What is this crap. Freaking hate murloc. They said the meta will be slower but this and discard zoo seems like they are promoting minion spam which is just as bad as Warrior weapon smorc. Meh. I think the quest mechanic will end up being a terrible addition to hearthstone.
To play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
Thank you for some concious words here. I was also really surprised by all the positive votes.
As long as there are no very reasonable Murlocs in this expansion, this card is definitely not a more than "playable" or let's say "fun deck" card. Maybe there are some of you upvoters out there that can present a decklist to convince me, but at this very moment I don't see a meta deck in Standard with this.
To play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
Maybe deck with control/elemental cards with Call in the Finishers and some others murlocs might work better then full deck filled with murlocs
To play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
Right, except now you when all your murlocs are dead and your hand is empty on turn 5, you can topdeck crappy murlocs on turns 6 and 7, and play an 8/8 on turn 7 that gives you 10 more murlocs to play. This card will be broken in wild with everyfin and will be better in standard than any Paladin murloc deck has ever been (I don't count the typical anyfin deck a "murloc" deck, since it is control and only runs 4 or 5 murlocs).
To play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
In the current design for Murlocs, I can definitely see this being the case. In the case where you're able to better replenish your Murlocs by using the Discover guy (which granted seems kind of meh) and drop a 5 mana 8/8 that gives you up to 10 Murlocs in your hand... it might actually be pretty okay to miss your turn 1.
It's entirely possible this isn't a competitive deck in Standard, but I think it's more likely to be good than people are giving it credit for.
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To play this quest you lose turn 1. You really can't miss on turn 1 with a murloc deck. It's a race to get your murlocs out and buffed before the opponent's can AoE/taunt which usually happens around turn 4. Also, by the time you finish the quest the game will likely be won or loss by then. It's not likely that a handful of random murlocs will beat a Control deck on turn 8.
It's a "fun" quest and all, but it's not going to work competitively. Which is fine, Shaman's have enough already. Unfortunately, this is the first legendary I will open in this expansion guaranteed now.
Thank you for some concious words here. I was also really surprised by all the positive votes.
As long as there are no very reasonable Murlocs in this expansion, this card is definitely not a more than "playable" or let's say "fun deck" card. Maybe there are some of you upvoters out there that can present a decklist to convince me, but at this very moment I don't see a meta deck in Standard with this.
The reward give you more value than anything else in this game history, period.
A random murlock is a very weak card, 4 random murlocks with synergy between them is good, who played Neptulon know what I am talk about, 10 random murlocks is freaking awesome.
Was I said before, if don't exist a only card summoning 4 murlocks this quest will be garbage, but with this and the 2 drop summoning another is too easy to complete the quest in turn 7 or 8, you spend the last cards in your hand, play the reward and draw 10 FUCKING CARDS!!!
Only thing best than this in value perspective is jade druid in very late game when all cards in deck are more jades and you have a Auctioneer in board.
Completing this quest while maintaining board control is extremely difficult. In a world where people are running double Maelstrom Portal I just don't see how this can be competitive.
This is stronger than a lot of you are giving it credit for.
If on average, the quest reward ends up being draw 8 cards that's insane. Especially after the other player already used all their AOEs dealing with the previous waves of murloc spam. The reason why murloc spam decks right now aren't viable is they run out of steam very quickly. Getting 8 - 10 free cards solves that problem.
10 is a lot. Call in the finishers plus Finja (with 1 proc) is only 7. The discover murloc might help, but this seems like a steep quest. Nonetheless, it might be nice to see a murloc deck that works a little more like midrange.
This.
One of the reasons that Murloc aggro has never been viable post-beta is that most Murlocs are simply bad, and rely on buffs to get work done. Ten isn't just a lot of Murlocs, it's a lot of bad cards, all for a reward which will seldom matter. Presumably, any Murloc deck which can consistently play ten fish is going to win most of those games, regardless of Megafin. The quest is a dead card in the opening hand, which simply makes it more difficult for the deck to play ten Murlocs, and gain the dubious benefit of the reward.
Sounds interesting. I was expecting elemental quest for shaman though. Maybe mage gets that then. So either elemental mage ot secret mage will replace the existing decks there because neither reno nor tempo will exist.
As for shaman they might go for elementals anyways because they have access to some of the better ones (earth, fire, unbound).
At least if you have this and even if it's not viable you can complete the 75 murloc quest on casual mode.
It feels to me like a lot of people are sleeping on this quest and reward. Murloc decks put out strong pressure in the early turns, so your opponent will be lucky to stabilize by his turn 4. Now you slam down a 5 mana 8/8 without overload (Flamewreathed powercreep anyone?) and get your otherwise-empty hand completely refilled? Obviously the randomness is an issue; but 10 cards is enough to build at least two robust boards in the midrange. Your opponent is going to have to draw all of his clears to handle this.
Probably never hits T1 because of the tempo loss of playing the quest card; but I'm guessing Murloc Shaman becomes a reasonably playable archetype.
Also if Jade Druid has a large presence in the meta, the ability to quickly build multiple wide boards would make this a pretty good counter deck.
Obviously also need to see what other Murlocs might be out there in this deck.
Having a to play a quest on turn 1 is terrible in aggro.
Starting with 1 less card on turn 1 is (especially) terrible in aggro.
Drawing and playing 10 murlocs is terribly difficult.
Random murlocs are generally terrible, even with synergy.
Murlocs are terrible at recovering from a losing board.
