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ShaMurloc 2.0

  • Last updated May 7, 2014 (Live Patch 5170)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2380
  • Dust Needed: Loading Collection
  • Created: 5/7/2014 (Live Patch 5170)
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I ran my original shaman murloc deck - http://www.hearthpwn.com/decks/16717-shamurloc - for a while, an d tinkered with it too much to where it didn't really work that well anymore.  I shelved it for awhile, but then ran into a thread on reddit discussing a different Shaman Murloc deck: http://www.reddit.com/r/hearthstone/comments/24viaq/is_this_shaman_deck_viable_murloc_shaman/  This got me revisiting my Murloc deck and thinking about the use of Faceless Manipulator to copy my Warleaders.  Then someone discussed the Windfury card as well, and something clicked with me.

I ran this deck last night/this morning for a quick 6 match test and went 5-1 in the lower ranks (21-18).  The one loss came to a Paladin who burst me to the face to win (I had damage on board to finish him off the next turn).   The deck is a standard face Murloc deck that seems to have really good synergy with the other cards:

Faceless Manipulator -- yes it's a 5 caster, but it gives you an incredible mid-game versatility that pushes this deck over the edge.  My biggest problem with Murloc decks before is it can run out of steam by turn 5/6.  Mana Tide Totems seem like a good idea, but in reality it's a burned turn in 3/4/5 because you could have dropped another murloc/+attack card.  Manipulator is best used to copy a Warleader or a Grimtongue to boost everyone on the board already.  It could also be used defensively to copy an opponent's card to buy you some time, or to draw the heat off the other murlocs.

Windfury -- Every game I've played where I drew this card, I've asked myself "Why have I not used this card with Murlocs before now???".  By Turns 3-5, you generally have at least one minion buffed to 4+ attack.  Dropping Windfury on it gives a permanent boost to the card instead of the one-turn effect of Rockbiter, plus if the minion is 4+ it gives more attack power anyway.

Flametongue TotemBloodlust -- Both cards drop good extra damage to the minions you've already got out.  Either one can do a great job of pushing you into lethal damage range.

HexEarth ShockLightning Storm -- Save these for that one minion that's giving you problems.  Earth Shock is best used to remove taunt from that one creature preventing you from railing his face, Hex that one big creature they'll start using to wipe out your big Murlocs, Lightning Storm the other aggro decks to gain back board control.

Playstyle:  Mulligan any non-Murloc cards.  Try to draw all Murlocs to start with.  For the most part, attack the hero straight on.  Don't try to get board control because you need to keep as many Murlocs alive as possible for synergy with Tidecaller/Warleader/Murk-eye.  Try to keep a running tally in your head as to how much more attack you need for lethal.  Always aim for that and try not to sacrifice any murlocs for board control.

Anyway, give it a whirl.  I'm still out on whether or not to swap out the Ancestral Spirit for another Coldlight Seer -- but the Spirit can come in handy sometimes.