I'm new to the deck but seeing as it's really the only one that stacks up to the Jade Druid deck right now I thought I'd give it a try. Problem is, I don't know if I'm playing it right. Here's the issues I seem to be having: I push for an early board but seem to get shut down by board clears early and often - priest, warlock, even druids with a swipe - or the opponent is able to trade into my early murlocs easily and keep me with one or none at the end of their turn. As a result I'm never in a good place to play Megasaur or really buff up the murlocs and my hand will be empty. When I do keep board and get a megasaur out or one of the big taunt Legies up then it's cake, but I get shut down a lot in these early games and it seems like it's all or nothing. Is this just the way it is?
Also, how do you play around taunts or other big boards? It seems like this is a "go face" type of deck unless it makes sense not to, but big taunts shut me down easily too. Especially that one spell that keeps summoning the 1/5 beetles.
Your opponent will always GG draw and your curve sucks. That's just hearthstone bro.
Aside from that, you could try a different build with some more late-game cards. I saw Cydonia's list from a few days ago and he was trying out mid/late game cards that provide value such as Bolvar, Vinecleaver, even DK Uther if I'm not mistaken.
With that said, my experience with Murloc Pally is, in most cases, you either kill them quick or you lose. It's not a deck meant to go late game (again, in most cases). You do need to be careful over extending into board clears. Don't set yourself up to be swiped into having nothing, for example. You also need to know when to trade and when to go face, depending on the board state.
I haven't played murloc pally, but I think hunter strategy applies for avoiding board clears. Know what clears they have and do whatever you can to play around them. It they have 1 damage AOE get your two or more health minions out or buff your 1 health ones, otherwise, try to bait it out with the worst minions and hold the good ones in reserve. If you're facing priest, try not to drop your warleader until you get your other one, put up the return to hand secret, or bait out one or both shadow words. Really think about each class' removals and think about how to bait them out with the least damage and disruption to your game plan.
Skelemancer + Spikeridged Steed or Bonemare helps immensely. I play a more top heavy variant in Standard ladder, with Tirion and DK for a late game push.
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I'm new to the deck but seeing as it's really the only one that stacks up to the Jade Druid deck right now I thought I'd give it a try. Problem is, I don't know if I'm playing it right. Here's the issues I seem to be having: I push for an early board but seem to get shut down by board clears early and often - priest, warlock, even druids with a swipe - or the opponent is able to trade into my early murlocs easily and keep me with one or none at the end of their turn. As a result I'm never in a good place to play Megasaur or really buff up the murlocs and my hand will be empty. When I do keep board and get a megasaur out or one of the big taunt Legies up then it's cake, but I get shut down a lot in these early games and it seems like it's all or nothing. Is this just the way it is?
Also, how do you play around taunts or other big boards? It seems like this is a "go face" type of deck unless it makes sense not to, but big taunts shut me down easily too. Especially that one spell that keeps summoning the 1/5 beetles.
Your opponent will always GG draw and your curve sucks. That's just hearthstone bro.
Aside from that, you could try a different build with some more late-game cards. I saw Cydonia's list from a few days ago and he was trying out mid/late game cards that provide value such as Bolvar, Vinecleaver, even DK Uther if I'm not mistaken.
It would help to see a decklist.
With that said, my experience with Murloc Pally is, in most cases, you either kill them quick or you lose. It's not a deck meant to go late game (again, in most cases). You do need to be careful over extending into board clears. Don't set yourself up to be swiped into having nothing, for example. You also need to know when to trade and when to go face, depending on the board state.
I haven't played murloc pally, but I think hunter strategy applies for avoiding board clears. Know what clears they have and do whatever you can to play around them. It they have 1 damage AOE get your two or more health minions out or buff your 1 health ones, otherwise, try to bait it out with the worst minions and hold the good ones in reserve. If you're facing priest, try not to drop your warleader until you get your other one, put up the return to hand secret, or bait out one or both shadow words. Really think about each class' removals and think about how to bait them out with the least damage and disruption to your game plan.
Skelemancer + Spikeridged Steed or Bonemare helps immensely. I play a more top heavy variant in Standard ladder, with Tirion and DK for a late game push.