Edit: This was directed to the warrior screenshot.
I guess the Warrior still has brawl in his Hand and deathbite equipped.
If you get the last warleader, he will be dead after two waves without question (a first full wave is 22 damage if I counted correctly). I do not now what the chances are to get teh last warleader, but if the game goes on for much longer, he theoretically can tank up enough to get out of reach for two full waves as well. And with tournament medic, he can simultaneously heal himself.
2 blue gills, warleader and murk eye is:
A 3/3, two 4/2 and a 7/4 equals 15 immediate damage. If he kills noone or just a few, you can just go on hitting him until he will eventually die or starts to kill your murlocs. If he doesn't remove the majority of your murlocs immediately, you have won. The next wave will kill him, if you can attack with your first murlocs twice.
If he kills all of them, you have next time: Two 5/5, four 6/3 and two 12/4. However, you have only space for 7 of them, so some damage will be missing. Best case, you miss to summon one bluegill. That makes 3x6+2x12 = 42 damage. With truesilver 46 damage. He has 55 hp and after the first wave of murlocs he should have 40 left. With tournament medic and tank up, he can get from 40 to 46. So he can be killed in two waves, assuming he has no other armorgain than the one on the field. But that's a little bit of a gamble (firstly you need the right murlocs, and secondly, you need him to not have any armor-healthgain beyond the stuff he has on the field).
Furthermore, I don't think it is worth to use a removal (equ/pyro) for tournament medic. But I think that the medic should leave the board as well, because you need to start getting rid of his health/armor and deny his healthgain. And in a potential brawl, I do not want him to keep the medic to get 6 life in one turn for two mana.
So here is what I would have done (although I had much more time than you in a turn, it was also my first shot when I saw the screenshot): Use the first anyfin and kill the tournament medic with old murc eye. In this way you lose 5 damage (he can't heal himself for 2 in the next round) but get rid of his heal and you keep a minion after brawl which he has to kill with his weapon. Then I'd go for the second wave. If he can brawl again, then I lost. But waiting will not help, only increase the chances for him to get what he needs and regain his armor. If he does not brawl but play alexstrasza, I would aldor her, kill her with old murk eye and warleader and send the rest to his face. And attack with truesilver as well, so that you get to 17 health (taskmaster grom and the attack of a equipped deathbite is 16 damage). After that, he should be low enough to OTK him with the second anyfin, in particular if he played grom after Alex (because he couldn't tank up twice).
TL;DR: Play Anyfin, kill medic with murk eye and make him have brawl. If he hasn't keep the board and damage him with the remaining murlocs so that the second wave will surely OTK him. If he brawls, play Anyfin again and hopefully win over one or two turns. I think waiting will only deteriorate your situation.
He played tap egg voidcaller killed warleader with 3/2
I played pyro equality he got 4/4 4/4 1/1 1/1 and maligos
played a lot of zoo, its very common more common than secret or druid.
"Zoo - Slight Favorite - Very Common" from reddit.
I disagree, I think Slight Unfavorite.
Doomsayer is bad if he has eggs on board. and so is pyro+equality.
It's easier said in hindsight than done while playing, but why not:
warleader + hero power
he plays another egg plus voidcaller
you play pyro, consecrate (Pops both eggs) and then equality (should be 8 mana). In this way you "only" have to deal with mal'ganis, but you can still hope for an aldor or your humility. Or a doomsayer to buy time until you can unleash your murlocs. Worst case you play healbot to gain some time. But admitted, with mal'ganis it's difficult to win from there.
Edit: This was directed to the warrior screenshot.
I guess the Warrior still has brawl in his Hand and deathbite equipped.
If you get the last warleader, he will be dead after two waves without question (a first full wave is 22 damage if I counted correctly). I do not now what the chances are to get teh last warleader, but if the game goes on for much longer, he theoretically can tank up enough to get out of reach for two full waves as well. And with tournament medic, he can simultaneously heal himself.
2 blue gills, warleader and murk eye is:
A 3/3, two 4/2 and a 7/4 equals 15 immediate damage. If he kills noone or just a few, you can just go on hitting him until he will eventually die or starts to kill your murlocs. If he doesn't remove the majority of your murlocs immediately, you have won. The next wave will kill him, if you can attack with your first murlocs twice.
