[LoE] Murlocadin
- Last updated Dec 4, 2015 (Explorers)
- Edit
- |
Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4040
- Dust Needed: Loading Collection
- Created: 1/31/2015 (Undertaker Nerf)
- user-14666690
- Registered User
-
- 15
- 23
- 54
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
460
MRRGRGGGLLLGLRRLGLRLRMGLRLRLRLRLLL
edit after TGT launch: This was the only high rated Paladin Murloc deck pre TGT. It might have inspired Blizzard to create Murloc Knight!
edit after LoE launch: Thank you for Sir Finley Mrrgglton, Blizzard!! He fits 100% in this deck. Anyfin Can Happen IS SO AMAZING!! The deck is now more midrange / control.
I reached Legend with this fantastic Murloc-deck at the end of January 2015. Originally it was designed as a fun-deck. I used it only for the final push from Rank 1 1Star to Legend. I was on a roll, so maybe it was a little bit lucky.
Mulligan:
best: Zombie Chow, , Sir Finley Mrrgglton, Shielded Minibot, Haunted Creeper, Muster for Battle
good: Argent Protector (only with Zombie Chow or a good 2 drop with coin), Avenge, Murloc Tidecaller, Knife Juggler
ok: Puddlestomper, Murloc Tidehunter, Bluegill Warrior
never: all other cards
Strategy: Originally this was an aggro deck. But I recognized that this midrange version is a lot more stable.
The first 3 turns are the most important. If you can establish board control, you have a high chance to win the game.
Trade your divine-shields against minions or use it to protect key-minions like Murloc Warleader. Keep your murlocs alive as long as possible and then buff it up with Coldlight Seer.
If you have Divine Favor on your hand, try to use all your mana crystals to empty your hand as fast as possible.
The disadvantage of this deck is the difficulty to handle it. It needs a lot of practice.
Matchups: (Pre TGT!)
best: Midrange Druid, Priest, Mech Mage, Warrior, Shaman
50/50: Hunter, Ramp-Taunt Druid, Handlock, Rogue
worst: Zoolock, Midrange Paladin
Hero Power to choose from Sir Finley Mrrgglton:
1. Warlock (only when low on cards and no Divine Favor or Coldlight Oracle in hand)
2. Priest (if you have already a minions on the board you can heal)
3. Rogue (if you need help to gain boardcontrol)
4. Mage (if you need help to gain boardcontrol, but weaker than Rogue, because you deal only 1 damage for 2 mana, and your hero-health doesn't matter)
5. Druid (worse as mage or rogue)
6. Hunter (only if you need the final burst)
7. Shaman (don't choose)
8. Warrior (don't choose)
For gameplay videos take a look at the comments.
New: Djinny Combo Druid!
|
|
---|---|
Minion (17) |
Ability (13)
|
Loading Collection |
Also try this new Shadow Reno Priest!
|
|
---|---|
Minion (19)
|
Ability (11)
|
Loading Collection |
Are you sure this deck work? Zoo has 1/3 Taunt that rekts me. Paladin has muster for battle and there is no way to fight it!
I`ve made a deck based on this one, and i cut on one Divine Favor, not always reliable though one can be great, and put another Jeeves instead, since it doesn`t depend on your opponent, also I put Tirion Fordring, since he`s a great aggro stopper, especially against murloc mirror, and also a very good finisher. People don`t really expect it, especially followed by a Emperor Thaurissan[/card]. I`ve put an Abusive Sergeant because he really makes trading easier and has even won me the game a few times! Also do consider 1 Coghammer over Hand of Protection, it can be really good to trade with your hp and keep your board intact.
Also, I don`t run Avenge, because i don`t have all wings of Naxx yet, but i`m sure to add it when I get to buy all wings.
Here`s the deck list in case you`re interested: http://www.hearthpwn.com/decks/254877-murlocadin-with-tirion
Anyway, thank you VERY much for your deck, I really appreciate it!
