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Murloc SWARM ~With a Twist~

  • Last updated Mar 12, 2014 (Live Patch 4973)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1640
  • Dust Needed: Loading Collection
  • Created: 3/13/2014 (Live Patch 4973)
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  • Total Deck Rating

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The "twist" in this deck is the inclusion of the Raid Leader. Considering there are so many creatures in the deck that aren't murlocs, the +1 for all friendly minions can go a long way and change the entire dynamic of the board. The opportunity presents itself when there is a creature you MUST kill, but one or more of the creatures you're willing to sacrifice are one point shy of the minion's toughness. Instead of sacrificing 2 creatures to get past it you can use just one and hit the enemy champion for a few extra points of damage while keeping your second creature. This makes the deck more consistent but lacks the last turn kill potential that having a Leeroy Jenkins has.

My turns go like this: I discard every card unless it is a 1 or 2 cost minion. I put out every minion I can, keeping the Voidwalkers in hand usually for second turn unless they put a creature out their first turn. From there you spam out murlocs and all other creatures you get as fast as humanly possible, saving up for a one turn kill.

-I almost always save for one turn kills. This is done by keeping Soulfires and Power Overwhelmings in hand until you have enough extra damage to put them under. Start looking for these opportunities when the enemy is around 15 health especially.One turn kills are very important to this deck because it allows them to feel comfortable by your repeated small amounts of damage each turn until the last ultra combo. Remember one thing though: Soulfires make you discard a card. Having 2 in hand and needing them both or another card you have leaves you in a tough spot. I almost never use them unless I have no other cards in my hand or it's absolutely necessary to prevent disruption of the flow of my deck.

-Leper Gnomes are excellent for using Power Overwhelming because they do the 2 extra damage when they die. That extra 2 damage has won me many games.

-Also don't forget Soulfires and Power Overwhelmings are great for taking down taunt enemies. It is better to use one of these cards to get rid of a large taunt so you don't have to sacrifice a lot of minions in the the process.