the deck out in action:
for those looking to bring this deck into the 21st century drop blood imps for power overwhelmings and 2 abusive sergeant for 1 leeroy jenkins and 1 soulfire that is about as good as this deck will get as murloc is not a very good deck with the top decks being shaman and miralce rogue both of which sport early game aoe and OTKs
Could you update this deck please? I used to have so much fun with this and had about 7/1 win ratio where now I win 1 maybe every 6 games.
I added leeroy Jenkins to the deck as another Murk-eye. It works wonders! I believe I took out an abusive sergeant to be replaced.
This is the WORST deck known to hearthstone PERIOD. 80% loss rate I think is what you meant. PLEASE if you're are thinking about picking this deck up DON'T it's a waste. EVERYONE is using a control deck you will get about 1 murloc down and then its dead. The only time you win is the off chance someones afk or they are playing a deck with 0 aoe aka (no deck ever) I tried this and played idk about 10 matches. I won 3, granted I'm not amazing I'm only rank 12 but this deck is complete and utter garbage compared to what everyone is using. 1/10 this shit SUUUUUCKS.
Lmao read the post date dude if your gonna come on here and act like a complete dumass look at the date the deck was made you should make the deck based around yoursel. Idk bout you but i still use this deck and have added several cards to make it aamazing in current meta (I,E) Taunts.
I added 2 shadow bolts 2 ironbeak owls a leroy and the 5 drop 5/7 demon with charge into the deck. They both have helped me win or have won me games. The other 4 cards are to help keep up the aggro.
I replaced one flame imp with Lorewalker Cho. There are so few spells in this deck, that I think it is one of the few instances where Lorewalker Cho actually works out. I always discard him from my starting hand, but drawing into him on the 4th or 5th turn can save the game. Great deck though