Hey guys, Aishi here with another deck. This time, i decided to focus on another rush deck with everyone's favorite set of annoying cards! I haven't seen another Murloc deck get some serious exposure aside from some Warlock ones every now and then, so lets give this a shot. Druid has the perfect card set for Murlocs, ranging from cheap removal to insane burst and direct damage. Simply put Druids have all the complementary cards that Murlocs would love. To craft a Murloc deck does take some dedication, considering almost none of the murlocs work outside of a murloc deck, but the decks you can make with them are pretty versatile according to class.
A major note is that I'm missing a second Murloc Warleader, I do okay without it, but I can't imagine the mayhem that would ensue if I picked up another. I would have to look over what cards I should remove, but he'll get added once I craft him. A note on the murloc legendary: you get Old Murk-Eye for free if you craft one of each murloc card, making this deck that much less expensive to craft on paper! Lets go over the deck list real quick:
- All the murlocs, self-explanatory. I don't have a second Murloc Warleader, but he's on my next-to-craft list. People tend not to play Coldlight Seer considering he's more of a defensive card, but Druids are able to circumvent the hefty cost and keep a field of murlocs alive and buffed much sooner in the game.
- Two Claw for a little protection with the armor, control early game, or direct damage if needed. I choose this over other cards because of the cheap cost of 1 mana, allowing you to get the most out of your turns. On the other hand, Savage Roar is your all-in card, when the going gets tough and you have the resources, you'll end games or bring them to the later mill & burn phase with your multitude of direct damage. Savage Roar works perfectly with Force of Nature for a 9 mana 12 damage combo.
- Innervate is a key card that puts Druid above other cards, Murlocs very much rely on momentum and Druids can put that out in spades with this - forget turn 2 Hogger, you'll deal enough damage to send the opponent packing before you need a second hand to count the turns. Other possibilities are pushing the maximum mana to 12, letting you use any two 6 mana game-closing spells. Nothing can be more satisfying than double Starfires on turn 10. Please note, that your mana cannot exceed 10! Use innervate after you play your initial card or the +2 mana is wasted.
- Naturalize, the pièce de résistance of our Druid murloc deck, with this card, nothing will stand in the way between your Murlocs and the opponent's face. The beauty is in the 1 cost, forget card advantage, the opponent can only play so much in a single turn, having 100 cards in your hand on turn 5 won't help if you can't protect yourself.
- Swipe, Starfire, and Force of Nature are our spells of choice - they all deal direct damage, lots of it. They are efficient, combo well and hit hard. Play your 6 damage spells correctly and you will serve you well.
Savage Roar + Force of Nature will end games quicker than you can say "Job's Done". Always look for the combo, it does 14 damage on just a clear board and remember, Savage Roar gives your character two attack as well!
Cards to Consider Nourish - Lets you catch up or get ahead, it's versatile, but slow Leeroy Jenkins - Lets be honest, any deck that lets to hit the opponent can play Leeroy. Swipe clears! Tinkmaster Overspark - Free pass around taunts, as if two Naturalize aren't enough! Murloc Warleader - I need a second one Power of the Wild - See changelog #2, but I still like this card. I think this may be a natural switch for a Coldlight Seer.
Changelog -1 Nourish / +1 Force of Nature I used Nourish before I pulled a second FoN, I think Nourish was a bit too slow - it gave me a good safety net, but I wasn't particularly sure of the actual use of the card. Momentum is the name of the game, and Nourish feels like it resets momentum at the cost of 3 cards. Due to this, my experience with the card makes it hard to engineer a comeback or throw anything worthwhile on the field that won't be overpowered. Granted the card is perfect when you're finding that last spell or two to win. Force of Nature is more damage and synergizes well with a few other cards to end games.
-2 Power of the Wild / +1 Claw, +1 Savage Roar I originally only had one Claw, the card worked well early game to cover for my small Murlocs and provided a little armor at a very cheap mana cost. I added in a second one and replace Power of the Wild. It has uses early on to keep the smaller Murlocs alive against classes with single damage Hero Powers, but when it gets to later game, the one extra health doesn't help much vs AoE and the one extra damage on each card doesn't do much to change the flow of the game - you'll burn out too fast if you put slow/non-impacting cards into the deck. I opted for another Savage Roar because of the fact your own hero gets 2 attack to clear the way for a higher amount of damage at the cost of one more mana. Savage Roar is essentially an offensive Power of the Wild buff.
