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)
- ur2ezchaos
- Registered User
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- 12
- 39
- 90
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Battle Tag:
ur2ez#1175
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Region:
US
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Total Deck Rating
921
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 Wild, Murloc 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 ^-^
believe me ive tried countless difrerent card combinations and this seems to be working the bets for me at the moment, force was a bit to clunky and naturalize punches through the large threats/taunts so i dont think starfire is really needed, plus it costs so much you cant play anything else that turn
Someone doesn't run lightning storms.
I did that on my turn 1
Still should stick it out. Going to take 11 damage off the bat but he can clear it on the next turn and you've got nothing for a few turns. Obviously it's not the best thing to see but a shaman more than any other class has a fix for that... assuming he's running lightning storm. Also a good forked lightning could save the day. Spirit wolves ain't bad either.
I think it really needs some draw, try 2x naturalize 2x Cold light Oracle and a Mukla then BOOM mill druid
mill decks are fun to play xD but ive tried using cold lights in here and it would always make me lose because they would draw into something that would give me an issues, such as a swipe or something.
i do tend to run out of cards but my board is flooded with 4/4 and higher creatures because of warlearder/seer / power of the wild
Makes sense. I will try it out and tweak it a bit
thanks for the help ^-^
Here is the finial one I have made up the 5 cards I added fit the deck well imo. I am 5 and 1 in casual lol XD
so far i really like the mukla and keeper they seem to be performing very well, have to test it out for a few more games though
I think I will take out keeper and add more draw
hm more draw were? another loot hoarder is about all that can be added, novice is to weak and gnomish/azure/acolyte are a bit slow arent they
Novice is fine in this deck because it can lets you play 2 cards a turn