*chm chem* bro do you even know how op this deck is i mean its sub midrange but its much cheaper its basicly paladin zoo....really actually its more zoo than zoo because its mostly animals
This is a fantastic aggro deck with a slight bit of control added in, thank you for posting it! I say control because you want to make your murlocs stick to the field as your first priority, then go straight to face aggro when you can snowball the game. This deck has won me many games by turn five, and someone even conceded to me on turn two once, all thanks to what someone before me said about it being better to use coldlight seer on one murloc to make it stick rather than filling my field with flimsy nothings that are easy to get rid of. this is what happened: i was playing a druid and I threw out tidecaller turn one (he went first did nothing) and he used his hero power on it on turn 2. I then used my coin into coldlight seer, and when he sa his plan to remove it had failed and he now had to deal with a 2/3 that would keep growing, he was like "sADGFAJDFGHKID I GIVE UP!" this deck can be inconsistent if your having crappy draws though.
This is a good time to mention that the mulligan guide above can be disregarded, in certain stuations. Getting a good drawing card in your hand can be good if you have other things to play and empty your hand before you use it. there are times when you will empy your hand and be like "PLEASE GIVE ME JEEVES OR AT LEAST A COLDLIGHT ORACLE PLEASE" so in the right situation this works. This also goes for seer, coldlight oracle, and warleader, and also depends and what you are playing against. for instance, if you have a raider in hand at the start, maybe a tidehunter, and you are playing a mage, you may want to mulligan unless you have an avenge to go with the tidehunter because it is just going to get fireblasted (hero power.) but this may also not be the case. It's a tough call whether I would keep a hand with a raider, tidehunter/puddlestomper, warleader/seer, against a mage (tidecaller would be a better turn one) but against most other decks, depending on their removal ability, this could be a very good hand, because again, you never know when your warleaders, seers, or divine favors are going to be at the bottom of the deck. Trust me, it happens -_- yesterday I was testing this deck out and it seemed like I was having some of the worst luck. I have had trouble with mech mage, but after learning a little more, I just played one near into fatigue and wooped his ass beautifully....or her.... o did I mention this person had the gold mage for winning 500 ranked matches? poor guy had built a nice hand up and I near milled him with his own fel reaver. he kept trying to deal with my murlocs, and I nearly had nothing to do, but i drew jeeves and got a divine favor so that I could refresh and nearly mill myself, but it didnt matter because his/her health was like 9 or 6 and I was able to just flood the field. flamestrike nearly killed me though, i think (cant remember if thats what left me with nothing to do.)
O yeah, he started with face damage, but as soon as he realized what was coming he tried to prepare for the storm like using an umbrella in a hurricane. I just kept hitting Jaina in the face, while strategically laying out my minions and spells.
I figured out that raiders and oracles, basically everything in this deck is needed for good synergy. this deck works alot, and it can work more consistently if you know what you are doing. It is harder to play than with mechs or some other aggro deck, but it is SO FREAKING FAST when played right. The thing is that murlocs suck on their own, where as mechs can stand on their own two feet, but are somewhat less synergized. Trading with mechs is easier, whereas murlocs need a much more careful gameplan so that you can make them stick and flood the board to the point of madness. Murlocs need to be unified to work. Also, sometimes murk-eye is good in a starting hand, but you wand to save him for when you have a bunch of murlocs to buff him up. making him a 9/4 and going to the face on like turn 5 or 6 is entirely doable. This pally works well because it can make the murlocs stick and trade well, as well as punishing people for killing them with avenge. Using avenge properly is a must at well, because face hunters will not attack your minions at first, a lot of the time. you want to create situations where they want to get rid of something (oracle, suped up murloc, or heaven forbid, warleader if need be. Also, sometimes ppl kill seer forgetting that it is a battle cry xD)
Save your divine shields and redemptions for when you really feel you need them, and this can only be discerned through practice. Usually you want to save it for your warleader or even a greylight oracle or a buffed murloc, depending on how the game is going, but using them to save yourself from having to trade minions is good to, to keep crappy murlocs in bplay for buffing and baiting out more removal, etv. You mainly want to use them to save key minions for damage dealing, but they can be used to bait out removal early, saving the important minions and possibly leaving you with somethiing to synergize with after the opponent has exhausted his or her mana.
