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Rank 9 Quest Murloc

  • Last updated Oct 11, 2019 (Doom in the Tomb)
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Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Shaman
  • Crafting Cost: 5940
  • Dust Needed: Loading Collection
  • Created: 10/11/2019 (Doom in the Tomb)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    45

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About this deck
Hey, I’m Pigswill, and I’ve been playing Hearthstone since closed beta. Over the years, I’ve been close to F2P, having only put $20 dollars in total; the welcome bundle, and an adventure. Ever since they nerfed my beloved Face Hunter, I played Zoo for a while, and now I’ve been on this Murloc deck for the past year or so.

Basic strategy
As expected, there’s not much to say about this. Try and get as many favourable trades as you can with your buffed army of Murlocs, if there are none go face.

Matchups
This deck plays pretty similarly across the board, except for Secret Mage and Odd Paladin. Against both of those, reserve your one health minions until you can drop a bunch in at once to try and overwhelm them, or play them on the same turn as a health buff.


Card breakdown
Murloc Tinyfin: Cheap and triggers our quest, Murloc Tidecaller and Underbelly Angler. Don’t sleep on it.
Grimscale Oracle: Early game lord, pretty good at changing the combat math to get rid of taunts and surprise opponents. Very fragile, try not to play it unless you can take advantage of the boost immediately.
Murloc Tidecaller: Deals an obscene amount of damage in a short amount of time. Try and get in as much face damage with it as you can, but don’t be afraid to trade it off for a taunt.
Sir Finley Mrrgglton: Let’s be honest, the default hero power is not good for this deck. Finley gives us a chance to replace it with something better. You have to make a judgment call as to what to get, but generally speaking, Warlock, Mage and Hunter are good for this deck.
Sludge Slurper: Not much to say about this guy, other than it provides good value. Just be careful that the overload won’t interfere with your next turn.
Toxfin: It’s a removal spell that counts as a Murloc for all of our triggers. Only play it when you have a creature you need to remove, or to trigger Underbelly Angler.
Unite the Murlocs: ALWAYS play this turn one. Megafin provides great late game value.
Devolve: If your opponent has a scary board, this should help. Good against taunts.
Ghost Light Angler: A bit underwhelming, but can help finish off your quest, plus it’s a decent mana sink. If you decide to cut the quest, cut this too.
Ice Fishing: Provides some card advantage to help close out the quest. Try to play it on a turn you’re also contributing to the board so you don’t fall behind.
Murloc Tidehunter: It’s one card that provides triggers for the quest. Pretty boring, but does its job well.
Rockpool Hunter: Another boring but efficient card. Use the +1/+1 to buff something so it can take out a bigger creature, or get it out of range of the Mage’s hero power. Short of that, just slap it on anything and go face. It’s not worth keeping it around trying to find a better spot.
Underbelly Angler: This is THE reason to play Murlocs. It is the best card in the deck, bar none. Make sure you play it on a turn where you can play other Murlocs as well to generate card advantage. Play all your cheap Murlocs to get as many cards as possible before it dies.
Coldlight Seer: Provides some much needed survivability for all your Murlocs. Try to play it when you have at least two other Murlocs.
Murloc Warleader: Not as good as you might think, but still pretty good. It’s a must kill target, and with a decent sized board can deal a large amount of damage your opponent wasn’t expecting.
Gentle Megasaur: Unless you’re able to kill your opponent with the buffs, try going for a defensive adapt, like divine shield or bonus health.
Old Murk-Eye: One of our finishers! Not much to say, comes down with a massive amount of attack. Sometimes you have to use him to clear out a taunt, which sucks, but you gotta do it.
Everyfin is Awesome: Besides Megafin, this is our best finisher. It gives non Murloc minions like totems a buff as well, so if you’re planning on play this have a full board. Unless they have a wipe, you usually win the turn after you play this.

Other possible additions
Brrrloc: I regard this as a slightly worse Toxfin, in that it can’t clear out taunts, and isn’t permanent. Still, it is an option if you’re having a problem with big minions.
Soul of the Murloc: Too finicky for me, but it can really shine in a control heavy meta. Try and play it the turn before you expect a wipe.
Call in the Finishers: Provides 4 triggers for our quest which is nice, but without support the Murlocs are quite weak and will often die immediately.
Scargil: The only games where this is that good are when you’re already winning. That’s not the worst, we have other cards that are only good then, but all those others will typically kill your opponent. Scargil doesn’t.
Siltfin Spiritwalker: Difficult to maneuver. It’s good if you can attack and trade the turn you play it, but if not your opponent will usually just kill it immediately.
Murmy: Resilient, but doesn’t have much of an effect on the game.
Bluegill Warrior: I’ve settled on Murloc Tidehunter for this slot, but Bluegill Warrior sometimes goes in instead. Having a Murloc with charge that can receive buffs is better than you think.
Fishflinger: A great budget option, the symmetrical effect helps you far more than it does your opponent, but don’t take it for granted. Sometimes they’ll spike something big.
Primalfin Lookout: Made obsolete by Fishflinger, but if you’re on a really tight budget it works.
Murloc Tastyfin: I stopped using this because of how slow it is. You have to play it for four mana, then have it die on your next turn (opponents won’t attack into it), then play the Murlocs themselves. It’s good value once you get there, though.
Earth Shock: This is where to look if you want more removal. Removal is best at getting rid of taunts, which this does well.
Bloodlust: I think there are better finishers, but this is always a good option for budget builds.


Mulligans
Keep Murloc Tinyfin, Murloc Tidecaller, Rockpool Hunter, Underbelly Angler, Sir Finley Mrrgglton. Sludge Slurper should be kept as long as you have another one drop, or the coin. Get rid of finishers like Everyfin is AwesomeOld Murk-Eye, Gentle Megasaur. Murloc Warleader can be kept if your curve is good and you’re on the draw.

Some tips
Don't play Underbelly Angler unless you can play something immediately afterwards, if you have the coin + a one drop play that. If you have to choose, play the Underbelly Angler before the Murloc Tidecaller so you can get the card. Try to play Megafin with an empty hand and mana left over to play a Murloc, IE play him with six mana crystals and no cards in hand, then play a one drop.

Budget version
1 Sir Finley Mrrgglton > 1 Ice Fishing
1 Unite the Murlocs > 1 Fishflinger
1 Old Murk-Eye > 1 Fishflinger
2 Gentle Megasaur > 2 Bloodlust
2 Murloc Warleader > 2 Murmy