If he kills all of them, you have next time: Two 5/5, four 6/3 and two 12/4. However, you have only space for 7 of them, so some damage will be missing. Best case, you miss to summon one bluegill. That makes 3x6+2x12 = 42 damage. With truesilver 46 damage. He has 55 hp and after the first wave of murlocs he should have 40 left. With tournament medic and tank up, he can get from 40 to 46. So he can be killed in two waves, assuming he has no other armorgain than the one on the field. But that's a little bit of a gamble (firstly you need the right murlocs, and secondly, you need him to not have any armor-healthgain beyond the stuff he has on the field).
Furthermore, I don't think it is worth to use a removal (equ/pyro) for tournament medic. But I think that the medic should leave the board as well, because you need to start getting rid of his health/armor and deny his healthgain. And in a potential brawl, I do not want him to keep the medic to get 6 life in one turn for two mana.
So here is what I would have done (although I had much more time than you in a turn, it was also my first shot when I saw the screenshot): Use the first anyfin and kill the tournament medic with old murc eye. In this way you lose 5 damage (he can't heal himself for 2 in the next round) but get rid of his heal and you keep a minion after brawl which he has to kill with his weapon. Then I'd go for the second wave. If he can brawl again, then I lost. But waiting will not help, only increase the chances for him to get what he needs and regain his armor. If he does not brawl but play alexstrasza, I would aldor her, kill her with old murk eye and warleader and send the rest to his face. And attack with truesilver as well, so that you get to 17 health (taskmaster grom and the attack of a equipped deathbite is 16 damage). After that, he should be low enough to OTK him with the second anyfin, in particular if he played grom after Alex (because he couldn't tank up twice).
TL;DR: Play Anyfin, kill medic with murk eye and make him have brawl. If he hasn't keep the board and damage him with the remaining murlocs so that the second wave will surely OTK him. If he brawls, play Anyfin again and hopefully win over one or two turns. I think waiting will only deteriorate your situation.
I did play Anyfin, tho I didn't kill medic, since he has 25 armor, and murlocs do 15 damage, so he is still at 30 health and 10 armor, medic doesn't do anything yet, then he brawled it, killed 2/4 old murkeye that was left, and tank up shield block so he is 30 health 17 armor. I play 2nd anyfin, that is 4 bluegills 2 warleaders and 1 old = 36 damage, and he is still at 11 health (didn't attack with truesilver). and he does brawl + bash the warleader that is left and tank up, he is at 11 health 7 armor. And all minions I have in deck left is 1 war leader and in hand 2 aldors acolyte 2 pyros. 2nd warleader was the last card in deck.
I didn't want to play pyros or aldors on empty board. Pyros since if he plays ysera, I'd want to equality, that would kill all my own minions. and save aldors for boom and gromash, tho I think it was lost at that point anyhow.
Yeah, if he had 2 times brawl in hand, then you had not much chance to win the game from there on. I guess it was also correct not to kill the medic, to get more damage in (so my Play would have been wrong). But if you would have waited, he could have simply outvalued you. I don't know whether he had drawn a lot of Cards, but I assume you did. And with 2 times lay on Hands and 2 solemn vigil you will likely lose in fatigue war anyway against his tank up. If you could handle Grommash, shieldmaiden, Alex, ysera and baron geddon and reach fatigue at all. So it basically was all or nothing. If he wouldn't have had the second brawl in Hand, you would have won. Often you don't misplay and lose anyway.
Just noticed that first Anyfin 2 bluegills 2 warleaders and 1 old murkeye is 22, and you might consider card faceless manipulator that gives him 11 attack charge murloc. And if more murlocs have died then even more than 11 attack charge.
Died to Mid range reno paladin that faceless my murloc and got 13 attack charge (murloc knight + sir finely from it) + blessing + ash bringer =22 damage.
Playing vs freeze mage I think it is essential to keep both healbots to play turn after Alexstraza, and better if you have The Coin, keep the coin, and 2 healbots The Coin humility on Alexstraza to have good chance to survive or hopefully have a taunt that takes a spell or hit from Alexstraza, tho most likely mage will kill taunt with a spell and even more likely not play Alexstraza till you have no taunts on board so good idea is to try to hold back belcher too till he uses both doomsayers (tho it can still die to flamestrike). In all honesty control murloc deck has only chance to win freeze mage if mage messes up a lot, like overdraws and burns Alexstraza.
Haven't seen freeze mage that plays polymorphs or I just happened to not play warleaders and die before I drew them or warleaders died before mage drew polymorph.