I have been playing with this deck all day for the past few days, and it is a lot of fun. It wins so fast it is ridiculous, and a late game is even possible with it (though there is less chance of winning) it has just the right amount of draw that I once nearly went through my whole deck, and it worked just well enough to win. I tried a lot of the sideboard stuff thinking "man raiders and greylights suck" but after running through it all, i realized that the 2's of everything just make the synergy too ridiculous, and you need one cost murlocs. Knifejugglers can work well in certain situations, but even they did not fill the spot well enough. They ultimately added more control rather than aggro to the deck (less turn 1 plays, less 1 cost murlocs) and were somewhat conditional. They also took from the synergy, weirdly enough. they have a synergy of their own, but this is a murloc deck. it needs face rush murloc synergy. The randomness also got annoying, though doing five face damage on turn two by summoning a tidehunter and attacking was fun when it happened. it seemed the deck only worked really well with the coin though, and even then it was mehhh.
Thanks again for posting this! I just got all the murloc doubles, and I was looking for something to make them work. Murlock is okay; I couldnt make them work in any other decks but I have learned alot since then. I was kinda sad, finding that Murlock isn't really viable (before this I was building a handlock and trying to make it work..... still needed the molten giants.....) and that was my only other main ever. needless to say it was quite a change to go to murlocs and took some getting used to. I was stuck at 17--18 in ranked, but it just got me to 15 pretty easy =D (after I learned how to play it) I'm still climbing the ladder though so I will let you know how for i get xD I'm somewhat of a noob but I play a lot. I don't have many legendaries and im only about 2 molten giants away from handlock (I got jarraxus in a pack) but I happened to have all the murlocs almost so I made a murlock. that was going 50/50 at best so I did some research and found this. so happy I did. I almost had enough to craft a molten for my handlock, which maybe i should have done in hindsight,but I crafted a tidecaller and 2 dvine favors instead (luckily had everything else) and I'm happy with that."
It took some getting used to but I love it. I know it's kind of a joke deck, but it works, and it's the fastest deck i've seen - most consistently fast too. It was cheap enough for me to fill the gaps and it works better than my deck that had legendaries in it because it's so fast. It can be inconsistent if your having crappy draws though. If you're in a similar situation, you will be glad you crafted this if you can make it work based on ridiculousness alone, and it keeps things from getting to drawn out. I don't thin this is a deck to get serious about but it is fun.
It made me a friend when I played this deathrattle shaman into fatigue. had to give me a virtual highfive he said it was such a gg, and I agreed and thanked him. Idk how this deck would rank on a tier list, but the synergy is so much stronger than any of my other decks that it makes it more viable, especially since I'm still netting more wins, even if I lose now and again it doesn't take a million years like before, and I lose less even. It's really good for grinding and fun and it's cheap, which is great for me considering I'm moderately new. Okay I'm done sorry for the ramble.
Hope this helps someone else as much as it would have helped me ^_^ no disrespect to the creator but the instructions on how to play are a bit lacking. Better than most still- at least you but some really helpful tips in the description/instruction section. I'm just glad you posted what you did!
