+8
Favorite this Deck

Inspire Murloc Paladin - Crushing the Meta! [+ ...

  • Last updated Dec 5, 2016 (Gadgetzan)
  • Edit
  • |

Wild

  • 23 Minions
  • 6 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Paladin
  • Crafting Cost: 5940
  • Dust Needed: Loading Collection
  • Created: 12/4/2016 (Gadgetzan)
View Similar Decks View in Deck Builder
  • Battle Tag:

    #2218

  • Region:

    EU

  • Total Deck Rating

    171

View 27 other Decks by Macropod
BBCode:
Export to

Hello guys,

You heard it all: "Paladin is dead" - "Worst class in the game" - "Paladin is the epitome of inconsistency"

Ok, the last one was maybe phrased a bit differently ;)

But still, I believe I have found the cure to all our woes, fellow Paladin players! I have so far played 16 ranked games with it and I am currently standing at 11-5. EDIT: Still going strong with 16-7!!!

At the very least, this is a very fun and surprisingly viable deck, I want to present to you. It's only real weakness is that it will get rotated to Wild pretty soon ;)

Without further ado, here it is:

My INSPIRE MURLOC PALADIN deck!

You heard it right - this deck tries to mix the basic Anyfin Paladin up a bit by adding a little surprise factor: The Inspire mechanic. Let me explain some key combos and cards to you:

1.  Grimestreet Outfitter + minions in your hand: No real combo actually, but having this in your starting hand with 2 or more other minions is such a strong opening, I had to write it down here. As this deck doesn't have lots of spells, it is pretty consistent, too. A 3/2 Bluegill Warrior, 3/3 Argent Protector or a 2/4 Acolyte of Pain are suddenly becoming awesome cards to play on curve! One of the very few new cards I actually run in this deck.

2. Vilefin Inquisitor + Murloc Knight or Mukla's Champion: The little 1/3 has the neat ability to transform your hero power and this will be exploited in this deck! Similar to Justicar Trueheart this ability refreshes your hero power, too! That means, you can use Mukla or Murloc Knight TWICE or even more in ONE turn. For example: On turn 9, you can play the following combo: Murloc Knight --> Hero Power --> Vilefin --> Hero Power. This results in a full board (almost).

It is vital for you to have board presence in this deck. The board doesn't need to be completely stacked, but if you don't manage to have 1-2 minions on your board, when your turn starts, you'll have a bad time! (unless you have Equality + Consecration)

The thing with this deck is: You don't need to wait for turn 9 or 10 to do these combos! More precisely said, you shouldn't wait to play your cards in most cases. You need to apply pressure consistently. Bait your opponent into thinking your armada of 1/1 murlocs is useless (when Vilefin has been played) just to overwhelm them wíth a Murloc Warleader follow-up! A very important play to keep in mind! This deck has some huge burst damage potential, which can surprise your opponents a lot!

Vilefin is one of the key cards of this deck and knowing how to use him is important. That said, sometimes opting for that turn 5 "Hero power --> Vilefin --> Hero Power" combo can be good, when you don't have anything else, as it fills your board with some minions at least. What I want to say is: Don't desperately hold onto your combo pieces! Sometimes you'll win, because you didn't play your combos. Think about the fact that your opponent could sense some combos, too!

For instance, a simple turn 7 Mukla's Champion + Hero Power combo can bury your opponent, for example a Jade Druid player, as his Swipe suddenly becomes fairly useless!

One more thing: Knowing when to play which card is vital here. To give you an example: Sometimes it can be good idea to play your 3/4 (or buffed up to 4/5, 5/6) Murloc Knight on turn 4, when you suspect that your opponent doesn't have an out to it and/or you have Vilefin ready. Then, in turn 5, you can completely overwhelm your opponent with the doubled use of your hero power.

Also keep in mind that when you get Finja out of the Knight, you have the right to emote endlessly, as you just got the ticket to a free win :D


3. Equality + Consecration/Wild Pyromancer: Your emergency combo and the only reason, we don't run two Divine Favor. Equality can even help you on its own, as you'll mostly have lots of smaller minions out there. It is an awesome tool for removing big minions, especially taunts!


I really hope, you guys like this deck and give me an upvote!

Cheers,
Traambone