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Murlocalypse Now! (Murloc Rush Deck)

  • Last updated Apr 15, 2014 (Live Patch 5170)
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Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2000
  • Dust Needed: Loading Collection
  • Created: 4/15/2014 (Live Patch 5170)
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  • Total Deck Rating

    18

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This deck is absolutely hilarious to play. I win a vast majority of my games with this, around 30% of which are turn 4/5 concedes.

==SPELLS==

Rockbiter Weapon: A great card to buff the already insanely high damage your murlocs can put out. I love putting both into Old Murk-Eye for a minimum of an 8/4 charge, and 1 mana for an extra +3 attack you can't go wrong.

Windfury: Not a staple but this card can do some pretty insane plays. Playing this on an Old Murk-Eye with double Rockbiter Weapon next to one Flametongue Totem, whilst there are 2xMurloc Warleader on the board and one Grimscale Oracle will allow you to do 34 damage in one turn. It sounds complicated, but I've had this crazy combo numerous times.

Bloodlust: A brilliant card to play if you want to leave your opponent completely shocked. A +3 attack to every friendly minion for that one turn hurts in any deck, daresay when you have 7 murlocs out and they're all buffing each other. In that situation, this can be absolutely deadly.

==MINIONS==

Grimscale Oracle: This little guy will bring around the defeat of your opponent more times than you can ever imagine. A +1 attack for every murloc can lead to a potential extra 6 damage every turn. Whilst it's only 1 mana I advise strongly against playing this early on as its effect tends to turn it into a bullet magnet and this deck doesn't have great protection for cards like this.

Murloc Raider: By itself, this card is certainly okay but it's not going to move mountains; when buffed this little 1/2/1 can become a heavy hitter, and even when it is killed your synergy will not suffer at all.

Murloc Tidecaller: The best card you could ask to get in your first turn, the Tidecaller is the snowball of your deck. Having 2 health lowers the risk that it will be destroyed quickly, and its ability to gain +1 attack every time a murloc is played has allowed me to see this card get over 10 attack. However, as it gets stronger and stronger it will become a bigger target so make sure you play your Murloc Warleader or Coldlight Seer to support it.

Bluegill Warrior: The Charge on this card more than makes up for its low health. Whilst it can certainly do a little bit of damage if brought out without any other cards, I prefer bringing this out alongside other murlocs such as the Murloc Warleader. Playing the Warrior alongside those can turn this into a Charge with 6 attack, with a little more health to survive against trades or spells.

Flametongue Totem: There's nothing really to say about this card except that it's an extra buff for your murloc cards and usually attracts the attention of your opponent instead of your murlocs.

Murloc Tidehunter: For 2 mana you get 3/2 of value out of it. Not only that, it pairs well with the Murloc Tidecaller, giving it an extra +2 attack for only playing 1 card.

Coldlight Oracle: This is a card you should be extremely careful with. It gives you good card draw for your turn, 9 times out of 10 giving you two low cost murlocs that you can play on that same turn, but it also gives your opponent two cards. This isn't good with any class, but against classes like a Mage which boast absolutely deadly removal you should perhaps think twice before using this card. On the contrary, it could also give you the murlocs to buff your other murlocs that could make you win the game on that turn.

Coldlight Seer: This card is absolutely crucial to this deck. Whereas most of your cards are centered around buffing the attack of your other cards, this will give all other murlocs +2 health. Suddenly you are able to remove your opponent's minions without losing your own, or your murlocs are suddenly a lot tougher against your opponent's removal spells.

Mana Tide Totem: This card doubles (or triples, if you have two) your card draw. This allows you to constantly play low costing minions without emptying your hand and being forced to top-deck for the rest of the game, giving you incredible board control, and when this card is removed it gives you an extra spot to play a murloc.

Murloc Warleader: This card can be an absolute game changer. When having 6 other murlocs on the field, just one of these has suddenly given you an extra 12 damage you can do every turn. Not only that, all of your squishy murlocs suddenly just got a little bit tougher.

Raid Leader: This is a card you should play when you don't have any other murlocs to play, or it is worse to play them. For example, if I only had a single murloc out I would prefer to play this rather than the Coldlight Seer. Its +1 attack is also good for further buffing your cards.

Old Murk-Eye: I frequently find myself calling this card the best card in the game. I admit, whilst that is a biased and subjective view, I have had the great joys of reducing my opponent from 30 health to -4 health in the turn I play this, as highlighted previously in this when I was describing Windfury. You will have to craft at least one of every other murloc in the game, but this is definitely the best card in this deck.

Faceless Manipulator: The potential of this card is so great. Never play it as itself, never play it as anything other than a murloc. If at all possible, you should aim to copy a Murloc Warleader, or if you can copy Old Murk-Eye when you have other murlocs on the field then your chances of losing are going to be very minimal.

Stormwind Champion: This card's purpose is just to buff your other murlocs. It's tough so it is more likely to be attacked first, but it is expensive so you should aim to get murlocs out first.

==GOOD STARTING PLAYS==

IF YOU DON'T HAVE THE COIN

Murloc Tidecaller -> Murloc Tidehunter -> Murloc TidehunterGrimscale Oracle

Murloc Tidecaller -> Murloc Tidehunter -> Murloc Warleader

IF YOU HAVE THE COIN

Murloc Tidecaller -> Coin + Murloc Warleader -> Murloc Warleader

Murloc Tidecaller -> Murloc Tidehunter -> Coin + Murloc WarleaderGrimscale Oracle

==POTENTIAL CARDS==

Stormforged Axe: This allows you to remove enemy minions, meaning you won't need to run your own minions into their's and the won't be able to do the same against you, getting rid of all of your potential damage. However, the damage you take from using this in a deck without taunt could prove to be your downfall later in the game. Furthermore, the cost of this could be used on more murlocs, and the overload will mean that you won't be able to play as many murlocs on your next turn either.

Sunfury Protector: This is a good card for getting out more damage on the board, and giving taunt to two of your other minions protecting, not only you, but your more vulnerable cards such as Grimscale Oracle. However, this will most likely ruin your tempo if played early and instead of another murloc.

Defender of Argus: This is a card that I used to use in this deck. It will give your adjacent minions +1 attack and health, and it will also give them taunt. Not only will this allow you to protect your weaker cards, it will also make two of your cards even stronger. However, the 4 mana cost is very expensive, especially when I could easily play 4 murlocs in place of this one card.

Flesheating Ghoul: This card's effect gives it +1 attack every time a minion dies. As your deck is based solely around minions that have low health, this could result in this card having incredibly high attack. However, to gain this, you will have to either lose a lot of your minions, or kill a lot of their minions (which will probably result in you losing your minions). As you don't want to be losing any minions, you want to be giving them more health, this card's usefulness seems to dim. Join that with the fact that this deck is based around punching your opponent in the face, rather than in the minions, then this card won't be used to its full potential.

Hungry Crab: In a deck full of murlocs, this card seems to have a great place. It is a 1/2 for 1 mana, which isn't all that bad, and you can destroy a murloc and it will gain +2/+2. If your opponent has a murloc, then not only have you just destroyed one of their cards, you also have a 3/4 on your first turn. However, if your opponent isn't playing any murlocs then you're going to have to destroy one of your own. When you have all of your buffing murlocs in place, you're going to lose a lot more than 2 attack to give this card the extra +2/+2, so maybe it is not as useful after all.

==REMEMBER==

If you have any questions or suggestions then feel free to leave them in the comments.

Good luck :)

Happy Hearthstoning!