What about putting one Enhance-o Mechano in there? Im a nub so pls no hate :)
enhance-o is "win more" as the OP said once before. This deck seeks to create board control and synergy. while this may sound like it fits mr mechano, it doesn't. you have plenty of means to snowball the game better with the deck as it is, because the murlocs make such a tight unit. they suck on their own, so making them stick and having as many as possible is a must. Every card in this deck fits this decription and is needed for just that, where as mr mechano would just slow things down if you don' have board control. this deck doesn' need any more 4 costs and has plenty of synergy and buffs as it is. everything in this deck makes snowballing the game way mroe plausible and adds to the murloc synergy, whereas mechano has a syngergy of his own, it doesn't quite fit as well. You don't want something that works "if you have board control" you want to create board control and do massive damage with your murlocs. This deck has won a good chunk of my games by turn 5-7, so if you have a bunch of cards in your hand and murloc specific buffs, you don't want another big 4 cost clogging your hand and screwing your mana-summoning flow. Having mechano and murkeye would not be favorable, because you would rather have something to buff him and or your other murlocs up to finish off the game. It would be sucky because you kind of want to have them beat at this point most likely, and mechano may just end up to be a detriment if he takes the space of a lower cost card that could help you win at this point. having him for the turn after murkeye or w/e could be great, but in causing the game to go later gives your opponent the chance to clear the field you are trying to buff and ends up countering the objective, and making mechano a dead card. The randomness is also supper friggen annoying trust me I have tried mechano out and it's not as good I have twiddled with this deck plenty. Let me know how much that helped or if you have other questions! I just posted a comment that should be very helpful- I know I would have found it so when I was playing around with this deck. It's basically everything I have found when testing the deck, with perhaps a few omissions.
Having one more buff could be helpful, but I have tried everything and this build seems to work best just the way it is.
Some people take out 1 of the 1 cost spells like redeemption, so maybe try that if you want, would love to hear how it works for you, maybe I just had bad luck, but it seemed to just add more inconsistency to the deck.
I am still at the building stage since I am a very new player (This is my first deck!) and I think i wont be able to put the two Avenge cards in there because I really doubt that Im gonna buy the adventures...
Thats why I was looking for substitutions and because I recently got the enhance o bot in a pack I was wondering if it could fit...
Thank you very much for your in-depth answer and if you got any more easy to obtain cards that would fit in this deck just hit me up :)
No prob! happy to help. I've done some more twiddling and I've got to say the deck can be a little inconsistent at times but maybe it's just me. I did try replacing a redeemption with sea giant, and it worked well. Redeemption I found came at some in-opportune moments at times, but the one I did use in that game helped me save my warleader...the reason i tried sea giant was because if goes well with the swarm mechaninc of the deck, and it can be helpful if the opponent has some minions out that you want to be gone, etc... it's useful in different situations, though still situational, not as much so as the redeemption (still reccommend keeping at least one).... anyway after I redeemed my warleader it got bashed again immediately anyway.... maybe I shouldn't have played it or something... =/ I'll figure it out but I still lost to a demon lock with a buffed up... whatever the 1/4 who heals for every damage she does is.. friggen got her up to 14/10 with demon heart or w/e and power overwhelming and demonfire and shadowflamed my whole beautiful field, sea giant and all ;( redeemption would have maybe been good if i kept my giant, but I probly should have nipped that demon bitch in the ass anyway. If I had used mechano instead of my giant, maybe some of my minions would have gotten divin shield/windfury and they would have survived and won the game =( but there is that randomness. who knows if anything would have gotten divine shield. either way, it was a fine substitution, I probably just screwed something up because I was close to finishing him, I just fell short. This deck has it's shortcomings tho, murlocs are not known for consistency. I even used to use truesilver champ and it worked for a bit. enhance-o would probably be ok in this deck because I've realized that he can really help secure a field, after trying this zoo deck: http://www.hearthpwn.com/decks/206009-top-3-eu-legend-zoo-deck. I would say just to try not to add to many other high cost minions in there (4 is big for this deck) unless it's sea giant or something maybe. This deck banks on being fast, but if that doesn' work it can be annoying, so you have to be really smart about what you play. The sea giant didn't really extend the game, and I was glad to have more late game options, but it obviously didn't do much for me other than force an OP shadowflame... More testing is needed! I'm also messing with zoo, as I just had to craft some doomguards and I was good. I sort of miss my hand lock, but he wasn't doing well without his molten giants..... lacking like 1 good legendary too. I have cairne and the Naxx ones and jarraxxus though......