I think I might try this. I don't have Force of Nature, so I'll be using the second Warleader and Leeroy.
Enjoy! Seems like a decent swap, I don't know by experience, so hopefully you can get back with some positive results about a second Warleader and the deck in general.
Gah, I hate giving my opponents cards. Can I remove a Coldlight Oracle for a second Warleader?
I would definitely suggest against removing Coldlight Oracle. I would say Coldlight Oracle is very important for your own draw and it combos perfectly with Naturalize, I think removing Coldlight would jeopardize the effectiveness of overfilling the opponent's hand with Naturalize, your own momentum with card draw or mill for the winning card, and one of the rare Murlocs with 2 health. I always look for an Innervate or Coldlight Oracle in my opening hand.
You're practically playing single player with this deck - if the opponent has 10 cards in his hand by turn 4, he can only play 2~3 at best. Or he'll play a big creature that Naturalize will easily put to rest. Try to get used to it and you'll see how amazing the card is to Murloc decks.
Gah, I hate giving my opponents cards. Can I remove a Coldlight Oracle for a second Warleader?
I would definitely suggest against removing Coldlight Oracle. I would say Coldlight Oracle is very important for your own draw and it combos perfectly with Naturalize, I think removing Coldlight would jeopardize the effectiveness of overfilling the opponent's hand with Naturalize, your own momentum with card draw or mill for the winning card, and one of the rare Murlocs with 2 health. I always look for an Innervate or Coldlight Oracle in my opening hand.
You're practically playing single player with this deck - if the opponent has 10 cards in his hand by turn 4, he can only play 2~3 at best. Or he'll play a big creature that Naturalize will easily put to rest. Try to get used to it and you'll see how amazing the card is to Murloc decks.
Okay you've convinced me. Going to give the deck a shot. Well, just as soon as I figure out what to remove for a second Warleader.
Hey, you can always experiment and see for yourself. I tend to be persuasive, but that doesn't mean I'm always correct in my assumptions - I've never played without Coldlight Oracle to say the least.
You can try Force of Nature like Zandock did, my first hunch would be a Claw or even a single Coldlight Seer. Savage Roar may possibly be an option, but it feels too versatile to give up considering you get the two attack as well.
I'll edit to prevent any unnecessary bump to respond to your comment below: I'm all smiles to hear things like that! Glad to help and happy Hearthstoning.
Hey, you can always experiment and see for yourself. I tend to be persuasive, but that doesn't mean I'm always correct in my assumptions - I've never played without Coldlight Oracle to say the least.
You can try Force of Nature like Zandock did, my first hunch would be a Claw or even a single Coldlight Seer. Savage Roar may possibly be an option, but it feels too versatile to give up considering you get the two attack as well.
I'll take out a Coldlight seer for it! Thanks for all your contributions. Everything you post is informative and teaches me something I hadn't thought of before. I really enjoy your decks and posts. Again, thanks mate.
Druid's certainly has a good toolkit for swarming, so making use of murlocs is certainly viable. Most of their tools are not available to start with and requires to craft. Now going with murlocs instead of regular swarm cards increases that dedication of crafting. I am not in a position where I can commit to crafting all those cards yet but I do have some questions regarding it though.
You decided to leave Power of the Wild out of the deck. I figure it can work as a decent replacement if you don't have other cards, but what is your reason for including it in the core deck?
Also, card draw. While I haven't played any murloc deck I have faced a couple. The common problem with the Druid murloc decks that I fought is that they run out of steam really quickly. While Warlocks can still go on in a decent tempo when top decking due to their hero power, the druid does not have the same ability to keep going. If you hit the druid with 1 or 2 board clears he has pretty much lost due to top decking 1 cost cards. Never really had any problem with them but it might be due to the types of decks that I generally play. What is your experience regarding the draw power in the deck? Does the amount of control spells slow the pace down enough for it to not be a problem?
