You can buff this weapon by Murloc Warleader, Coldlight seer or Grimscale Oracle. For example, if there is a Murloc Warleader on the battlefield, this weapon becomes 3/2 until Murloc Warleader dies.
The Murloc Tinyfin summoned by this card does not trigger the effect, as "then" should suggest.
The effect stacks
In Standard, if you do not control any minion, 1xAf-fin-ity+1xBluegill Warrior+2xMurloc Tinyfin+2xMurloc Warleader will make Bluegill Warrior a 10/7 minion, while the first Tinyfin will be a 6/6.
If you use Fencing Coach after Vilefin Inquisitor (implying that than these two are destroyed for some reason) and then next turn 1xAf-fin-ity+1xBluegill Warrior+2xMurloc Tinyfin+2xMurloc Warleader+Hero Power, then the Bluegill will be a 11/8.
Considering Wild, and if we imply that ALL cards cost 0 (thanks to Thaurissan, for example), the best combination possible (by my calculations, in a perfect world where RNG is always on your side and chocolate flows from mountains to lakes and seas) is 1xOld Murkeye+2xAf-fin-ity+2xBluegill Warrior+2xMurloc Warleader, making Old Murkeye's Attack 2+6+(2*2)+(1*1)+(4*2)=21, while the two Bluegills would have Attack equal to 2+(2*2)+(2*2)=10. In total, in a perfect world, this magic combo would deal only 41 damage, and only in Wild.
I think this card would work with a deck full of Murlocs, or a deck that summons a lot of Murlocs by non-standard ways (like Vilefin or Murloc Knight, or even Anyfin can happen, thanks to the assist of Mr Thaurissan). Hope it not over or underpowered.
Flavour Text: We are all special unique snowflakes... with MRRGLRGLRGRL
The Heckler Brothers were forced into community service by their Murloc overlords for their derogatory remarks. When asked to comment, all they would say is "You smell like a Leper Gnome!"
Example: You have a Murloc Raider(2/1) and a Murloc Warleader(3/3, 2/1 to other murlocs) and play this card. Your Raider's 2/1 buff is added to its base stats (as if a buff spell was cast on it) and then reapplied on top of these stats, so you now have a 6/3 Murloc Raider.
Obviously you want to use this spell when you have a lot of murlocs with buff effects on your field.
Flavor Text:At least he no longer enchants his fellow Murlocs with enemy Fireballs...
This has a lot of great synergy with Paladins, both with Murlocs and with the many buffing spells that Paladin has, such as Blessing of Wisdom, Blessing of Might, Hand of Protection, and even Seal of Champions or Blessing of Kings if the player is able to spend that much Mana. If the player has a decently sized board by turn 4 or 5 and can pull off a combo with a spell such as Blessing of Might, then this minion can be a game-changer. At the same time, the aforementioned cheap spells don't see much use, not even in Murloc decks, but this card could make them viable. Their lack of usefulness by themselves is what makes this card balanced, in my view.
I'm a little late to this one, but here's my idea:
Has some pretty good synergy with Murloc decks. Strategy would be to place him in a position you wouldn't want him and hopefully have him hop to a better spot at the start of your turn to maximize his stats. If he popped out of a Murloc Knight, it'd be a 2/2, at least until he hopped somewhere else. Combo'd with Warleaders and such could get him pretty high statted.
He always lacked seafood for his BBQ.
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Mrglglrl!
edit: corrected "every" to "each"
You can't stop the signal.
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You can buff this weapon by Murloc Warleader, Coldlight seer or Grimscale Oracle. For example, if there is a Murloc Warleader on the battlefield, this weapon becomes 3/2 until Murloc Warleader dies.
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My first time, sorry if something is wrong.
The Murloc Tinyfin summoned by this card does not trigger the effect, as "then" should suggest.
The effect stacks
In Standard, if you do not control any minion, 1xAf-fin-ity+1xBluegill Warrior+2xMurloc Tinyfin+2xMurloc Warleader will make Bluegill Warrior a 10/7 minion, while the first Tinyfin will be a 6/6.
If you use Fencing Coach after Vilefin Inquisitor (implying that than these two are destroyed for some reason) and then next turn 1xAf-fin-ity+1xBluegill Warrior+2xMurloc Tinyfin+2xMurloc Warleader+Hero Power, then the Bluegill will be a 11/8.
Considering Wild, and if we imply that ALL cards cost 0 (thanks to Thaurissan, for example), the best combination possible (by my calculations, in a perfect world where RNG is always on your side and chocolate flows from mountains to lakes and seas) is 1xOld Murkeye+2xAf-fin-ity+2xBluegill Warrior+2xMurloc Warleader, making Old Murkeye's Attack 2+6+(2*2)+(1*1)+(4*2)=21, while the two Bluegills would have Attack equal to 2+(2*2)+(2*2)=10. In total, in a perfect world, this magic combo would deal only 41 damage, and only in Wild.
I think this card would work with a deck full of Murlocs, or a deck that summons a lot of Murlocs by non-standard ways (like Vilefin or Murloc Knight, or even Anyfin can happen, thanks to the assist of Mr Thaurissan). Hope it not over or underpowered.
Flavour Text: We are all special unique snowflakes... with MRRGLRGLRGRL
The Heckler Brothers were forced into community service by their Murloc overlords for their derogatory remarks. When asked to comment, all they would say is "You smell like a Leper Gnome!"
Example: You have a Murloc Raider(2/1) and a Murloc Warleader(3/3, 2/1 to other murlocs) and play this card. Your Raider's 2/1 buff is added to its base stats (as if a buff spell was cast on it) and then reapplied on top of these stats, so you now have a 6/3 Murloc Raider.
Obviously you want to use this spell when you have a lot of murlocs with buff effects on your field.
Flavor: What natures makes, the Doctor can modify.
(Image credit: Gimaldinov on DeviantArt)
Flavor Text: At least he no longer enchants his fellow Murlocs with enemy Fireballs...
This has a lot of great synergy with Paladins, both with Murlocs and with the many buffing spells that Paladin has, such as Blessing of Wisdom, Blessing of Might, Hand of Protection, and even Seal of Champions or Blessing of Kings if the player is able to spend that much Mana. If the player has a decently sized board by turn 4 or 5 and can pull off a combo with a spell such as Blessing of Might, then this minion can be a game-changer. At the same time, the aforementioned cheap spells don't see much use, not even in Murloc decks, but this card could make them viable. Their lack of usefulness by themselves is what makes this card balanced, in my view.
Captain Cookie also gets buffs by other murlocs.
I'm a little late to this one, but here's my idea:
Has some pretty good synergy with Murloc decks. Strategy would be to place him in a position you wouldn't want him and hopefully have him hop to a better spot at the start of your turn to maximize his stats. If he popped out of a Murloc Knight, it'd be a 2/2, at least until he hopped somewhere else. Combo'd with Warleaders and such could get him pretty high statted.