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Swampy Swamp (Murloc Druid)

  • Last updated Jul 9, 2014 (Live Patch 5506)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4840
  • Dust Needed: Loading Collection
  • Created: 7/8/2014 (Live Patch 5506)
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  • Battle Tag:

    ur2ez#1175

  • Region:

    US

  • Total Deck Rating

    921

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I Know what you're thinking, Murloc druid? 

before you dismiss the idea think of the multiple low-cost aoe buffs that druid has, 

also when you play druid not many people will mulligan for aggro, giving you the advantage of surprise :)

 So i present to you, the Murloc Druid

 

 

Idea behind the deck:

Murloc decks use the murloc type synergy to buff each other to create  a very large army of huge murloc in a very short amount of time.

most murloc decks are warlock, to make use of the life tap hero power to fuel constant draws as your murlocs are removed quite quickly.

But as a Druid you have Power of the Wild and Mark of the Wild to bolster your murlocs and help them survive on the board.

also with the use of Innervate you can throw out multiple murlocs and raise their hp with Coldlight Seer or Murloc Warleader much faster.

Mulligans: 

Always throw back: Leeroy Jenkins Old Murk-Eye Savage Roar 

You want to aim for a good mana curve and a way to buff your murlocs to keep them on the board, maintaining board control and constant pressure is extremely important, because the moment you lose momentum your game and strategy will topple.

 Play Style:

You want to have a 1 drop murloc like a Murloc Tidecaller or Grimscale Oracle on turn one and potentially an Innervate to follow it up with a buff or another murloc.

You use your Wrath,Naturalize and hero power to clear the board  of high value targets or taunts that are in your way, the idea of this deck is to keep a strong momentum so trading minions is very sub-optimal unless you absolutely have to kill something.

So, How do i win with this deck?

Your board should have 2-4 murlocs on the board at all times and with the use of Power of the WildMurloc Warleader, and Savage Roar you can burst people down as early as turn 5.

If the game ends up lasting longer than intended you have some fallback burst damage to finish off the job. Leeroy Jenkins,and  Old Murk-Eye can seal the deal if your board gets cleared and your initials rush does not kill your opponent completely.

What if i don't have Leeroy Jenkins :(?

You can replace him with a Force of Nature

i wouldnt suggest using an Arcane Golem, you have to rush them down fast before they have answers to your murlocs and helping them reach their answers is going to make you have a bad day.

Pros: very fast deck and can face-roll anyone with good draws within 4-6 turns, "bamboozle" approach as no one will mulligan for murloc druid.

strong vs: all miracle decks, ramp druid, handlock, control warrior, control priest,

50/50: aggro and midrange match ups. 100% up to card draw

Cons: can run out of cards fast, when you lose momentum it is very hard to regain control in the match.

weak vs: shaman, paladin. 

shamans Feral Spirit almost force you into an early trade, effectively throwing your momentum out the window. but if they have no feral spirits you usually can pull off a win

paladins Equality can wipe your board very early and leave you in a predicament that is very hard to get out of.

Changes:

-2 claw -2 swipe -2 murloc raider -1 force of nature,

+2 naturalize +2 novice engineer +2 coldlight oracle +1 king mukla

Reason for changes: getting stuck with multiple spells in hand or getting them early would cause problems and often make you lose.but we still need removal so Naturalize can get rid of large threats or pesky taunts for a very cheap price, letting us put more murlocs on the board at the same time.

this deck runs out of steam really fast previously and lacked the draw potential of say a murloc warlock. so Flood suggested adding in more draw, i decided to include the Coldlight Oracle and Novice Engineer to give instant cards for a cheap cost. 

King Mukla is a very strong 5/5 body for a low cost and can be innervated on turn 1, if you dont draw the murlocs you need you have mukla to fall back on untill you draw into what you need.

ideas: ive been thinking about possibly adding in Loot Hoarder or Millhouse Manastorm somewhere in here for funsies, but i havent tested it out enough yet. 

This deck was fun to build and even more fun to play on ladder i hope some of you guys try it out 

Please leave comments and suggestions  ^-^