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.
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.
I think there's some merit in being wary of this, even if I agree that people are writing this off far more than they should. Murlocs suffer from being "fair" Aggro, and I'm not sure this really fixes the fact they're still not going to do a lot that's totally broken without something like Everyfin is Awesome.
That being said, out of curiousity I did roll a Murloc Shaman back at the beginning of MSoG (it was when everyone decided Jade Druid was the deck to ladder with) and it was shockingly good. Definitely not the most consistent list, but Call In the Finishers wasn't actually that bad even on its own and it was the first step to really fixing the issue Murloc Shaman always had with refilling the board; between the new Discover Murloc and this quest reward I think it could get a lot more consistent.
I feel like this is Mysterious Challenger levels of promising. Either running "bad" cards really is enough to kill the archetype, or providing a big reward to running them is going to make this list completely viable.
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There's a couple two drop murlocs that create two murlocs. The quest shouldn't be that hard to complete. The question is if they survive the swarm, you really have nothing left....like all murloc decks.
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.
I'm building a Wild Mid Range Murloc Shaman deck, with good card draw and late game threats. I won't be going with the aggro version of murlocs.
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).
You assume the opponent is doing nothing on turns 6 and 7, here. Also remember the opponent knows what is coming, so they can try to set up the board/hand to handle the incoming deluge of murlocs.
When I play against a murloc deck, either you handle their deck in the first five turns or you don't. If you do, they lose, if you don't, you lose. Yes, this quest gives what amount to a basic "turn 7 start-over" if you've wiped them clean, but by turn 8 decks have answers to a flooded board. And with the likes of Dragonfire Potion (which will still be run with Dragons rotating out) and Felfire Potion, a flooded board can easily be handled.
Don't get me wrong, it's an interesting card. And I could see it wrecking Jade Druid (a good thing), who severely lack AoE. But with all the control cards coming out, I'd be surprised if this saw a lot of play. Unless Jade Druids are running rampant, in which case, ugh.
Are we really that keen to see a non-anyfin can happen murloc deck work? It's better this doesn't work out honestly...If a murloc deck controls the board past turn 3 it is over.
Honest question: is this a power creep on Neptulon? And if so is that why they made wild, so they could power creep and hopefully nobody notices or cares enough?
How many bad cards you have to put in deck to complete the quest?
(...)
How possible this is not will be a broken deck?
Okay, let's all talk in two months again, by then it will be sure who was right today, deal? :)
I just feel the power level of the turn 1 to at least 6 is just too underwhelming. The main reason you call those "bad cards" is because of all the cards that won't fit in this deck anymore after adding enough Murlocs for you one full hand with an average of 2,3/2,2 for 2,3 Mana, roughly?! Plus interactions of course. And I was jumping from my chair when I saw Patches for the first time, if you want to compare this. I just don't see a deck there, sorry.
and in wild you'll have access to Everyfin is Awesome (since it rotates out fos tandard this year) and Siltfin Spiritwalker as support for the archetype, is more on the lines of a fun deck but it will make shammans more interesting overall.
Also it is a non-mandatory legendary card so p2w whiners can't possibly whine about this card :D
ok so first off people who think this cards is for aggro shaman are retarded. So what, you are playing aggro, skipping your first turn and then playing a bunch off 1/1 murlocs and lava burst to get your quest reward at turn 8 (or youre under the assumption you gonna draw call in the finisher in every game before turn 4 which is also pretty retarded). Also which aggro shaman has a empty hand in turn 5?
this card is for a deck which consist only of murlocs, this is not a aggro deck, this a zoo deck, because you swarm the board and not attack with high attack value and charges to the face all the time. Anyone who play such a deck knows the problem is that shaman has not the warlock hero power und you ran out of cards pretty fast to the point where you run coldlights which is not really viable, this is perfectly designed for that
no reason to play this turn five, that just mills you
If you have finished the quest before Turn 5 you most likely have 0-1 cards in hand, so getting 9-10 cards for free is worth milling one card, at least for me. I'm sure if your deck is built around this quest you're also most likely milling a murloc you just received from Megafin.
Actually, the more I think about it, this deck might be able to work. I forgot about Murloc Tidecaller. If there is 1 more card like that, you may be able to get away without actually having to play too many crappy murlocs in the maindeck. I mean, you still have to play call in the finishers, and that sucks...but the ramp is too good to pass up.