Consider if you are going first, which means that you start with, at best, 3 murlocs and this secret. To draw the remaining 7 murlocs you have to make it to turn 8. You might have some murlocs that generate or summon more murlocs, or have some draw, but that will be offset by your deck most likely not being 100% murlocs anyway. A turn 8 win condition is not acceptable for an aggro deck, especially when that win condition requires that you take back board control, and when the price for that win condition is playing with 1 less card in your starting hand, and basically skipping turn 1.
Probably never hits T1 because of the tempo loss of playing the quest card; but I'm guessing Murloc Shaman becomes a reasonably playable archetype.
In a full-on Murloc deck, it is almost never correct to play any Murloc on turn 1 -- you need each and every one to get as much value as possible, so you can't risk your opponent picking off a loner like that.
So having the quest fill that slot is actually very nice.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Having a to play a quest on turn 1 is terrible in aggro.
Starting with 1 less card on turn 1 is (especially) terrible in aggro.
Drawing and playing 10 murlocs is terribly difficult.
Random murlocs are generally terrible, even with synergy.
Murlocs are terrible at recovering from a losing board.
Consider if you are going first, which means that you start with, at best, 3 murlocs and this secret. To draw the remaining 7 murlocs you have to make it to turn 8. You might have some murlocs that generate or summon more murlocs, or have some draw, but that will be offset by your deck most likely not being 100% murlocs anyway. A turn 8 win condition is not acceptable for an aggro deck, especially when that win condition requires that you take back board control, and when the price for that win condition is playing with 1 less card in your starting hand, and basically skipping turn 1.
Who says this has to be an aggro deck?
A control shaman can put 3 cards in their deck to complete this quest, which will give them a very good tempo play (5 mana 8/8) + sustain (filling their hand in a class with terrible card draw)
megafin is good refill, but it depends on how quality the refill is, cards like bluegills and warleaders (and the other new murloc) would be good gets but the smaller ones might be less impactful.
This will be a wait and see for the rest of the set.
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What is this crap. Freaking hate murloc. They said the meta will be slower but this and discard zoo seems like they are promoting minion spam which is just as bad as Warrior weapon smorc. Meh. I think the quest mechanic will end up being a terrible addition to hearthstone.
As long as there are no very reasonable Murlocs in this expansion, this card is definitely not a more than "playable" or let's say "fun deck" card.
Maybe there are some of you upvoters out there that can present a decklist to convince me, but at this very moment I don't see a meta deck in Standard with this.
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Who's the Beatdown?
It's a token, so not
Same like with portals, they cannot summon tokens
Completing this quest while maintaining board control is extremely difficult. In a world where people are running double Maelstrom Portal I just don't see how this can be competitive.
Keep calm and use your hero power
This is stronger than a lot of you are giving it credit for.
If on average, the quest reward ends up being draw 8 cards that's insane. Especially after the other player already used all their AOEs dealing with the previous waves of murloc spam. The reason why murloc spam decks right now aren't viable is they run out of steam very quickly. Getting 8 - 10 free cards solves that problem.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Sounds interesting. I was expecting elemental quest for shaman though. Maybe mage gets that then. So either elemental mage ot secret mage will replace the existing decks there because neither reno nor tempo will exist.
As for shaman they might go for elementals anyways because they have access to some of the better ones (earth, fire, unbound).
At least if you have this and even if it's not viable you can complete the 75 murloc quest on casual mode.
It feels to me like a lot of people are sleeping on this quest and reward. Murloc decks put out strong pressure in the early turns, so your opponent will be lucky to stabilize by his turn 4. Now you slam down a 5 mana 8/8 without overload (Flamewreathed powercreep anyone?) and get your otherwise-empty hand completely refilled? Obviously the randomness is an issue; but 10 cards is enough to build at least two robust boards in the midrange. Your opponent is going to have to draw all of his clears to handle this.
Probably never hits T1 because of the tempo loss of playing the quest card; but I'm guessing Murloc Shaman becomes a reasonably playable archetype.
Also if Jade Druid has a large presence in the meta, the ability to quickly build multiple wide boards would make this a pretty good counter deck.
Obviously also need to see what other Murlocs might be out there in this deck.
It is Patches all over again...
Some people have to see the thing in action to know how broken is.
Or a midrange deck, or a tempo deck... Seems like a really bad card, as we all know how super important playing a 1 drop is on ladder.
A really terrible card.
Consider if you are going first, which means that you start with, at best, 3 murlocs and this secret. To draw the remaining 7 murlocs you have to make it to turn 8. You might have some murlocs that generate or summon more murlocs, or have some draw, but that will be offset by your deck most likely not being 100% murlocs anyway. A turn 8 win condition is not acceptable for an aggro deck, especially when that win condition requires that you take back board control, and when the price for that win condition is playing with 1 less card in your starting hand, and basically skipping turn 1.
How many bad cards you have to put in deck to complete the quest?
Call of the finishers, it is not a very strong card by itself but far from a bad card.
Water package, Finja + 2 2/1 charge + 2 Warleader, a lot of decks run this cards without the quest, it is strong enough.
2 2/1 murlock summon a 1/1 murlock, this is the only weak card you need to put in deck to complete the quest and with warleader is not so bad.
When you complete the quest you acquire so many card advantage the only way opponent can win is if have lethal already.
All other slots in deck will can use anti-aggro tools for preventing that.
How possible this is not will be a broken deck?
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
megafin is good refill, but it depends on how quality the refill is, cards like bluegills and warleaders (and the other new murloc) would be good gets but the smaller ones might be less impactful.
This will be a wait and see for the rest of the set.