Sorry about that ramble! I really don't recommend changing avenge. It's one of my favorite cards in the deck; i love getting it and a tidehunter as my first move. even if they don't go for the minions right away, they will have to as you flood the field. board clears suck, but it really punishes single removals -really good in this deck (sometimes they can deal with it though and it should be anticipated). The Naxx cards are great- I also recommend getting them if you ever plan on spending money before buying most other things. I have yet to buy blackrock but I want it so I can through a big dragon in my handlock with some molten giants and call it a day cus I just need a good legendary and those giants. If you're an f2p-er, I understand- I don't reccommend grinding up gold to buy the adventures ( i still suggest buying them.) There are so many useful guaranteed cards in them that are key to many decks, but it doesn't hurt to wait until you get that far I guess. I rarely spend money on the game but I the adventures are a must once you get to a certain point imo. Well not really, but they are as close to a must as you can get =P I honestly never thought I would find myself using avenge and loving it so much but here I am. It was probably the only naxx card I haven't used besides voidcaller, spectral knight anddd..... the rogue spider....maexxna.... and more but the ones I do use are GOOD! lol
If you have to replace them maybe consider something that will maybe make your murlocs stick more (one mechano might be an okay substitute but i would rather get rid of a redeemption) and to fill the second gap, idk what cards you have, but knife juggler, light's justice, truesilver champ.....blessing of kings.... I would try to not put in more than one 4 cost (mechano if you choose) and maybe put in something lower than 4 as well, unless you can find something that works really good) just keep trying stuff thats what i did. Wait- I didn't consider enhance-o mechano and a blessing of kings as a replacement. I wouldn't say it's optimal- in fact I would reccomend against it- but those are 2 4's that I could reccommend. I reccommend you pick a lower cost mana card if you go with mechano to replace the other avenge, or iinstead pick a couple 2 cost spells if you don't use mechano. Lights justice and mechano could work, though I did get rid of my light's justice from this deck. That's about as much as I can say....
EDIT: knife juggler can be good but random just like mechano, so if you don't mind that it could be a good addition with mechano. either that or just 2 knife jugglers.
Wow thank you once again for that amazing answer :D
I actually really like the way you write... It's like you express your stream of thoughts very well!
It's so nice to be appreciated =D Thanks.
I find it's easier to type out my thoughts - I'm not always so good at verbalizing them on the spot xD
plus it's easier than writing things out. less hand hurt and easier to edit.
Anyway, as you can probably tell, there's a lot that goes on up there in my brain.
Cheers!
O! I forgot that Ironbeak owls work well in getting through taunts, so that would probably be a good card to throw in here =D makes for more control less aggro but can be really helpful, and the cost goes well with what I told you before. I still think your going to want avenge but you could replace them with an ironbeak ( i think one is enough, but up to you) 1 or 2 knife jugglers, Blessing of kings, or noble sacrifice. Again, I reccommend against any of the 4 costs except maybe one mechano or Blessing of kings, but not both. I would say try different combos of these cards I just mentioned, but I heard someone replaced avenge with noble sacrifice and raiders with knife jugglers so to each his own. Since avenge costs the same it could be a goood idea based on that, and will help keep murlocs on the board perhaps. again, mana balancing is key, so just make sure that the mana cost of the cards your subbing in aren't too different than the card being subbed for. Mechano, etc can be an exception if it works, but you definitely want a low cost card to replace the other avenge if you go with that. otherwise you can split the difference and go with a couple 2's or the noble sacrifices, etc.
if you decide to try truesilver champ don't go for more than one. drawing two at a time sucks. made me realize that I was making the game longer because this deck shouldn't give time or need to use them both xD
I tried questing adventurer at first. It was used a lot more in older decks, but I couldn't get it to work out. That was when I was still trying murlock (warlock) out, though, after I had just gotten all the murloc doubles.