But there probably needs to be at least 1 more multiple murloc summon card.
no reason to play this turn five, that just mills you
If you have finished the quest before Turn 5 you most likely have 0-1 cards in hand, so getting 9-10 cards for free is worth milling one card, at least for me. I'm sure if your deck is built around this quest you're also most likely milling a murloc you just received from Megafin.
exactly
i dont get it why many people are under the assumption u simply put call in the finishers and finja package in your deck and can play this quest + reward. You gonna need a almost full murloc deck for this to work where your hand is empty by turn 5
this is the the same thing where alot of people thought you simple can put white eyes in your midrange shaman deck and look 10/10 taunt!
This card is going in my wild Midrange Murloc Shaman, it is actually bonkers. Way better than Neptulon in that deck. And it is not "Best" in an all Murloc Deck. It should be played with A murloc package that includes Old Murkeye, 2xBluegill 2XWarleader, 2xSiltfin, 2xCitF, 2x Everyfin, and Finja. That will leave you 18 deck slots to beef up all the all around play of the deck with all those broken wild cards. Can't wait to try it.
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There's a couple two drop murlocs that create two murlocs. The quest shouldn't be that hard to complete. The question is if they survive the swarm, you really have nothing left....like all murloc decks.
You assume the opponent is doing nothing on turns 6 and 7, here. Also remember the opponent knows what is coming, so they can try to set up the board/hand to handle the incoming deluge of murlocs.
When I play against a murloc deck, either you handle their deck in the first five turns or you don't. If you do, they lose, if you don't, you lose. Yes, this quest gives what amount to a basic "turn 7 start-over" if you've wiped them clean, but by turn 8 decks have answers to a flooded board. And with the likes of Dragonfire Potion (which will still be run with Dragons rotating out) and Felfire Potion, a flooded board can easily be handled.
Don't get me wrong, it's an interesting card. And I could see it wrecking Jade Druid (a good thing), who severely lack AoE. But with all the control cards coming out, I'd be surprised if this saw a lot of play. Unless Jade Druids are running rampant, in which case, ugh.
Are we really that keen to see a non-anyfin can happen murloc deck work? It's better this doesn't work out honestly...If a murloc deck controls the board past turn 3 it is over.
Honest question: is this a power creep on Neptulon? And if so is that why they made wild, so they could power creep and hopefully nobody notices or cares enough?
I don't know, outside of the gimmicky Murlock decks that are rotating out, are murlocks designed to go nine plus rounds.
i always saw them as a aggro burst damage tribe.
so with Murloc Tidehunter and Call in the Finishers the quest will be really easy to complete
and in wild you'll have access to Everyfin is Awesome (since it rotates out fos tandard this year) and Siltfin Spiritwalker as support for the archetype, is more on the lines of a fun deck but it will make shammans more interesting overall.
Also it is a non-mandatory legendary card so p2w whiners can't possibly whine about this card :D
no reason to play this turn five, that just mills you
playing wild
~nomad
ok so first off people who think this cards is for aggro shaman are retarded. So what, you are playing aggro, skipping your first turn and then playing a bunch off 1/1 murlocs and lava burst to get your quest reward at turn 8 (or youre under the assumption you gonna draw call in the finisher in every game before turn 4 which is also pretty retarded). Also which aggro shaman has a empty hand in turn 5?
this card is for a deck which consist only of murlocs, this is not a aggro deck, this a zoo deck, because you swarm the board and not attack with high attack value and charges to the face all the time. Anyone who play such a deck knows the problem is that shaman has not the warlock hero power und you ran out of cards pretty fast to the point where you run coldlights which is not really viable, this is perfectly designed for that
good card imo
Actually, the more I think about it, this deck might be able to work. I forgot about Murloc Tidecaller. If there is 1 more card like that, you may be able to get away without actually having to play too many crappy murlocs in the maindeck. I mean, you still have to play call in the finishers, and that sucks...but the ramp is too good to pass up.
But there probably needs to be at least 1 more multiple murloc summon card.
This card is going in my wild Midrange Murloc Shaman, it is actually bonkers. Way better than Neptulon in that deck. And it is not "Best" in an all Murloc Deck. It should be played with A murloc package that includes Old Murkeye, 2xBluegill 2XWarleader, 2xSiltfin, 2xCitF, 2x Everyfin, and Finja. That will leave you 18 deck slots to beef up all the all around play of the deck with all those broken wild cards. Can't wait to try it.
I dont play much shaman but I might now with this murloc quest. Although it is a shame paladin didnt get the murloc quest.
Finja, call the finishers, warleader, bluegill...is that enough?