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Murlocs, ASSEMBLE!

  • Last updated May 10, 2016 (Old Gods)
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Wild

  • 26 Minions
  • 3 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Paladin
  • Crafting Cost: 3060
  • Dust Needed: Loading Collection
  • Created: 5/10/2016 (Old Gods)
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  • Battle Tag:

    SHADOWSTRIKE#1121

  • Region:

    US

  • Total Deck Rating

    1

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Hey guys!

First time sharing a deck on here, but I've had a lot of success with this build, so I figured I would share it with you all.

It's a Paladin Murloc deck, similar to some others you may see on here, but with a few changes that I feel REALLY increase the win/loss ratio.  It's a pretty straight forward deck to play, and just looking at the cards will give you an idea of the synergies involved.

HOW TO PLAY:

Basic aggro-style deck.  Maintain early board control up until about turn 3 or 4, then go face, while cleaning up board when necessary.  Be sure to COUNT your gems and plan ahead.  Plan your synergies, and be sure to utilize your gems well.  Also, maintain survival of certain cards as explained below.

 

MULLIGAN:

Basically, you want a solid early game.  Since the deck is heavy with low-cost minions, getting a good starting hand is easy.  The absolute IDEAL starting hand for this deck would be:

Murloc Tidecaller (1-drop), Argent Protector (2-drop), and Steward of Darkshire (3-drop).

The other cards you will want to hold onto would be:

Argent Squire > Bilefin Tidehunter > Vilefin Inquisitor.

 

SYNERGIES/STRATEGIES:

Abusive Sergeant - This card is actually going to be used primarily for board control.  Not necessarily played early-game.  If you can put +2 attack on a shielded 1/1, you can clear many opposing minions and maintain board control.

Steward of Darkshire - This card is your main powerhouse here.  A free divine shield on every 1-health minion you play.  Make sure you have board control before you play this card, and keep a count on any remove spells he may have used so you know you're in the clear.  The goal is to make your opponent have a low amount of cards in their hand before playing this card to ensure it's survival.

Steward of Darkshire + Murloc Tidehunter / Bilefin Tidehunter - A turn-5 double drop that will turn the tide of the game.  Dropping Steward followed by either Tidehunter results in your new minions having Divine Shield popped on them.  Note:  Steward + Bilefin is especially good, as you will drop a 1/1 with taunt AND divine shield, which is excellent for survival of your Steward.

Murloc Tidecaller + Bilefin Tidehunter / Murloc Tidehunter - A GREAT turn 1-2 play.  Drop the Tidecaller on turn 1, followed by either Tidehunter on turn 2, and you've got a 3/2 Tidecaller, as well as a 2/1 and 1/1 to clear the path as you beef up your Tidecaller even further.

Vilefin Inquisitor - This card is very great at pushing out some sweet synergies, and since it's ability is procured as soon as it's summoned, you don't have to worry about it's survival.  Once you have the Inquisitor out, you have some great synergies with Steward of Darkshire to pump out 1/1's with divine shield, or even beef up your Murloc Tidecaller.  On top of that, it will help you increase board count for late-game drops like Frostwolf Warlord.

Blood Knight - This card is in here as a tempo flipper.  If you can pop out 1 or two Divine Shield minions from any of the other synergies before dropping this guy, you will have a 6/6, 9/9, or even higher, off of just 3 gems.  Getting a turn 3 6/6 or turn 4 9/9 is not uncommon.  Only one was included though, as filling the board with shields twice is unlikely.

Murloc Warleader - Keep this guy in your hand until you have a solid amount of Murlocs on the field (I'd say 3).  Then drop him, and you've got at least 3 3/2's, but more likely much beefier minions.  Consider this:  Turn 1 Murloc Tidecaller, Turn 2 Murloc Tidehunter (this pumps our Tidecaller up to 3/2), Turn 3 Murloc Warleader (this pumps our Tidecaller to 4/2 before additional buffs).  We now have a board with a 6/3, 4/2, 3/2, and a 3/3 all by turn 3.  That's 16 potential damage.

 

WHY DID I CHOOSE/NOT CHOOSE ____ CARD?

Why only 1 Rallying Blade - The divine shield buff is nice, but we'll probably only procure it once for any solid multi-minion effect.

Why only 1 Argent Squire - While Argent Squire is a great turn 1 drop, late game it doesn't really help much.  Though it is useful to feed our Blood Knight.

Why add in Anyfin Can Happen - Aside from this card being very fun, it provides us with a late-game comeback.  Due to the lack of draw-power, and minions generally not costing much, you may see your hand run empty late-game, and if your opponent has been maintaining steady board control, this is a good way to get back in the game.