What about shamans and hex? same strategy as vs priest, only play warleaders with pyro+equality?
What if I have used first equality and 2nd is one of the last cards in deck?
So I've been trying out a lot of the different variations of the Anyfin deck from the midrange ones to the OTK ones with grimscales to the super comboy ones with tons of draw and I'm still not sure which one actually performs the best currently. Some of the decks in this thread look really interesting but I'm curious what success have people had with what Anyfin decks? Currently I'm using a more controlling version with double Anyfin and a lot of draw and board clears but sometimes the deck feels way too slow.
So long story short what variation of the Anyfin deck do people find to be most successful, the more midrange ones, the control ones, etc.?
"IMO" control Anyfin is the best. I remember when i discovered "Neville´s Anyfin" deck on this page for the first time. At first i couldn´t understand his card choices, and thought to myself "Wow, this is really slow"..... but after watching his stream, i realized i wasnt making the right choices in game, and he was!!! Bottom line Neville had a Win Streak of 40 something that day..... and so i understood i needed not only an excellent ANyfin deck, but to make also Legendary players choices in game.
"IMO" control Anyfin is the best. I remember when i discovered "Neville´s Anyfin" deck on this page for the first time. At first i couldn´t understand his card choices, and thought to myself "Wow, this is really slow"..... but after watching his stream, i realized i wasnt making the right choices in game, and he was!!! Bottom line Neville had a Win Streak of 40 something that day..... and so i understood i needed not only an excellent ANyfin deck, but to make also Legendary players choices in game.
I agree that it's one of most difficult decks to play, aside from freeze mages, and miracle decks.
Legenday player choices won'y help you even a bit if you face freeze mage. 2 Ice Barriers + healbot means you have to do 54 damage to proc the Ice Block. 54 is a lot for deck with so few minions. And to survive turn after Alexstraza, need to humility or aldor Alexstraza or belcher and heal, Aldor Healbot is 23 health, that often is not enough if emperor was played. and even if he doesn't kill you next turn you simply can't kill him.
I have won freeze mages only when they don't draw alexstraza and I draw most of murlocs early.
"IMO" control Anyfin is the best. I remember when i discovered "Neville´s Anyfin" deck on this page for the first time. At first i couldn´t understand his card choices, and thought to myself "Wow, this is really slow"..... but after watching his stream, i realized i wasnt making the right choices in game, and he was!!! Bottom line Neville had a Win Streak of 40 something that day..... and so i understood i needed not only an excellent ANyfin deck, but to make also Legendary players choices in game.
I agree that it's one of most difficult decks to play, aside from freeze mages, and miracle decks.
Legenday player choices won'y help you even a bit if you face freeze mage. 2 Ice Barriers + healbot means you have to do 54 damage to proc the Ice Block. 54 is a lot for deck with so few minions. And to survive turn after Alexstraza, need to humility or aldor Alexstraza or belcher and heal, Aldor Healbot is 23 health, that often is not enough if emperor was played. and even if he doesn't kill you next turn you simply can't kill him.
I have won freeze mages only when they don't draw alexstraza and I draw most of murlocs early.
I don't know which version you play. The version i play can heal up to 40 health. So usually when i play against Freeze Mage i play really defensive. I just concentrate on removing his threads like Thaurissan and Antonidas as soon as possible. For Alexstraza i use Aldor Peacekeeper or Humility and see that i have something to heal in the same turn. With all the possible healing it is possible to win against Freeze Mage, since he has only limited options to deal damage. Only problem is, when he has Malygos and tries a OTK then defensive play is bad. But the odds are higher that he has none. So maybe you can try this approach.
Decided to start using murloc paly again after months of not doing anything with it. it feels overall good and it is nice to play a paladin deck that is meant to control, something they haven't done since pre-naxx.
wanna ask for some advice. this is what im currently using. used a build i saw from a stream and added my own spin on it with uldaman for another stat manipulator as well as a buffer for my silver hands if i need to kill something with 3 damage. and zombie chow which has helped in some heavy aggro matchups.
i feel its been working well but it doesn't hurt to make it stronger. before anyone asks, i don't like using more then 1 Lay on Hands. it feels cloggy at 2 and though it is paladin's best draw card, its also very high at 8 mana.
