Shaman And Friends
- Last updated Dec 9, 2014 (GvG Launch)
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Wild
- 23 Minions
- 6 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5000
- Dust Needed: Loading Collection
- Created: 12/2/2014 (Naxx Launch)
- unknovvn87
- Registered User
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- 5
- 14
- 19
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Battle Tag:
unknovvn#1173
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Region:
US
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Total Deck Rating
123
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Waiting for a full release before any changes.
Doing some random testing atm.
I've been running something similar to this myself. I I learned the hard way that there is no real way to make a really viable murloc deck. That said, there are some things you can do to at least have a shot at victory.
Here would be my suggested changes:
Loose the Coldlight Oracles, Feral Spirits, and stormforged axe. Get rid of at least one giant, 1 Siltfin, and at least one Coldlight Seer.
Add 2 Bloodlust, 2 Knife Juggler, Flametongue Totem, Black Knight, and Ancestral Healing
http://www.hearthpwn.com/decks/367153-the-city-of-atlantis
Jeeves is actually MVP
i did the same. dropped from rank 10 to 17 while trying to expiremt with them.
they can work INCREDIBLE well, if you take 2x flametongue and zapp o matic, i had games where i finished my opponent by turn 4.
the problem is, as you stated, the cards by themselfes are weak. i also tryed some more midrange oriented variants (i dont have neptulon sadly) and i think those work best. you want zapp o matic in your deck and some haunted creepers for early game aggression. fire elemental also works good in this deck because they will spend all their removals on your "big" threats and even totems.
i also feel like its better to drop your murlocs later in the game so you get a full field with buffed up murlocs with over 4 health, those can really ruin your opponents day and the new shaman murloc is REALLY good in these variants.
sadly you wont be running as much murlocs as you would in an aggro variant. you will probably take 2x of whatever 2mana murloc (puddlestomper and murloc scout worked good) and then just use 2x Murloc Warleader and 2x Coldlight seer 2x Siltfin Oracle and old murkeye.
i only played a few games with midrange variants and im gonna test some more right now, tryed to make aggro work most of the time but its way to inconsistent. card draw wasnt even the problem in the aggro versions, its just that most of your cards are weak as hell and simply sh*t on their own.
there could be a hidden synergie with mechs that i havent found yet, because when i tryed the new shaman weapon with 2x zapp o matic 1x jeeves and 2x annoy o tron and a few murlocs it worked really well but was still too inconsistent. what you definitly need is something that sticks to the field. thats why haunted creepers work so well with shaman.
harvest golem and piloted golems could work, but are rather slow.
id also like to try aggro variants with farsight because most of the time you have really nice hands but simply cant put your minions fast enough to the field on early turns. think im gonna craft 2x far sight and try it out
I'm sorry, I just tried out this deck and many variations of it and it is completely a 'FUN' deck, Murlocs are as they have always been easily killed and easily taunted away. I won 3 out of 12 games with each variation and it was JUST because the opponents were running rush decks also. Granted this IS playing Ranked at Rank 12... I couldn't keep enough creatures on the field to use [card]Enhance-o Mechano[/card] orBloodlust
I found myself needing lightning storm in many occasions and SOL if they had a Sludge Belcher.
I didn't try this though.... I would venture to agree and say it would make this deck WAY more effective.
Added Jeeves to my deck.
this is a great buff card and added it to my deck
all of your input really helped me in construction for this deck so thank you very much.
Ive played all night yesterday with alot of combinations and I feel murlocs don't last more than 1 turn..
I do believe elite tauren chieftain is a highly underrated card for a list like this.
As u can clearly read at the top, i was waiting for the release of the cards before i could do extensive testing and changes.
You missed a perfect opportunity to call this the "Mur-Man." Shame on you, sir.
... or "Shurlock"!! I geuss there is something that needs to be solved.
Schmurlock :^)
MRGLGLGLLGLLGLG
I feel that flame tongue totem has a place in this deck. Not sure what to replace though...
How does that not make sense? Loatheb to stop big removal like flame strike the next turn and Neptulon to get more murlocs which will synergies well with each other for a cheap cost.
Loatheb is pretty standard in aggro, noob.
Agreed this deck isn't aggro. Neptulon only really works in control, maybe tempo. Come on people. Check out Trumps review of Neptulon before you downvote a non pro, jerks
Synergize
No E.T.C.?
P.S. MRGLGLGLLGLLGLG
Also he needs the 2 mana 3/2 windfury minion. And earthshock is inherently better in this style deck because of getting past taunts. and as mentioned you want to limit the amount of overload because it gives your opponent a chance to react because you slow down in tempo. The reason murlocks CAN be deadly is that you swarm with them and the more you have on field the better and overload hinders this. You can refuel with this deck but the best deck that runs murlocks currently is Warlock (which draws cards better than a lot of deck) and once it gets hit by an AOE and your opponent can stick a taunt it is over. Maybe the 2 shaman murlock cards can do a better job to refuel than Warlock. All i know is that this deck will punish a slow format. Definitely put in earthshock and that windfury minion though.