[S42 Top 20] Wild Murloc!
- Last updated Sep 30, 2017 (Evergreen Nerfs)
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Wild
- 24 Minions
- 4 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Murloc Paladin
- Crafting Cost: 13800
- Dust Needed: Loading Collection
- Created: 9/10/2017 (Frozen Throne)
- Toymachine
- Registered User
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- 23
- 51
- 143
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
1731
NOTE:
~31% of Wild Ladder is Reno Priest according to VS (and I believe it cos it resembles my stats) - if you are over Rank 5 I strongly advise to use 2x Divine Favor, kick out anything for it (Tirion recommended).
!!! WARNING !!!
Murloc Warleader will be nerfed on September 18th! The deck most likely won't be this broken after the nerf. I am not sure how much will it get hit, but I assume the deck will still be pretty good. Still I need to warn you! I wouldn't craft any epics or legendaries just yet! Wait couple of days after the nerf to see how the deck does before investing dust, make it only if you already have all cards!
NOTE:
This deck costs 13800 dust, however many of the cards, including 3 legendaries, can be easily replaced by almost as good commons and rares (if not even a bit better in certain circumstances) so just check "Replacements" section.
EDIT: Here is the "budget" variant of this deck that cost 6960 dust, literally half the cost of the original, changed Boom and Tirion for 2x Bonemare, Coghammer for 2nd Rallying Blade, etc. Overall pretty similar deck and not much worse at half the price, not as good but I'd say not more than 5% win rate difference on average (not tested to full tho, just an assumption):
Introduction
Hey guys,
Just reached Legend in Wild with ease using this deck so I wanted to share it. It destroys Druids which was one of the main goals for me, and Paladin is the last class to make golden which was another big reason, so I decided to go for it. I didn't track games but I assume I had around ~80% win rate (a bit less than 100 games total to Legend, know it by number of Paladin wins).
Here is the proof:
I will write some mulligan guide and some tips soon, but it's very simple and similar to old Midrange/Murloc Paladin from Standard which I have the guide for if you care:
[S37 Legend] Midrange Paladin Guide
Gameplay
This is a tempo deck. It has sort of aggro-midrange curve and relies heavily on snowballing and board presence. Versus aggressive decks trade as much as you can and control the board heavily and versus slower decks you act like an aggressor. Do as many trades as possible vs aggro and don't play for value at all, literally kill his 1/1 with your 3/3 if needed. You will outvalue them by far for sure in time, you only want to survive vs them. Coghammer is usually a win card vs aggro - trades alone into 3 small minions and shields you. Versus slower decks be greedy, wait for 5/4 to buff couple of murlocs, wait for bunch of murlocs to be on board if possible with Old Murk-Eye, while you'd often just drop it as 2/4 to trade vs aggro. You get the point, it's fairly simple, play for tempo try to gain value, trade when favorable, play more aggressive vs slower decks making them do the trades for you, while defending at all costs vs aggro.
Card Choices
Overview of couple of choices that I see people are not running in their decks. I have checked quite a few decklists online and experimented myself with couple of variations. Other cards do not require any specific explanation in my opinion and if you have any questions just ask.
- Coghammer - I didn't see this card played at all in Wild, which is a mystery to me. It is just too good, one of the best weapons in game that wins games alone vs aggro decks such as commonly seen Pirate Warrior and Aggro/Token Druid. It also makes Rallying Blade itself stronger since it's basically an additional divine shield. I use one of each weapon since if u don't use Coghammer, Rallying Blade becomes a bit worse and you don't have enough divine shield minions, yet if you'd use 2 Coghammers without Blade, you'd have too much divine shields so Coghammers effect might be wasted (if it casts on a minion that already has shield). 1 of each is a perfect balance imo.
- Dr. Boom - Seen literally 0 Dr. Booms in my climb from R16 to Legend and I find it laughable, it's still one of the best cards in game, still better than any 7 or even 8 drops (only a couple of cards you might need for synergy might come close to Dr. 7). Card is broken, use it in every deck, it didn't change, it didn't become worse - it's still broken and the best choice for any deck that is not pure face click. It has insane tempo and adds a lot of pressure on the opponent. Also hard removals aren't run so much aside from Reno Priest, so opponent will pretty much always have to trade into Dr. Boom or he is dead.
- Small-Time Recruits - Kept 2 Divine Favors at 1st but faced too many Pirate Warriors and Aggro/Token Druids where Favor does nothing, and Small-Time Recruits is consistent and can be cast at any time and due to so many 1 drops, it will always draw 3 cards. It can also be good to be cast before Finja, so Finja summons stronger murlocs.