Decided to start using murloc paly again after months of not doing anything with it. it feels overall good and it is nice to play a paladin deck that is meant to control, something they haven't done since pre-naxx.
wanna ask for some advice. this is what im currently using. used a build i saw from a stream and added my own spin on it with uldaman for another stat manipulator as well as a buffer for my silver hands if i need to kill something with 3 damage. and zombie chow which has helped in some heavy aggro matchups.
i feel its been working well but it doesn't hurt to make it stronger. before anyone asks, i don't like using more then 1 Lay on Hands. it feels cloggy at 2 and though it is paladin's best draw card, its also very high at 8 mana.
It looks okay overall, but judging from the decklist I think you're afraid to commit to card cycle and healing. You're missing a LOT of card draw. I know you mentioned that having 2 Lay on Hands feels clunky. But honestly, it probably means you are mulliganing the deck incorrectly. I used to feel the same way about 2x Lay on Hands in Control based Anyfin Paladin. I hated that second one but I really needed card draw to avoid getting stuck in those stale mid-game crises where I can't draw the cards I need to win fast enough and my opponent is tempoing me down. But then I discovered how to make it work. It was that I had to commit 100% to card draw and healing. And I learned that if I mulligan properly it minimizes the odds that I get stuck with both Lay on Hands in my hand vs aggro opponents.
You should consider using 2x Acolyte because you're running 2x Aldor and 1x Humility. Those three cards work SO well with Acolyte becuase it increasese the likelyhood that you get 2 or 3 draws from the Acolyte.
Check out my guide. It goes into detail on every single matchup in the current meta.
Decided to start using murloc paly again after months of not doing anything with it. it feels overall good and it is nice to play a paladin deck that is meant to control, something they haven't done since pre-naxx.
wanna ask for some advice. this is what im currently using. used a build i saw from a stream and added my own spin on it with uldaman for another stat manipulator as well as a buffer for my silver hands if i need to kill something with 3 damage. and zombie chow which has helped in some heavy aggro matchups.
i feel its been working well but it doesn't hurt to make it stronger. before anyone asks, i don't like using more then 1 Lay on Hands. it feels cloggy at 2 and though it is paladin's best draw card, its also very high at 8 mana.
It looks okay overall, but judging from the decklist I think you're afraid to commit to card cycle and healing. You're missing a LOT of card draw. I know you mentioned that having 2 Lay on Hands feels clunky. But honestly, it probably means you are mulliganing the deck incorrectly. I used to feel the same way about 2x Lay on Hands in Control based Anyfin Paladin. I hated that second one but I really needed card draw to avoid getting stuck in those stale mid-game crises where I can't draw the cards I need to win fast enough and my opponent is tempoing me down. But then I discovered how to make it work. It was that I had to commit 100% to card draw and healing. And I learned that if I mulligan properly it minimizes the odds that I get stuck with both Lay on Hands in my hand vs aggro opponents.
You should consider using 2x Acolyte because you're running 2x Aldor and 1x Humility. Those three cards work SO well with Acolyte becuase it increasese the likelyhood that you get 2 or 3 draws from the Acolyte.
Check out my guide. It goes into detail on every single matchup in the current meta.
I started to think that the heavy control version of anyfin deck is very unfavoured vs secret paladins (unlike the guide saying slightly unfavoured) since even if I get good board clears with pyro equality, if they get divine favour to draw 7+ cards and it happens a lot I'd lose, and if they curve out well, I'd lose even with all board clears and heals and if I don't they eventually get divine favour.
And pyro equality isn't as good vs buffed minions with divine shield and tirion.
What about murloc deck with mid range cards like shredders? Is that better vs secret paladin?
At the moment ~ rank 5 about 80% off opponents are secret paladins.
old murk-eye being gone no doubt hurts the combo and now makes the remaining murlocs have a lot more weight. hypothetically, if nothing else was released that aided in this deck in the new expansion, we could swap out murk-eye for Hammer of Wrath for the damage and card cycle or if someone wanted, they could try out Argent Lance for the 2 damage like murk-eye could do by itself. but ya as you said the combo still works, you just need all 4 murlocs dead originally to make it work. as long as i did the math right, the damage should be a kill on the second one no matter what, as long as there were not other murlocs played by your opponent. first: 2 bluegill + 2 warleader = 12 damage second either: 3 bluegill + 4 warleader = 30 damage 4 bluegill + 3 warleader = 32 damage
old murk-eye being gone no doubt hurts the combo and now makes the remaining murlocs have a lot more weight. hypothetically, if nothing else was released that aided in this deck in the new expansion, we could swap out murk-eye for Hammer of Wrath for the damage and card cycle or if someone wanted, they could try out Argent Lance for the 2 damage like murk-eye could do by itself. but ya as you said the combo still works, you just need all 4 murlocs dead originally to make it work. as long as i did the math right, the damage should be a kill on the second one no matter what, as long as there were not other murlocs played by your opponent. first: 2 bluegill + 2 warleader = 12 damage second either: 3 bluegill + 4 warleader = 30 damage 4 bluegill + 3 warleader = 32 damage
Not very realistic scenario to get all 4 murlocs + both anyfins before you die.
