I feel like people aren't respecting how strong this card is if it activates... If you have enough steam to play megaton by turn 6, you WILL win the game unless you are about to die. An entire hand of murlocs is incredibly strong, especially since your opponent likely burned all their removal already.
Nope. It's a token so Murloc Knight won't pull it.
Murloc Knight single handedly destroyed their ability to make any strong murloc for the lifespan of this game, which is why the only way they could do it was through this quest. Rather than, you know, nerf murloc knight to summon 3 cost murlocs or less like they should have a year ago.
You mean the lifespan of the card in standard. It's rotating out and nobody cares about broken shit in wild.
Contrary to public opinion, Wild does exist and must be taken into account when cards are created.
It's actually pretty clear they're not taking wild into account when making these quests and some of the new cards. And the fact that they don't give a crap about ship's cannon pirate warrior being the most oppressive deck ever made. And the fact they dumped sylvanas to wild largely because they're making new cards that will have broken interactions with it (see the new priest copy a deathrattle card)
how paladin quest easy to pull out? Lol. 6 minion +6 buff. Assume the minion get remove. Even sometime opponent have bad hand cannot remove. Still need play at least 2 minion+6buff card.
It doesn't have to be murloc only tho. You can simply put 2x call in the finishers and a couple other murlocs and then you have a big murloc-y punch for the end of the game
Yeah, still thinking about this like "no need to finish" quest in control Shamy, you don't play anything at turn 1 anyway and everybody knows how Neptulon himself was able to beat the old-school control warr. The question is what do you put into your deck to accomplish this quest later. The Water package? or the new totems + Finishers? or even Finishers + Spirit Echo? I bet something will be viable enough...
Nope. It's a token so Murloc Knight won't pull it.
Murloc Knight single handedly destroyed their ability to make any strong murloc for the lifespan of this game, which is why the only way they could do it was through this quest. Rather than, you know, nerf murloc knight to summon 3 cost murlocs or less like they should have a year ago.
You mean the lifespan of the card in standard. It's rotating out and nobody cares about broken shit in wild.
Contrary to public opinion, Wild does exist and must be taken into account when cards are created.
A small chance to pull a huge murloc isnt a problem in wild. Ram Wrangler can pull King Crush in standard.
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Anger is the punishment we give ourselves for someone else's mistake.
Get ready for this card to make an impact on the meta very soon boys. Like I discussed earlier in this thread, it's sheer power lies in it's ability to support an aggro deck to outresource a control deck. The difference is due to the nature of the quest, Murloc Shaman is going to take more time to refine than normal aggro decks due to the need to cut down on 1 drops and focus more on card synergy. However, Chakki's Murloc Shaman deck is doing serious work atm, and once more refined decklists start to pop up, we might be in for another Aggro Shaman meta, just with a new face.
I thought this quest would be bad, and I was wrong. I don't think these decks are going to be Tier 1, but thanks to the new Murlocs that came along in the expansion, they are surprisingly strong--as well as very fun to play.
Lots of different things you can do in building this, but I find Bloodlust, Devolve, Cult Master, and even Gentle Megasaur all very useful along with some core Murlocs and select removal....
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I feel like people aren't respecting how strong this card is if it activates... If you have enough steam to play megaton by turn 6, you WILL win the game unless you are about to die. An entire hand of murlocs is incredibly strong, especially since your opponent likely burned all their removal already.
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
First card I'm crafting, whether it's good or not.
Besides the rogue and palidan quest I really like the other revealed quests, this being on of them.
This and the Paladin quests are the strongest ones imo. Easiest ones to pull off and fast.
how paladin quest easy to pull out? Lol. 6 minion +6 buff. Assume the minion get remove. Even sometime opponent have bad hand cannot remove. Still need play at least 2 minion+6buff card.
Sleeper card. I'd rate this quest as top 3 of all quests.
Mimsy Were The Borogoves
Anger is the punishment we give ourselves for someone else's mistake.
If 2x Spirit Echo is run to help out with the quest, bouncing back Megafin with it won't be a rare occurrence.
Get ready for this card to make an impact on the meta very soon boys. Like I discussed earlier in this thread, it's sheer power lies in it's ability to support an aggro deck to outresource a control deck. The difference is due to the nature of the quest, Murloc Shaman is going to take more time to refine than normal aggro decks due to the need to cut down on 1 drops and focus more on card synergy. However, Chakki's Murloc Shaman deck is doing serious work atm, and once more refined decklists start to pop up, we might be in for another Aggro Shaman meta, just with a new face.
I thought this quest would be bad, and I was wrong. I don't think these decks are going to be Tier 1, but thanks to the new Murlocs that came along in the expansion, they are surprisingly strong--as well as very fun to play.
Lots of different things you can do in building this, but I find Bloodlust, Devolve, Cult Master, and even Gentle Megasaur all very useful along with some core Murlocs and select removal....