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Murloc Pirate Wombo-Combo (With YouTube Guide)

  • Last updated Sep 10, 2014 (Naxx Launch)
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Wild

  • 22 Minions
  • 4 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4040
  • Dust Needed: Loading Collection
  • Created: 6/10/2014 (Live Patch 5506)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    34

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WHEN TWO TRIBES GO TO WAR

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 Summary:   What happens when Pirates and Murloc's unite forces?   Well, the first thing you get to do is name your deck after a cheesy 80's pop song.   :)

This deck is a mixture of Murloc's, weapons and Pirates.   We start the game by playing for board control and then try to transition into direct damage and burst combo's.  Hence, I'd describe is as an "aggro/combo" deck.  

If you have any questions just ask!   And don't forget to vote!

I'm also really trying to get a Youtube channel going and on there you will find more HS content than what you will find embedded in this guide.   You can check it out here (feedback appreciated):

https://www.youtube.com/channel/UCB6pXpjqqZ_dgKGex-h4tAQ ). 

Of particular relevance is the following playlist:

( https://www.youtube.com/playlist?list=PLaGbPhHacYOSuOYP3IaokOsztLwdkc5Rc )

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Guide Contents:

  • Lets start with a Puzzle!  Can you solve it?  (video)
  • Highlight Reel;  compilation of some sick plays (video)
  • Deck Tech:  What is this deck all about? (with video)
  • Example combos
  • Card replacements & other build considerations
  • Mulligan Guide
  • A few games with commentary  (video)
  • This deck and Naxxramas
  • Change Log

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Lets start with a Puzzle!

 It is probably also worth pointing out that despite being a  Murloc aggro deck, it isn't a 'brainless' zerg rush; there are plenty of difficult decisions and calculations one has to make in order to win.  To give you an example lets start the guide with a Puzzle!  The short video below demonstrates some of the combos and highlights part of the decision making process. See if you can solve it.  If this 'style' of play intrigues you then you might want to read on.  :) 

 

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Highlight Reel

 

Okay, so hopefully those two videos have caught your interest!  Now lets look at things in a bit more detail.

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DECK TECH:  What is this deck all about?

Okay, so basically this deck is built around a concept of “DPM” [“Damage Per Mana”]. 

In this game you have to pay a premium for charge minions;  minions with charge are typically given either lower stats (e.g. Wolfrider) than their vanilla counterparts or have some sort of drawback (e.g Arcane Golem). This is all done in order to balance the power of the charge ability.

 But this deck is about having your cake and eating it too; by using Warsong Commander, we can effectively ‘cheat the system’ by giving normal minions the charge ability.

 Let us go back to the concept of “DPM”.  In this game the Pirate and Murloc tribes – in the right circumstances – are some of the most efficient damage dealers in the game.  For example, with an Arcanite Reaper in play a Dread Corsair is  a 3/3 body for 0 mana and Bloodsail Raider is a 7/3 for two mana.   But it gets better; Warsong Commander gives these already mana-efficient minions charge.  In the case of Bloodsail Raider, our two-card combo costs 1 less mana than Reckless Rocketeer and deals 1 damage more.   The icing on the cake is that the weapons that makes these combo’s possible are themselves “DPM” efficient (e.g. Arcanite Reaper is a 5 mana Pyroblast!).

 So that explains the Weapons and Pirates, but why the Murlocs?  Firstly I would refer you to comment #3 in this guide, here I go into detail as to why I prefer the Murloc combo's compared to stuff you can do with non-tribal minions such as Raging Worgen or Blood Knight.  But, for now I'll simply say this: 

it’s about “DPM”.  The Murloc Warleader is an absolute damage dealing monster. In terms of effect think of him as two cards; a vanilla 3/3 and Savage Roar all rolled into one.   And now add the possibility of giving these guys charge!   

 What makes this deck interesting is not the amount of damage that can be done via any particular combo, but the number of combos the deck has (more about this in the combo’s section).

If you want more information about the deck, then you can find  several deck-tech video's on my youtube channel.  In those video's I go into some detail about individual card choices.