Murloc deck look easy to build because you don't have to craft the legendary. I am going to test this out and give feedback. I never played any Murloc deck and I don't know why but my first idea would to go for a rogue deck.
Murloc deck look easy to build because you don't have to craft the legendary. I am going to test this out and give feedback. I never played any Murloc deck and I don't know why but my first idea would to go for a rogue deck.
Your deck scares me in all the wrong ways :) You do realise Innervate lets you cast anything rather than just help spells like Prep? Auctioneer? This isnt combo town. You either won or loss before even thinking this. I see potential in other cards of course and the rogue racial would help the deck in the same way the druid complements the first few turns.
Rollback Post to RevisionRollBack
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Murloc deck look easy to build because you don't have to craft the legendary. I am going to test this out and give feedback. I never played any Murloc deck and I don't know why but my first idea would to go for a rogue deck.
I tried to make a Rogue Murloc deck, I think it was one of the most unsuccessful decks I've ever tried. If you try to conceal anything worthwhile than the opponent probably has AoE or set up taunts. You actually can't conceal much either, even by turn 6 you can probably throw down 3~4 murlocs + conceal if you use the one health ones. My plan was to use Shadowstep in tandem with Conceal and Coldlight Seer for massive health gains, but the deck was incredibly lackluster, I can see how you would find Rogue to be excellent with Shadowstep and Conceal, but the idea only looks good on paper. You can even Shadowstep on a few other things like Murkeye, but to be honest, you're probably better off making a deck with Leeroy because of the consistency. I'll try to find one of my past streams where I tried a Rogueloc deck.
You decided to leave Power of the Wild out of the deck. I figure it can work as a decent replacement if you don't have other cards, but what is your reason for including it in the core deck?
...What is your experience regarding the draw power in the deck? Does the amount of control spells slow the pace down enough for it to not be a problem?
Power of the Wild is excellent in some ways, lackluster in others. It's actually a find addition if you want some extra beef on your cards, but I find it hard to replace anything worthwhile, I actually added it to the opening post to do a little extra testing with in the future. The idea behind Power of the Wild is that it keeps your Murlocs alive a little longer, which is okay, but a single health can't really do much. It's actually a more defensive card, which somewhat slows down the tempo and may turn out to be sunk cost if the opponent has board clear already.
I always look for Cold Light Oracle in my hand, mulligan everything except for Innervates! This makes the deck inconsistent, sure, but that's the issue with most combo decks. Otherwise, the cards I use for direct damage are perfectly fine. Basically, most of the cards in the deck have a use or can deck some damage. Coldlight is +1, Starfire +0, these are enough to keep your hand somewhat steady. I agree that card draw seems to be lacking, but you mostly have the tools to deal enough damage. You don't need a hand, just presence on the board with the initial cards and then a bit of extra damage for the win. How has your experience with card draw been?
Hey mate, can you update your deck ? i have all the cards and more and i'm starting to think of tweaking it but not sure what to replace, noticed in your latest vid you have nourish in your deck, what was removed ?
The current decklist is the one I posted, the video is actually outdated. Nourish was in place of a second Force of Nature, Power of the Wild were replaced by another Claw and Savage Roar - I was afraid a single Savage Roar was too much, but damn is it great. I'll make a changelog for both.
This deck must be great. By the way, do you think Hungry Crab could be a good replacement of Murloc Raider?
Nope, not a Murloc, so it doesn't get buffed by any of the Murloc cards, making it a bit lackluster and causing you to lose board presence. Remember, Murlocs are power in numbers! Savage Roar is 2 extra damage with each minion out. Feel free to give it a try and get back to me on that, but Murloc Raiders are amazing for a cheap source of damage with Grimscale, Warleader, and a buff to Tidecaller. I haven't had much success on using Hungry Crab outside of a Hunter Murloc-UTH hybrid deck.
