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Anyfin Call to Arms (74% WR)

  • Last updated Mar 12, 2018 (Patches Nerf)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Paladin
  • Crafting Cost: 9440
  • Dust Needed: Loading Collection
  • Created: 3/12/2018 (Patches Nerf)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    14

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Thought I would drop this off here, last time I lost with this deck was 27 games ago on Friday night. It's your standard Anyfin Combo paladin, with Call to Arms and smaller minions to cycle quickly. Voidlords are sometimes a problem with no silence, but Knife Jugglers can put a lot of damage for a 2 drop. Also pulling out 26+ damage out of nowhere is a big factor in winning control games. I really like the deck, wanted to share it so everyone can have a good climbing deck for Wild.

The key is to squeeze out every drop of damage you can, while surviving to turn 10. There is enough draw to keep up pressure, then calculate how much damage you have from dead murlocs and BAM. Don't be afraid to play Warleader as a vanilla 3 drop. In fact, don't hold on murlocs anyway they are more useful revived later in the game. Bluegill Warriors make a great 2 mana, deal 2.

Tough Matchups (The only losses): Burn Secret Mage, Giants Hunter, Kingsbane Mill Rogue.

EZ Matchups: Big Priest, Giants Warlock, Control Warlock, Combo Priest, Fatigue Warrior, Evolve Shaman