Mulligan
Keep 1 and 2 mana cost murlocs vs everything, and you can keep Shielded Minibot vs everything except Priest (you want to lure out pain on something that doesn't have divine shield). Can keep 3 drop if you have first two turns. If you have 1-2 drops already, you can keep Divine Favor vs Priest and Warlocks, as they have like 8-10 cards very soon so it will draw half your deck which will lead you to easy win.
I will write this in more detail when I have time with specific cards and which 1 drop you should keep in which situation, but generally you can't go much wrong, as long as you are not keeping idk Tirion and Dr. Boom.
Replacements
If you have any questions and suggestions, please let me know so I can update the guide, for now here are some epics and legendaries you might not have:
- Tirion Fordring - Bonemare
- Dr. Boom - Bonemare
- Old Murk-Eye - Murloc Knight / Primalfin Lookout / Coldlight Seer / Wickerflame Burnbristle
- Small-Time Recruits - Divine Favor
- Coghammer - Rallying Blade
Standard
For those who want to stick with Standard here is variation of it for Standard mode:
Good luck!
Thank you so much for this deck, reached legend for the first time in just 7 hours! Replaced 1 Rallying Blade with 1 Consecration for mirror matchup & aggro hunters/warriors.
In case anyone's wondering, this deck is still bonkers post nerf.
Just went on a 10-1 run in my first 11 games after playing it after the nerf. Amazing deck.
Started this deck and got completely wiped out by Renolock (continuing was useless as he brewmastered his Reno card so could just keep healing). Not happy.
Shouldn't there be a few extra murlocs in this deck?
Was about to suggest adding Loatheb but you beat me to it, although I wouldn't replace Sir Finley Mrrgglton. I was sceptical seeing him in the list at first but it turns out you want that 1/3 body in for your opener and the hero power often doesn't really matter since you can revert it back with Vilefin Inquisitor.
The card I found to be lacking a bit is Grimscale Chum. I don't find it a good 1 drop except maybe when going second. It dilutes your Finja pool and is often left stranded in hand with no murloc to buff. I'd take one out for Loatheb.
Anyway, thanks again OP, for the deck. Made legend with it today. Mainly lost against Priests with a lot of early game answers and Jade Druids where I couldn't close out the game. Had a lot of losses thanks to my phone as well. It was a nice farewell to Murloc Warleader in its current state.
Dr. Boom is great and all, but I suggest Bolvar, Fireblood as a strict upgrade to him in this particular deck. The deck is short on 5's (and doesn't necessarily want 7's...). Dr. Boom seems like he was just thrown in as "what to do on turn 7? Dr. BoooOOM!!", when Bolvar actually has great synergy with the deck.
and to anyone who says "he just gets removed next turn". well, it's a great thing this deck has so many awesome threats so he's a great decoy as well, if it comes to that.
Oh hello Dr. Boom, my old friend!
This is a good deck for the current meta!
With the collection you have your best bet is either a form of Aggro Druid, or a mid-range hunter with DK Rexxar.
From Rank 12 to 5 (19-2) in 4 hours. Since I don't have Sunkeeper Tarim, I changed it for a Spellbreaker and worked pretty well.
Only beaten by a super aggro Paladin when I didn't get a 1 Drop at the start, and a Druid with all the good murlocs at the bottom of my Deck.
Thanks!
Been playing a deck almost exactly like this for the last 4 months (No rallying blade, and no small time recruits). Its early game beats almost every deck. This deck will still be incredibly strong after the Warleader nerf but there will no longer be the amazing Finja combo :(
Dude, why do you create new account for each video/deck, you're making video about?
In my personal opinion, merlons are super cancerous and annoying to deal with. I practically added twisting nether to my demonlock to deal with stuff like this, although it deals with n'zoth decks too.
I will party in 4 days when murlocs are nerfed, although later that day I will hold a funeral for Warrior and Shaman.
Will this still be viable post nerf?
I'm so dumb, but can you tell me how to get Old Murk Eye? Everybody says 'craft all murlocs' but I can't craft Sir Finley Mrrglton
I thought that they may have gotten rid of that quest and the quest for captains parrot. You may have to just craft him at this point.
Was rank 5 - zero stars yesterday. Zero motivation, tired. Was on a really bad losing streak, Probably had a in rate of 30 % from friday to yesterday. From rank 3 - 3 stars to rank 5 - zero stars. Then I found this deck. Now I just got legend. This deck is super strong. Awesome! Thank you for making this deck:)
I'm missing Vilefin Inquisitor × 2, Coghammer × 1, Gentle Megasaur × 1, Old Murk-Eye × 1.
I wish I had more dust to invest and try this deck out. It looks really good.
Yep, I thought I could craft them, but then again vilefins are about to go wild in a couple of months so I gave up on that thought. ^^ Not too close call, but bg means Bulgaria :)