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 Example Combos:

...And then there are the Murloc combo's as well:

 The basic combos above can be extended to do even more damage. For example:  **(Note: damage calculations below are based on an Arcanite Reaper being equipped on a previous turn, if a weaker weapon is equipped (or no weapon is equiped) adjust accordingly)**

The Murloc combo's can also be extended to include more Murloc's, for example:

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Card Choices/ replacements: 

 This deck is highly flexible in terms of what minions you stick in it.  King Mukla and Old Murk-Eye are optimal but are by no means necessary (e.g.  Chillwind Yeti is a reasonable King Mukla replacement). Since this deck focuses on Warsong Commander Synergy any decent minion that has 3 or less attack is worthy of consideration (e.g Harvest Golem would work well, as would Sen'jin Shieldmasta.)

Moreover, anything weapon-based could work well. For example, the inclusions of Spiteful Smith or Gorehowl or  Captain Greenskin, or a second copy of Upgrade! could all be justified.  

But anyway, here are a few other combos/ideas that you could try tinkering with:

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Mulligan Guide:

 Okay, so I've decided not to do a detailed per class/archtype mulligan guide basically because it is quite labour intensive and because in a lot of matchups I'm still experimenting. But I will give you some basic advice.  If you want more specific class based information then I'd recommend you watch some of my Youtube content :)

Here are some general rules to the mulligan (regardless of class):

  • Don’t keep more than two 1 drops in your starting hand. 
      • Why? Because if you have three one drops chances are you are going to burn out of cards far too quickly.
  •  If you have the coin, its perfectly fine to keep two three drops in the starting hand.
      •  Why? Simple really, you can coin one out on turn 2. 
  •  Throw back Dread Corsair unless you have Fiery War Axe
      • Why? With an axe out you can play a 1 mana 3/3 taunt. This can give you a really good lead in tempo.
  •  Consider keeping Coldlight Oracle. 
      •  Why? You are probably going to need the cards eventually, so you might as well keep a way to avoid burning out. 
  • Throw back Warleader unless you have a good Murloc start. Consider keeping Old Murk eye if you have the coin AND a good Murloc start.
      • Why? Quite simple, we don’t want to play a Warleader as a mere 3/3. And coined Murk-eye is pretty powerful with just 1-2 other Murlocs in play.
  •  (Almost always) keep King Mukla.
      •  Why? This guy is a MONSTER on turn 3 and can outright win games if they have no counter (think of him as an innervated 5 drop). 
  •  Throw back the combo pieces.
      •  Why? Bloodsail raider and Warsong Commander shouldn’t be played on curve but as part of a combo. Thus, it’s a bit pointless holding onto a 2/3 drops that you have no intention of playing until turn 6-ish.

Versus specific classes will take me some time to think about.  I'll add stuff here as-of-when I think of it:

Vs. Warlock:

  •  Think about keeping Brawl.
      • Why? Against both Zoo and Handlock this card offers us a way to take a bad situation and bring about near equality. Now that Black Knight is out of the deck this is the only easy way we have of getting through big taunts.
  • If its Zoo, drop Mukla.
      • Why? If you get behind on board (which against Zoo is likely) it will be hard to play him because the two bananas are likely to be immediately useful to him/her.
  • If its Zoo, and if you have minions to play on turns 1 and 2, then Commanding Shout is a reasonable keep.
      • Why? the game is decided by who controls the board; the shout will allow you to kill some of thier stuff without losing your own; this is EXACTLY what you need.

 

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 A Few games with Commentary

On my Youtube channel I have at least one game against every class, so if you want to see how a specific match-up plays out you know where to look :)   

 But here is my most recent video: 

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Naxxramas discussion:

Okay so a number of people have asked me to update this deck. In my opinion Naxxramas was a serious nerf to this since every other deck in the meta has got stronger by using Naxx cards but there are so few of the Naxx cards that could be included in this deck. If you look at the deck list you can see I replaced Reaper with Death's Bite but I am by no means certain that this is a change for the better (more powerful berserker's comes at the cost of lower damage Bloodsail raiders and the risk of killing Tidehunter Murlocs.)

