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Mur-Druid

  • Last updated Feb 25, 2018 (Patches Nerf)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Druid
  • Crafting Cost: 4120
  • Dust Needed: Loading Collection
  • Created: 2/21/2018 (Patches Nerf)
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  • Total Deck Rating

    3

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What can be swapped for:

You can try

-1 living mana for +1 leeroy Jenkins or Bittertide hydra

-1 murloc tidehunter for another token of equal value or bluegill warrior.

 

Reason for cards:

Tidehunter is for the token, by turn 2 against most paladin or zoo lock matches you need to hero power or establish board presence, so token instead and potentially buff it.

Coldlight Oracle is for murloc synergy and card draw, despite the opponent getting 2 cards, you aren't waiting for turn 5 nourish with an aggro deck. This has synergy for murloc and card draw combined, with a minor gain for the opponent. 

Hungry crab is a great tech vs murloc paladin, has synergy with mark of ysarjh and can be combod with tidehunter.

Bluegill is handy because we are not paladin with call to arms, this helps push lethal.

1 spellbreaker is all you really need, but you can swap out a megasaur or living mana for a 2nd if you need it. 

2 living mana is simply precaution, by this point you are either ahead and need to clear board or if you are behind this serves as a stabilizer.

  • Most great draws will end the game by turn 5 or 6. I haven't calculated to see if turn 4 lethal is possible or not but I believe most games will end between turn 5 to 8, if you reach 10 mana then chances are you are pretty behind and have lost.
  • Make smart trades, the goal is to push face damage because you do not have big card draw or call to arms. You really need to go face as much as possible and force the opponent to trade depending on the situation.