I'm not a big fan of Soul of the Forest, Murlocs won't live long for you to get out a 4 mana card, it slows down the tempo of the game and gives you somewhat lackluster cards in return. If you have a strong field, you'll probably end up winning anyways, and Soul of the Forest isn't any real deterrent in my eyes. I'll try it out myself, what would you remove for one SotF? Again, I added a little section about Power of the Wild on the OP.
You don't need a hand, just presence on the board with the initial cards and then a bit of extra damage for the win. How has your experience with card draw been?
I guess that you are right. There ain't really any room for other draw cards than Nourish, and using that one in a murloc deck would feel like using sprint in a rogue deck. While I have played many swarm type decks, I have not played any that requires the same aggression as murlocs do.
Comparing a Murloc druid vs a Murlock. The druids strength lies in it's superior aggression with Innervates and Savage Roar, while warlocks relies more on consistency and defense (Not like any murloc deck is defensive... but with blood imps and card draw they can refill the board faster than you can take them out.) which are the reasons why the druids defensive cards don't work that well.
However, the nature of the druid means one thing. You only really got one chance of aggression. Sure you can delay it for a turn or 2, but whenever you start dropping those murlocs you are going all in with no return. If your murlocs starts falling than it's onwards game over. Instead of relying on additional card draw to recover you instead transition to a burn type druid and try to get that last damage off instead of trying to retain the board control.
Even if both druid and warlock are murloc based. Their styles are quite different. But with increased aggression there will be reduced consistency. Certainly not a style that I'm used to as I tend to play slower decks, swarm or not. Tweaking the deck and being lucky with the draws remains more important with this deck.
Edit: Well, that was mostly ranting about exact same thing that you said. But yeah, there is no real room for additional card draw for a such aggressive deck like a druid murloc deck. Going with the "burn" type as band aid solution is likely a much better alternative than opting for defensive cards like Soul of the Forest as burn spells are more versatile and are useful in both good and bad positions.
Went 5-0 with this deck on 2 star diamond. But most importantly I had a blast playing. I didn't have 2 force of natures, so I used another warleader instead. What would you have taken out for another warleader?
Oh, trust me, if I was looking for a consistent and competitive deck. I'd stay far away from Murlocs for now. The deck is just plain fun and still able to hold its own on a high level of play. This deck and my upcoming Warlock Bumrush deck are for when I come home from a long day and just want to crack open Hearthstone and relax with a few fun games without too much thinking. Extreme aggression, no holds barred, all in!
Mage matchup is a little different, also the toughest matchup aside from Shaman. They usually don't play taunts, so you want to focus on direct damage and deal as much damage as you can Blugill, Murkeye, and any other 2 health Murloc is key. Mulligan all your 1 healths, look for Oracle, hope you get some ways to get some damage out and then close out the game with direct damage. You should never be attacking minions, period.
The rest is up to your opponents hand, if there's aoe, there's aoe. Can't win them all when you're staring down arcane explosion/blizzard/taunts and drawing cruddy cards. You can bruteforce your way with a good hand, but that's the best you can do.
I was on a nice streak with this deck then the moment i hit gold, my murlocs just can't survive a turn, i've tried stocking them to play as many combos as i can, i've tried getting them out fast and early, it don't matter they're killed in the very next turn and my board is cleared over and over, starting to wish i had not wasted so much dust on this deck.
I'm sure your MMR wouldn't have increased so drastically that once you hit gold that you suddenly meet the issue of being unable to win a game. You'll run into bad streaks as well, it's the nature of the deck.
I do not recommend this for your first deck if you want to have a foundation to create a more competitive deck unless you simply prefer a deck to have fun with, Murloc cards are usually indigenous to Murloc decks and you'll be hard-pressed to gain more dust to craft another deck because not many cards are able to be used in other decks.
Thought it would suffer card problems like warlock variants which would be worse without the warlock racial, but the druid racial does help clear the floor for the Murloc debut.
