yesterday night I pulled Unite the Murlocs. Instantly went to the Metadecktierlists to check out what to expect off it. Didn't find it at all in the tiers not even at tier 5
Went to build my own Questdeck to test it out and had a blast playing it at rank 4. Actually it seemed really solid and i can't imagine it being below tier 5 which would make it more or less a meme deck.
So that made me wonder? Where does it stand? Anyone else having success with this deck?
I've seen it around, it's pretty okay. It's one of the more flexible quests in terms of commitment to it, which compensates for it's somewhat lackluster award in comparison to other quests rewards. Essentially what I'm saying is what makes it good is probably the fact that you don't have to go full murloc with it. You could just play a control style shaman deck with the quest, two Call in the Finishers, and two other murlocs, maybe a couple more. Gives a solid reward with a full hand of murlocs you can dump to either win with or get your opponent to use an Aoe.
At the same time, full murloc decks work well with it too. You usually can complete it fairly quickly, turn 5 or 6 when your hand is nearly empty, so you get full value and you don't run out of steam as a more aggressive version. The flexibility of the card is strong. I don't think it's tier 2, definitely not 1, but upper 4 and lower 3 seems like a good place for it.
In standard, it is not strong. You lose to other midrange decks due to wasting turn 1 to play the quest. Sometimes you can keep pace with the coin and a 1 drop, but you often play from behind. Unless you sub out murlocs for removal, its hard to win.
In wild, I would say its high tier. Everyfin is Awesome makes the deck superior to other aggro or token decks if you can stay on board. Murloc Tinyfin is huge, letting you catch up on turn two by getting on board to trigger Rockpool Hunter or Primalfin Lookout. Siltfin Spiritwalker isn't that beneficial due to the quest, but Old Murk-Eye can straight win games, especially if you get more from the quest.
Yeah i play quite aggro with a lot of murlocs in it, seems like the quest is your wincondition should the normal aggro approach fail. Bit certainly not necessary in every matchup.
I like the everifin wild combo ,i played it a bit for fun. But right now I'm testing a standard version and it works really good. Maybe it's because no one is expecting a quest shaman on ladder :D
It's worse than murloc paladin and relies on an aggressive playstyle using 1 less card in the opening hand. The deck isn't horrible and should probably see more play than it currently does, but it is far from broken and sits firmly in tier 3 or 4 at best. I have no issue dismantling the deck with mage (the best control deck at the moment) and most proactive decks have an advantage over any deck that has no pressure turn 1 and one less card in hand. That being said, it is still pretty good against mage, should dominate jade druid, and can win against most classes with the right draw.
It's great in wild as others have noted thanks to Everyfin is Awesome and Old Murk-Eye with minor additional upside from Murloc Tinyfin being able to give you potentially 2-3 murlocs turn 1 with quest and coin.
I actually crafted it on release day as a speculative pick as running out 10 murlocs isn't that hard as its "summon" not "play" and it refills your hand around the time you go empty handed. It can win, don't let anyone tell you otherwise, but it's not a premier deck. It needs like a flood out and then a big turn with like Bloodlust or Gentle Megasaur and at that point you could just be playing the non-quest go-wide Shaman. With that being said, I think it still has some of the greatest potential as far as quests go as the deck is on the fringe of being a premier deck and if a few cards/decks get nerfed (either actual nerf or some sort of tech emerges that houses certain decks) or it gets a strong addition or two in the next expansion it could break that playability barrier.
I think what makes it not on the same level as paladin is really a couple of cards. No inquisitor and hydrologist. Hydrologist is good enough that it's in non murloc decks. Inquisitor as a 1 drop versus a shaman playing a quest is a huge disadvantage. Then in the late game pally still has shaman beat with sunkeeper, tirion and rag. Haven't tried it out in wild though. Might be fun with the extra tools.
It is a Wild archetype along with token druid and secret paladin. If Megafin creates Old Murk-Eye along with 8 other murlocs, it is absolutely disgusting. The pandas won't help that much, you either draw few cards, or won anyway.
I have not seen it in a while, though, maybe it is boring to play or loses to common decks?