In this video I go into some detail about how Naxx has changed things:

  

 

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Change Log:

 

  • 10/09/14
    • removed some of the outdated videos
    • added a new video of me playing 11 games
    • replaced cult master with Lotheb
  • 7/09/14
    • Added a bit of Naxx discussion (video). Replaced 2x A.Reaper for 2x Death's Bite
  • 23/07/14
    • Added Naxx/Backspace Rogue video
  • 17/07/14
    • Swapped some videos for other newer/different stuff. 
  • 14/07/14
    • Added deck tech update video
    • Adding a 2nd Commanding Shout, removed 1x leper gnome
  • 03/07/14
    • Added a puzzle video
    • Significantly beefed up the deck tech section
    • Added a few combos in the combo's section
    • Edited the card replacements section
    • Removed most of the games from the 'a few games...' section.
          • Why?  Basically because I wanted to make this guide more readable and look pretty. If people want to see that content then they know where to look for it!  
    • Removed stats section.  
          • Why?  Last season I went 5-15 vs Shaman, which convinced me that this was the worst matchup.  I was also about 50% vs Warlock Zoo.  In the new season so far Shaman is now the best matchup and my stats vs Warlock are miserable (less than 30%).  The conclusion I've drawn from this is that the sample sizes I am able to collect is simply not good enough to make any reliable statistical inference and so therefore there is no point in posting such stats.
    • Replaced Heroic Strike and Gnomish Inventor. The new cards are Commanding Shout and Cult Master.   Why?
          • Heroic Strike's function was twofold; add burst and help control the board (e.g you can kill an Azure Drake with it). Commanding Shout can with board control but not burst. In a nutshell, this change amount to reducing our burst in favour of more card draw.   
          • Gnomish Inventor draws 1 card.  This is the benchmark we need to evaluate Cult Master against.  After playtesting it appears than in most games Cult Master is able to draw at least one and often more.  So simply stated; Cult, on average, draws more cards for the same mana cost. 
    • + numerous small things not worth mentioning :)
  • 28/06/14:
    • Added Shockadin games (video).
    • I have also posted a few Pirate Puzzles on youtube, see if you can solve them!
    • changed the title to "Murloc Pirate Wombo-Combo (With YouTube Guide)", basically I thought that title was more descriptive of the deck.  At least now people will have a better understanding of what they are clicking on :)
  • 24/06/14:
    • Updated stats
  • 23/06/14:
    • Added 3 Zoo games (video)
    • Deck Tech Update Video added.
  • 22/06/14:
    • started a mulligan guide (unfinished).
  • 21/06/14:
    • added some hunter game-play (video).
    • Swapped the knight for Brawl.   Why?  its basically because Druid (the main taunt user in the meta) is already a good matchup, and in any case Brawl can basically do same thing (luck permitting).  Brawl seems better at helping us win many of the weaker matchup-ups (e.g. Shaman, Zoo, handlock). 
    • added a few more explanatory notes in the stats section.
  • 19/06/14:
    • added 3 Miracle Rogue games. (video).
  • 18/06/14
    • updated stats
    • added a few Murloc combo's to the combo's section.
    • added Priest video.
  • 17/06/14
    • updated stats
    • moved updates to the bottom.
    • Shaman Video added.
    • Control Warrior video added.
  • 16/06/14:
    • Added a highlight reel (video), 
    • Updated stats
    • Removed Execute x1, Kor'kron x1.   Replaced with The Black KnightUpgrade!.   Why?  Execute is a situational card that is almost always used on a taunt . Whereas the Black Knight is less situational and can perform the same role.  Upgrade! A lot of the time you can't swing with your 5/1 weapon because to do so ruins your combos.   Upgrade! should really help with those situations (i.e. a  5/1  weapon becomes a 6/2 ... and you can attack with a 6/2 ) 
  • 15/06/14
    • Added match-up stats section. 
    • Midrange Paladin Video Added 
  • 13/06/14
    • Tempo Rogue Video Added.
    • Zoo Video Added 
    • Watcher Druid Video Added. 
    • Deck Tech Video Added.
  • 12/06/14:  
    • Midrange Mage Video Added.  
    • Freeze Mage Video added. 
    • Replaced Leeroy with Ko'kron Elite.   Why?   Basically we don't have any way to make Leeroy hit for massive damage (i.e. No Windfury/Shadowstep combos), which basically means Leeroy is a 4 mana 6 attack minion that can only be used as a finisher because of his downside.  Kor'kron when used as a Finisher only does two less damage for the same cost, but the real benefit is that Kor'Kron -- unlike Leeroy -- is something we can play mid-game to help control the board.  Moreover, since Kor'kron is more flexible and less situational, this change should help with overall  deck consistency

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FIN!   comments welcome!