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[S19 Laddering] The Murlocs are back! (gameplan...

  • Last updated Oct 5, 2015 (TGT Launch)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1940
  • Dust Needed: Loading Collection
  • Created: 10/3/2015 (TGT Launch)
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  • Battle Tag:

    Pastafarian

  • Region:

    EU

  • Total Deck Rating

    91

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Spoiler alert: This deck is pure and absolute cancer when piloted correctly, some kills will come as early as turn 4, on average  you'll kill at turn 6.

Hey there!

Because facehunter was too slow for me I decided to build a faster deck, one that would be able to outrace every other aggro deck and kill control players before they even had a chance to respond.
If this deck hits it's curve it's almost unbeatable.

Note that this is not an easy deck to play!
Starting to get comfortable with when to play this deck like zoo (trade/set up a good boardposition) and when to SMOrc like facehunter is key to winning with this deck.

It's extremely fast!
On average I've been pushing out about 15 games per hour with this deck.

How to mulligan?
Aim for an agressive curve, throw back all your spells and Doomguard. (keeping Soulfire can sometimes be correct against dragon priest)

Without the coin:
You'll want to have either: 

  • 3x 1-drop
  • 2x 1-drop, 1x 2-drop
  • 1x 1-drop, 2x 2-drop
  • 1x 1-drop, 1x 2-drop, 1x 3-drop

There is no need to aim for murlocs alone, keeping the classic zoo opening of Flame Imp and Voidcaller is fine.

With the coin:
Basically you'll be happy when you draw at least 2x a 2-drop or 2x a 1-drop + 1x 2-drop this will help you curve properly and to flood the board early on.

Gameplan:
Overall you'll be wanting to vomit your minions all over the board, trying to push in as much damage as possible as early as possible.
This deck is running 2x Arcane Golem, 2x Wolfrider, Old Murk-Eye, 2x Soulfire and 2x Power Overwhelming and a Doomguard that allow you clear the last points of hp.
As soon as you've established a board that's able to do some damage, it's time to start using heropower.
The only way to lose is by running out of gas after a boardclear.

General word of advice:
Sometimes you will simply not hit your curve, if you're facing a high-hp opponent and see no immediate ways to take back the initiative, concede early.
There is no shame in losing a game early on, there is however shame in losing a game that was actually already lost after 2 minutes of playing after struggling for 10-15 minutes and finally losing in the end.
This deck is highly volatile: it's extreme agression will either overwhelm your opponent or blow up in your face.
Expect losingstreaks every now and then.
Accept the fact that there is currently no deck that's capable of hitting a 100% winrate, dropping 1 or 2 ranks before streaking your way up 3 or 4 ranks is absolutely natural.
You can either blame the deck, you can also blame your own playstyle, but it's also entirely possible that you just had some below average draws against an opponent with slightly above average answers.
In the end if you'll be able to get a winrate around 55% you will climb very consistently and very quickly.
Not taking 3-game winstreaks into account you will be able to climb at least 10 stars every 100 games. The nature of this deck makes it so that you'll hit a winstreak quite often, giving you a bonus star every time.
On average I've been streaking about 1/4th of my games, which reduces the laddering time to rank 5 by 25%.

Last but not least, a view example pictures of what you can expect when playing this deck:

 12 damage burst against druid:

Killing a handlock quickly: (note that the owls have been removed in my current build)