And talking about total damage potential in the deck. I have failed to kill control warrior with 2nd anyfin, was missing 2nd warleader, so first was 15 damage and 2nd anyfin was 36 damage, and that was not enough. Since deck has so few minions, there is no realistic way to take warriors armor down, if he plays Justicar Trueheart on turn 5 or 6, you just have to get lucky to draw and play all murlocs before he get 40+ armor from hero power. Then again control warrior won't be a thing if blizzard doesn't add another weapon to replace Death's Bite.
Edit: This was directed to the warrior screenshot.
I guess the Warrior still has brawl in his Hand and deathbite equipped.
If you get the last warleader, he will be dead after two waves without question (a first full wave is 22 damage if I counted correctly). I do not now what the chances are to get teh last warleader, but if the game goes on for much longer, he theoretically can tank up enough to get out of reach for two full waves as well. And with tournament medic, he can simultaneously heal himself.
2 blue gills, warleader and murk eye is:
A 3/3, two 4/2 and a 7/4 equals 15 immediate damage. If he kills noone or just a few, you can just go on hitting him until he will eventually die or starts to kill your murlocs. If he doesn't remove the majority of your murlocs immediately, you have won. The next wave will kill him, if you can attack with your first murlocs twice.
If he kills all of them, you have next time: Two 5/5, four 6/3 and two 12/4. However, you have only space for 7 of them, so some damage will be missing. Best case, you miss to summon one bluegill. That makes 3x6+2x12 = 42 damage. With truesilver 46 damage. He has 55 hp and after the first wave of murlocs he should have 40 left. With tournament medic and tank up, he can get from 40 to 46. So he can be killed in two waves, assuming he has no other armorgain than the one on the field. But that's a little bit of a gamble (firstly you need the right murlocs, and secondly, you need him to not have any armor-healthgain beyond the stuff he has on the field).
Furthermore, I don't think it is worth to use a removal (equ/pyro) for tournament medic. But I think that the medic should leave the board as well, because you need to start getting rid of his health/armor and deny his healthgain. And in a potential brawl, I do not want him to keep the medic to get 6 life in one turn for two mana.
So here is what I would have done (although I had much more time than you in a turn, it was also my first shot when I saw the screenshot): Use the first anyfin and kill the tournament medic with old murc eye. In this way you lose 5 damage (he can't heal himself for 2 in the next round) but get rid of his heal and you keep a minion after brawl which he has to kill with his weapon. Then I'd go for the second wave. If he can brawl again, then I lost. But waiting will not help, only increase the chances for him to get what he needs and regain his armor. If he does not brawl but play alexstrasza, I would aldor her, kill her with old murk eye and warleader and send the rest to his face. And attack with truesilver as well, so that you get to 17 health (taskmaster grom and the attack of a equipped deathbite is 16 damage). After that, he should be low enough to OTK him with the second anyfin, in particular if he played grom after Alex (because he couldn't tank up twice).
TL;DR: Play Anyfin, kill medic with murk eye and make him have brawl. If he hasn't keep the board and damage him with the remaining murlocs so that the second wave will surely OTK him. If he brawls, play Anyfin again and hopefully win over one or two turns. I think waiting will only deteriorate your situation.
Yeah, if he had 2 times brawl in hand, then you had not much chance to win the game from there on. I guess it was also correct not to kill the medic, to get more damage in (so my Play would have been wrong). But if you would have waited, he could have simply outvalued you. I don't know whether he had drawn a lot of Cards, but I assume you did. And with 2 times lay on Hands and 2 solemn vigil you will likely lose in fatigue war anyway against his tank up. If you could handle Grommash, shieldmaiden, Alex, ysera and baron geddon and reach fatigue at all. So it basically was all or nothing. If he wouldn't have had the second brawl in Hand, you would have won. Often you don't misplay and lose anyway.