Sorry to blow up this post, but I just wanted to tell you that I think I have another viable cheap deck you should try. it just got me to rank 12 and im still climbing and gaining experience. it's a little less fast than this deck but it is still very fast and more consistent imo or maybe just easier. this guy did say he only used it for the final push so i think the element of surprise and luck helped him, not sure, not saying it's a bad deck, but it really sucks when you don't draw your good murlocs and you have nothing but crap to redeem, so maybe replace one or two of those but idk.... I replaced enhance-o mechano with an ironbeak owl in this zoo deck because of inconsitency, taunts, and the fact that i was buffing crap minions with him. I think that would be a good replacement in some way for some card in this deck, but anyway here is the link to this zoolock that seems to be working for me. it's similar in mechanic to this deck. here's the link: http://www.hearthpwn.com/decks/206009-top-3-eu-legend-zoo-deck.
sorry if i bursted a bubble but I highly reccomend this deck over murlocadin atm. maybe just me though.
I posted a comment on there you may find helpful as well.
I was thinking about trying out imp gang boss and voidcaller when i get blackrock
Also, it got difficult to climb around rank 12, though I still have some learning to do and time before how I can say how well my changes came out.
Update: zoo got me to rank ten. struggled going between 0 and 2 stars, then got knocked back into 11 a and 12, back to 11 2 star and working.
I love this deck but Handlocks blow through it like it's tissue paper. Particularly annoying when you get placed against 5 in a row (and still counting...)
I find that handlock isn't SO bad, granted I don't play too many. The matchup is similar to ramp-taunt druid, though it has more field clears, swipe can be a bitch too. Those decks are usually so slow and take time to build up mana/ cards in hand before they can swing into action. you can beat them by turn 5 hopefully, because turn 4 is when the trouble starts coming. Molten giant, defender of argus is also something to watch for.They usually aren't expecting the crazy murloc aggro, so you have an element of surprise. the big taunts, etc, are the bane of this decks existence, but can be dealt with if you have some good buffs or something. If they don't draw a field clear then you are lucky and can win more easily, but otherwise these decks are so slow that you can use your speed to take advantage (obviously not overplaying your hand) This deck wins me games so fast now that I understand it more . I can usually figure out if a hellfire or something is coming or not and bait it out so that I can play the big guns. Idk I used to play a half-assed handlock, and I'm still building it, but I just started playing this deck and love it because it is so quick cheap and has such better synergy. Sorry about your bad luck. I know Im just a nub but I posted a comment expanding upon tips for the deck; hope it helps. I know I would have appreciated it. I guess beating a handlock is tricky with the clears and big taunts, perhaps it takes some luck, but beating them before they can snub you is possible, or even after they've tried to snub you it's possible to when a good hand and playing your cards right. I think the luck ting goes both ways, as far as the matchup is concerned. Just yesterday I got beat by an experienced ramp taunt player, but he use defender of argus on 2 shade of naxxramas, and used some other friggen druid buff. the things just kept growing. think he used innervate and a coin to play them both on turn 3 as well. Now isn't that some top decking shit? guess it woulda been easier if I had better removal, but I had a bad draw that game as well. Most other times I wreck slow decks like that, and I even figured out how to win against a golden mech mage, or I just got lucky. it was a good game nonetheless.
anyway, Cheers lol.
Edit: Bad draws can make this deck inconsistent.
Do you still think Sword of Justice would not be a good fit anywhere in this deck?
I made a post just now where I covered this and a lot more. I love this deck. Just hit ctrl F and type knife juggler into the search box if you want to skip to that part, and let me know if you have further questions, because I played with the jugglers quite a bit and messed with this deck and the sideboard to see what works and how it works, but this man has refined his deck well and it synergizes great as it is. I ended up making a cookie cutter deck and I love it- it's exactly the same as his.
Pretty fun, thanks!