Saviors of Uldum Guide
Total Deck Rating
I am running this deck but subbed out 2x Murloc Raider for 2x Bilefin Tidehunter to slow down aggro attacks early. Also swapped out 2x Nightmare Amalgam for 1x Mana Tide Totem (to help with draw if needed) & 1x Unite the Murlocs.
Mixed results so far but I just started it tonight.
I run a similar deck. You don't need the murlock raiders, they're not that good. Also the murlock tastyfins are too slow.
I think the overload version is actually better, but this looks cool as well. don't have the new legendary though, so can't play yet.have you played the overload one at all, mate?
I haven't played any of the versions still but I actually think this one is better because I got my ass kicked 3 times in a row by this one
Would replacing amagalym with mana tide totem be beneficial?
Seems like Witch's Cauldron would fit this deck nicely?
10 games, 4 wins so far. It is a fun deck to play!
might make this. I love me some fishy buggers.
Has anyone tried breaking the synergy for a knife juggler?IDk what to remove,one raider for sure.I thought a lot about the poison,it is only useful to get through taunts because even an 8/8 can only trade into one minion and he is going to make that trade for you anyhow because your so far ahead,your not trying to play a long game with Murlocs.So if i was worried about taunts,per my actual games then yeah i could see 2x poison or even a Black Knight that is a bigger body than what 1 murloc would accomplish.
Then if worrying about stops,a weapon could be a problem to fight for board,especially the warrior weapon and a lot of warriors expected to be on ladder.My point is once you start changing your thought process from pure aggro to a hybrid of getting past taunts or weapons,your slowing the deck down.If anything,i feel there is not a real power curve but potential to actually run hand dry with no recovery.There is a bit of card draw in there an the staying power of the spell that generates 1/1 tokens,so idk haven't been that interested to test this since i don't see a build that looks promising once things settle down.
If you're interested in adding knife juggler to this list I'd take out the raiders and probably swap bluegill warriors for hench-clan hogsteeds.
Regarding the second part of your comment, I've tested multiple versions of murloc shaman and I prefer running both an overload and a Sunreaver Warmage package, that way you have more gas without having to use terrible card draw (such as tastyfin or cultmaster), and your aggressive capabilities stay more or less the same
I play with 2 Jugglers and 2 Hogsteeds.They work well with eachother, but sometimes I wished I had any other Murlocs instead. For the moment I don't know if it's better with or without these, but a sure thing they can really help closing games, kill a taunt minion or simply bait a removal.
And to reply to Atramentar, I wouldnt ever cut the Bluegill Warriors. It's the only burst you have available, double Bluegill + Bloodlust can steal a game.
2 copies of Murloc Raider and just 1 copy of Toxfin? Feels like the reverse would be preferable.
I 100% agree with that assessment
Is the deck good for ranked climb , I am thinking about it , because I have to spend 1840 dust out of 4400