Just noticed that first Anyfin 2 bluegills 2 warleaders and 1 old murkeye is 22, and you might consider card faceless manipulator that gives him 11 attack charge murloc. And if more murlocs have died then even more than 11 attack charge.
Died to Mid range reno paladin that faceless my murloc and got 13 attack charge (murloc knight + sir finely from it) + blessing + ash bringer =22 damage.
And reno rombo lock plays faceless too.
The control murloc deck is 50/50 or maybe slight favorite vs control warrior in my opnion.
If control warrior plays Justicar early on, he can build too much armor, that even two anyfins can't kill.
I think playing doomsayer to kill one acolyte is very good, it prevents him from draws, so playing hero power on turn 2 might no be a good idea.
Playing vs freeze mage I think it is essential to keep both healbots to play turn after Alexstraza, and better if you have The Coin, keep the coin, and 2 healbots The Coin humility on Alexstraza to have good chance to survive or hopefully have a taunt that takes a spell or hit from Alexstraza, tho most likely mage will kill taunt with a spell and even more likely not play Alexstraza till you have no taunts on board so good idea is to try to hold back belcher too till he uses both doomsayers (tho it can still die to flamestrike). In all honesty control murloc deck has only chance to win freeze mage if mage messes up a lot, like overdraws and burns Alexstraza.
Haven't seen freeze mage that plays polymorphs or I just happened to not play warleaders and die before I drew them or warleaders died before mage drew polymorph.
What about shamans and hex? same strategy as vs priest, only play warleaders with pyro+equality?
What if I have used first equality and 2nd is one of the last cards in deck?
So I've been trying out a lot of the different variations of the Anyfin deck from the midrange ones to the OTK ones with grimscales to the super comboy ones with tons of draw and I'm still not sure which one actually performs the best currently. Some of the decks in this thread look really interesting but I'm curious what success have people had with what Anyfin decks? Currently I'm using a more controlling version with double Anyfin and a lot of draw and board clears but sometimes the deck feels way too slow.
So long story short what variation of the Anyfin deck do people find to be most successful, the more midrange ones, the control ones, etc.?
"IMO" control Anyfin is the best. I remember when i discovered "Neville´s Anyfin" deck on this page for the first time. At first i couldn´t understand his card choices, and thought to myself "Wow, this is really slow"..... but after watching his stream, i realized i wasnt making the right choices in game, and he was!!!
Bottom line Neville had a Win Streak of 40 something that day..... and so i understood i needed not only an excellent ANyfin deck, but to make also Legendary players choices in game.
Mogor the Ogre Ogre Ninja Dunemaul Shaman Ogre Brute Work for me at the docks.
Decided to start using murloc paly again after months of not doing anything with it. it feels overall good and it is nice to play a paladin deck that is meant to control, something they haven't done since pre-naxx.
wanna ask for some advice. this is what im currently using. used a build i saw from a stream and added my own spin on it with uldaman for another stat manipulator as well as a buffer for my silver hands if i need to kill something with 3 damage. and zombie chow which has helped in some heavy aggro matchups.
i feel its been working well but it doesn't hurt to make it stronger. before anyone asks, i don't like using more then 1 Lay on Hands. it feels cloggy at 2 and though it is paladin's best draw card, its also very high at 8 mana.
Old Murk-Eye will not be in standard.
Quote "Source: http://us.battle.net/hearthstone/en/blog/19995505/a-new-way-to-play-2-2-2016#cards
This severely hurts Murloc Paladin. However the 2nd Anyfin should still be dealing 32 damage meaning it is still viable."
I think anyfin decks won't be viable without Old Murk-Eye.
old murk-eye being gone no doubt hurts the combo and now makes the remaining murlocs have a lot more weight. hypothetically, if nothing else was released that aided in this deck in the new expansion, we could swap out murk-eye for Hammer of Wrath for the damage and card cycle or if someone wanted, they could try out Argent Lance for the 2 damage like murk-eye could do by itself.
but ya as you said the combo still works, you just need all 4 murlocs dead originally to make it work.
as long as i did the math right, the damage should be a kill on the second one no matter what, as long as there were not other murlocs played by your opponent.
first: 2 bluegill + 2 warleader = 12 damage
second either:
3 bluegill + 4 warleader = 30 damage
4 bluegill + 3 warleader = 32 damage