Dropped Starfire and Swipe and put in Wrath and Power of the Wild. *Power of the Wild I think may be essential for this deck only when you cant get the stamina buffers and even with its still more attack. I found Blood Imp to of similar value in Warlock variants. *Wrath vs Swipe is a hard one to be honest - if you got Claw in your opening hand you wont need Wrath but if you cant draw Claw then early drops become DoAed turn 4, then it just getting shit from there. I think Wrath wins out because its 3 damage for 2 mana and can kills any 2/3 drop (you obviously never use the 1 damage variant since you are a druid and playing control) and you need to control turns 1-4/5 to make the Murloc splash.
Other small addition was a second Warleader because dropping 2 is crazy town and dropped a Force of Nature. Had internal debate over Force of Nature vs Starfire - still in debate to be honest, the cantrip on Starfire and the fact it avoids taunt entirely is a huge plus, but if you get to turn 8 and still holding Power of the Wild - Force could be a game ending 9 damage... I'm keeping Force for now.
Swipe wins against Wrath, hands down. Wrath can't deal direct damage. Same issue with Starfire, the removal of both those cards are a poor choice and will ultimately lose you any chance to win late game if you fall off pace due to the lack of direct damage. I would choose two Starfire over two Force of Nature for the cantrip, but having both is better in most cases - too much damage when buffed to pass up.
Power of the Wild is decent, it won't save much early game and only works to provide you with a single health. At best, it is a defensive card for defending against single health pings from classes such as Mage, Druid, and Rogue. This small list of three classes also happen to be the classes with many more options with early removal or AoE in general. It probably best works against Druid, where you find it can protect one or two more Murlocs against Swipe, but you'll probably still die to Starfall on the other hand.
If I were to reach a compromise, swap out a Coldlight Seer for one Power of the Wild, considering it's one primarily defensive card for another. A perk of PotW is a bit of extra damage on Force of nature and turns where you have a clear field to attack with so it has a little more variance in use, providing slightly stronger momentum than Seer's +2 health.
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[Pre GVG] Force of Murloc
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by Aishi_ - Nov 10, 2013
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Minion (16)
- 1x Leeroy Jenkins
- 1x Old Murk-Eye
- 1x Murloc Warleader
- 2x Coldlight Oracle
- 1x Coldlight Seer
- 2x Murloc Tidecaller
- 2x Murloc Tidehunter
- 2x Bluegill Warrior
- 2x Grimscale Oracle
- 2x Murloc Raider
Ability (14)
- 2x Force of Nature
- 2x Innervate
- 2x Naturalize
- 2x Claw
- 2x Savage Roar
- 2x Starfire
- 2x Swipe
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Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Midrange *new!*
Rogue Knives & Magic
Not an OTK Hunter Deck
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Hey guys, Aishi here with another deck. This time, i decided to focus on another rush deck with everyone's favorite set of annoying cards! I haven't seen another Murloc deck get some serious exposure aside from some Warlock ones every now and then, so lets give this a shot. Druid has the perfect card set for Murlocs, ranging from cheap removal to insane burst and direct damage. Simply put Druids have all the complementary cards that Murlocs would love. To craft a Murloc deck does take some dedication, considering almost none of the murlocs work outside of a murloc deck, but the decks you can make with them are pretty versatile according to class.
A major note is that I'm missing a second Murloc Warleader, I do okay without it, but I can't imagine the mayhem that would ensue if I picked up another. I would have to look over what cards I should remove, but he'll get added once I craft him. A note on the murloc legendary: you get Old Murk-Eye for free if you craft one of each murloc card, making this deck that much less expensive to craft on paper! Lets go over the deck list real quick:
- All the murlocs, self-explanatory. I don't have a second Murloc Warleader, but he's on my next-to-craft list. People tend not to play Coldlight Seer considering he's more of a defensive card, but Druids are able to circumvent the hefty cost and keep a field of murlocs alive and buffed much sooner in the game.
- Two Claw for a little protection with the armor, control early game, or direct damage if needed. I choose this over other cards because of the cheap cost of 1 mana, allowing you to get the most out of your turns. On the other hand, Savage Roar is your all-in card, when the going gets tough and you have the resources, you'll end games or bring them to the later mill & burn phase with your multitude of direct damage. Savage Roar works perfectly with Force of Nature for a 9 mana 12 damage combo.
