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Control Anyfin You Want

  • Last updated Jun 11, 2018 (Spiteful Nerf)
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Wild

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Paladin
  • Crafting Cost: 12140
  • Dust Needed: Loading Collection
  • Created: 5/28/2018 (Spiteful Nerf)
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  • Battle Tag:

    Unforgiving

  • Region:

    EU

  • Total Deck Rating

    22

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Well met everyone,

this a my standardized Wild Paladfin Control list that I used to get to Rank 2 this season so far. 

First off, the core of the deck lies in Anyfin Can Happen. The possibility to generate over 20 (eventual face) damage twice is just devastating. And the second Anyfin is often even stronger. Think of this card as a finisher, have in mind that you have to play/get out all the murlocs out of your hand/deck as soon as possible. For example playing a Murloc Warleader on an empty board on T3 is not an issue. But beware of Shaman's Devolve/Mage's Polymorphon your key murlocs, especially Old Murk-Eye.

In order to survive to the point of the game where you played all of the murlocs to play Anyfin, the core of the deck is supplemented by the classic paladin control package and removal tools: 

The general strategy is therefore to spit out all of the murlocs before finishing your opponent with a single massive blow (or two). Do not hesitate to trade your murlocs from your first Anyfin Can Happen, the second will only get stronger.

Can update on mulligan/card choices/matchup strategies if there is enough demand.

"Now I alone stand in judgement." Good luck fellow paladins!