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*Semi Guide* Don't laugh! Zoobot to legend! #2m...

  • Last updated Nov 19, 2017 (Marin's Treasure)
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Standard

  • 27 Minions
  • 1 Spell
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Murlocadin
  • Crafting Cost: 10020
  • Dust Needed: Loading Collection
  • Created: 11/13/2017 (Marin's Treasure)
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  • Total Deck Rating

    80

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I am generally a perfectionist when it comes to deck building, I like when everything synergizes (which is not a good quality btw). So thats how I decided to put zoobot in the deck, because we all know how hard it is for murloc paladin to get itself back on the board so golakka crawler is a must in today's meta,but I couldnt help feeling like it does nothing in matches where there are no pirates. So I had a brainstorm! How about leveraging the fact that it's a beast by adding in zoobot to make the curves much stronger! And let me tell you...he is the MVP! It curves so beautifully, the perfect curve being, vilefin inquisitor on one, opponent plays pirate, eat pirate follow that up with zoobot to buff BOTH minions...how can you get stronger than that??? #2mana4/5 and the best part for me is that it makes all the pieces of the puzzle fit together.

 

Hey guys, thanx for the votes and views and feedback! Ill try writing some sort of guide.

First things first let me explain the tech choices. The tech cards in the deck are, righteous protector, and spellbreaker. (The golakkas and zoobots are technically not core cards to murloc paladin but they are core cards to zoobot paladin so im calling them core.) Just to set a premise, what this deck focuses on more so than other versions of murloc paladin is having minions stick on the board and trying to capitalize on the minions that stick by buffing them. So the reason why i chose righteous protector over grimscale chum is because while chum is better against priest and other decks that dont deal 1 damage from the hero power, the focus of this decks is maintaining a board vs other board-centric decks, and chum is terrible vs patches decks and rogue weapon. On the other hand, although righteous protector is not as good at helping the murloc train, it does such a great job keeping your murlocs protected and helping them stick to the board. And the reason why i chose spellbreaker is because silence effects are soo strong in this meta, in many ways it acts as hard removal, which is criminal for a neutral 4 mana 4/3. It beats van cleef, bonemared minions, doomsayer (which btw is very important to beat because there is no other way for this deck to handle doomsayer and that can be game losing), it denies priest card draw and the list and flexibility goes on. If you wanted to swap out spellbreaker you can swap it for a blessing of kings, which technically fits the theme of capitalizing on minion presence better, but i think in my experience spellbreaker is to powerful at what it does. And ive actually seen people question finja in this deck being that it pulls low impact murlocs. So allow me to explain in simple math
1(finja is core to every deck that has gentle megasaurs)
+ 1(gentle megasaur is core to every deck that has murlocs)
= 2(finja is core to every deck that has murlocs.)

As for a mulligan guide, ill try to elaborate a different time but for the most part its the simple...you always keep and mulligan for one drops (righteous protector is not a keep against control decks though). You pretty always keep rockpool, you keep eureka if you have one drops, otherwise chuck it, and you always keep golakka against pirate decks and get rid of it vs non-pirate decks. Warleader is pretty much never a keep unless your curve is really nice, zoobot is also not usually a keep unless you have a nice curve as well (i know the fact that its the excitement of the deck will make you want to keep it, but you will lose games if you keep it when you shouldn't), and rallying blade is only a keep if you are playing against a minion presence deck and have 1 and 2, and you can keep if vs warlock on the coin because it kills most of their early minions. Never keep megasaurs unless you have a good 1, 2 and the coin, never keep spellbreaker unless you are playing against mage and you have good early minions. Never keep finja, never keep scalebanes except in some instances against priest. And the rest are always a toss.

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