Hi there,
yesterday night I pulled Unite the Murlocs. Instantly went to the Metadecktierlists to check out what to expect off it. Didn't find it at all in the tiers not even at tier 5
Went to build my own Questdeck to test it out and had a blast playing it at rank 4. Actually it seemed really solid and i can't imagine it being below tier 5 which would make it more or less a meme deck.
So that made me wonder? Where does it stand? Anyone else having success with this deck?
I've seen it around, it's pretty okay. It's one of the more flexible quests in terms of commitment to it, which compensates for it's somewhat lackluster award in comparison to other quests rewards. Essentially what I'm saying is what makes it good is probably the fact that you don't have to go full murloc with it. You could just play a control style shaman deck with the quest, two Call in the Finishers, and two other murlocs, maybe a couple more. Gives a solid reward with a full hand of murlocs you can dump to either win with or get your opponent to use an Aoe.
At the same time, full murloc decks work well with it too. You usually can complete it fairly quickly, turn 5 or 6 when your hand is nearly empty, so you get full value and you don't run out of steam as a more aggressive version. The flexibility of the card is strong. I don't think it's tier 2, definitely not 1, but upper 4 and lower 3 seems like a good place for it.
Why does Vicious Fledgling exist
In standard, it is not strong. You lose to other midrange decks due to wasting turn 1 to play the quest. Sometimes you can keep pace with the coin and a 1 drop, but you often play from behind. Unless you sub out murlocs for removal, its hard to win.
In wild, I would say its high tier. Everyfin is Awesome makes the deck superior to other aggro or token decks if you can stay on board. Murloc Tinyfin is huge, letting you catch up on turn two by getting on board to trigger Rockpool Hunter or Primalfin Lookout. Siltfin Spiritwalker isn't that beneficial due to the quest, but Old Murk-Eye can straight win games, especially if you get more from the quest.
Yeah i play quite aggro with a lot of murlocs in it, seems like the quest is your wincondition should the normal aggro approach fail. Bit certainly not necessary in every matchup.
I like the everifin wild combo ,i played it a bit for fun. But right now I'm testing a standard version and it works really good. Maybe it's because no one is expecting a quest shaman on ladder :D
It's worse than murloc paladin and relies on an aggressive playstyle using 1 less card in the opening hand. The deck isn't horrible and should probably see more play than it currently does, but it is far from broken and sits firmly in tier 3 or 4 at best. I have no issue dismantling the deck with mage (the best control deck at the moment) and most proactive decks have an advantage over any deck that has no pressure turn 1 and one less card in hand. That being said, it is still pretty good against mage, should dominate jade druid, and can win against most classes with the right draw.
It's great in wild as others have noted thanks to Everyfin is Awesome and Old Murk-Eye with minor additional upside from Murloc Tinyfin being able to give you potentially 2-3 murlocs turn 1 with quest and coin.
I actually crafted it on release day as a speculative pick as running out 10 murlocs isn't that hard as its "summon" not "play" and it refills your hand around the time you go empty handed. It can win, don't let anyone tell you otherwise, but it's not a premier deck. It needs like a flood out and then a big turn with like Bloodlust or Gentle Megasaur and at that point you could just be playing the non-quest go-wide Shaman. With that being said, I think it still has some of the greatest potential as far as quests go as the deck is on the fringe of being a premier deck and if a few cards/decks get nerfed (either actual nerf or some sort of tech emerges that houses certain decks) or it gets a strong addition or two in the next expansion it could break that playability barrier.
Balancing busted cards version 1.0.
I think what makes it not on the same level as paladin is really a couple of cards. No inquisitor and hydrologist. Hydrologist is good enough that it's in non murloc decks. Inquisitor as a 1 drop versus a shaman playing a quest is a huge disadvantage. Then in the late game pally still has shaman beat with sunkeeper, tirion and rag. Haven't tried it out in wild though. Might be fun with the extra tools.
It's in meme tier
Have some fun for once in your life!
Throw some pandas in there for even more megafin. :P
It is a Wild archetype along with token druid and secret paladin. If Megafin creates Old Murk-Eye along with 8 other murlocs, it is absolutely disgusting. The pandas won't help that much, you either draw few cards, or won anyway.
I have not seen it in a while, though, maybe it is boring to play or loses to common decks?
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