The GRAND RWGLRWGLRWGLRWGL
- Last updated Aug 20, 2015 (Blackrock Launch)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 5760
- Dust Needed: Loading Collection
- Created: 8/14/2015 (Blackrock Launch)
- Loyal_Shabti
- Registered User
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- 9
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- 44
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
43
This Murloc deck runs a heavy amount of card draw.
The deck also runs a total of two cards that act as pseudo-card draw in the form of Neptulon.
Neptulon because it can refill your hand with more Murlocs and not only does it have the potential to get you a Murloc Warleader, it also now has the chance to get you a Murloc Knight which as far as Shaman is concerned is just a uncollectible Murloc card. As more Murlocs mean less chance of getting something awful like getting 4x Murloc Raider.
The deck also is running the latest addition to Shaman's arsenal... The Mistcaller. This card alone makes all the other minions in this deck so much more relevant in the later stages of the game. 4/4 Murloc Warleader, 4/3 Puddlestomper, or even just a 2/2 Grimscale Oracle.
Aside from The Mistcaller, the deck also runs two cards which increase the attack.
1x Bloodlust
The deck runs a suite of lite-removal.
2x Hex
The deck now runs Loatheb to prevent AoEs for a turn.
Currently contemplating about finding room for one Kezan Mystic.
i would add one more coldlight oracle instead of a 2nd manatide or ancestral knowledge. i would also replace hexes with earth shocks for more SMOrc value. would also probably ditch lightningstorm in favor of more burst (another flametonue or a lava burst/crackle). its an aggro deck, no need for board clears with overload
Double tide totem seems like its a bit much though i would only run something like that in combo deck but maybe i'm wrong.
I'm not sure mist caller is even good here. Usually murloc decks just rush really hard and win. Once you lose the board with them there is almost no getting it back even if you have a full hand of murlocs. Mist caller slows you down a lot and you have usually won around turn 6 anyways. But maybe the buff makes murlocs just sticky enough to were you can hold games that you can't win by SMOrcing.
Biggest problem with murlocs late game is...late game. The Mistcaller is meant to make your murlocs have more relevance in the late game as they really do and consistently peter out during this stage of the game as they are frankly just to small body-wise. Plus that isn't true, sometimes your opponent has a variety of cheap minions and removal to shut down your early game. Its a situation which most be taken into account as there are no Murlocs like a Leper Gnome or a Huffer to really make those pushes by themselves.
Could you repeat rwglrwglrwgl?
Hmm not a bad idea at all. When TGT comes out I will also be grabbing two Totem Golem anyway if I don't get them from packs.
Any room for Charged Hammer in the deck? Seems more consistent than random totems for extra power vs aggro decks which are really popular...
Experiment for yourself. :)
You might be right and Charged Hammer could definitely be a staple of Murloc Shaman decks.
Yeah I can't wait to give this deck a try soon! Shaman + Murloc goodness FTW :)
Is this an agro, control, or what deck?
Good question. Its currently Theorycraft. I need to actually craft The Mistcaller and Ancestral Knowledge so I can get a proper feel of the deck.
If I were to give an educated guess of what style it might fit: Aggro-Midrange.
I am actually looking forward to trying something like this
Thank you
Your welcome.
Coldlight Oracle might give the opponent the AOE he needs. You might want to replace it with a different card draw machine, like Jeeves. Also, it will be hard to keep your Nexus-Champion Saraad long enough to get enough value. I'd replace it with a Loatheb to protect against future AOE. Overall the deck seems very good. Good job and have fun testing it and improving!
I agree with your thoughts on replacing Nexus-Champion Saraad with Loatheb, althought Coldlight Oracle I think is meant to gain card draw in the late game if you're digging for your Bloodlust or a murloc with charge to get you a little more damage to be able to push for lethal.
Loatheb has been added, Saraad is removed.
Rise of the Mragrargargaghgragrara!