- Innervate is a key card that puts Druid above other cards, Murlocs very much rely on momentum and Druids can put that out in spades with this - forget turn 2 Hogger, you'll deal enough damage to send the opponent packing before you need a second hand to count the turns. Other possibilities are pushing the maximum mana to 12, letting you use any two 6 mana game-closing spells. Nothing can be more satisfying than double Starfires on turn 10. Please note, that your mana cannot exceed 10! Use innervate after you play your initial card or the +2 mana is wasted.
- Naturalize, the pièce de résistance of our Druid murloc deck, with this card, nothing will stand in the way between your Murlocs and the opponent's face. The beauty is in the 1 cost, forget card advantage, the opponent can only play so much in a single turn, having 100 cards in your hand on turn 5 won't help if you can't protect yourself.
- Swipe, Starfire, and Force of Nature are our spells of choice - they all deal direct damage, lots of it. They are efficient, combo well and hit hard. Play your 6 damage spells correctly and you will serve you well.
Savage Roar + Force of Nature will end games quicker than you can say "Job's Done". Always look for the combo, it does 14 damage on just a clear board and remember, Savage Roar gives your character two attack as well!
Cards to Consider
Nourish - Lets you catch up or get ahead, it's versatile, but slow
Leeroy Jenkins - Lets be honest, any deck that lets to hit the opponent can play Leeroy. Swipe clears!
Tinkmaster Overspark - Free pass around taunts, as if two Naturalize aren't enough!
Murloc Warleader - I need a second one
Power of the Wild - See changelog #2, but I still like this card. I think this may be a natural switch for a Coldlight Seer.
Changelog
-1 Nourish / +1 Force of Nature
I used Nourish before I pulled a second FoN, I think Nourish was a bit too slow - it gave me a good safety net, but I wasn't particularly sure of the actual use of the card. Momentum is the name of the game, and Nourish feels like it resets momentum at the cost of 3 cards. Due to this, my experience with the card makes it hard to engineer a comeback or throw anything worthwhile on the field that won't be overpowered. Granted the card is perfect when you're finding that last spell or two to win. Force of Nature is more damage and synergizes well with a few other cards to end games.
-2 Power of the Wild / +1 Claw, +1 Savage Roar
I originally only had one Claw, the card worked well early game to cover for my small Murlocs and provided a little armor at a very cheap mana cost. I added in a second one and replace Power of the Wild. It has uses early on to keep the smaller Murlocs alive against classes with single damage Hero Powers, but when it gets to later game, the one extra health doesn't help much vs AoE and the one extra damage on each card doesn't do much to change the flow of the game - you'll burn out too fast if you put slow/non-impacting cards into the deck. I opted for another Savage Roar because of the fact your own hero gets 2 attack to clear the way for a higher amount of damage at the cost of one more mana. Savage Roar is essentially an offensive Power of the Wild buff.
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You're not going crazy, I edit 2~3 times each post
I think I might try this. I don't have Force of Nature, so I'll be using the second Warleader and Leeroy.
Enjoy! Seems like a decent swap, I don't know by experience, so hopefully you can get back with some positive results about a second Warleader and the deck in general.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Gah, I hate giving my opponents cards. Can I remove a Coldlight Oracle for a second Warleader?
I would definitely suggest against removing Coldlight Oracle. I would say Coldlight Oracle is very important for your own draw and it combos perfectly with Naturalize, I think removing Coldlight would jeopardize the effectiveness of overfilling the opponent's hand with Naturalize, your own momentum with card draw or mill for the winning card, and one of the rare Murlocs with 2 health. I always look for an Innervate or Coldlight Oracle in my opening hand.
You're practically playing single player with this deck - if the opponent has 10 cards in his hand by turn 4, he can only play 2~3 at best. Or he'll play a big creature that Naturalize will easily put to rest. Try to get used to it and you'll see how amazing the card is to Murloc decks.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Okay you've convinced me. Going to give the deck a shot. Well, just as soon as I figure out what to remove for a second Warleader.
Hey, you can always experiment and see for yourself. I tend to be persuasive, but that doesn't mean I'm always correct in my assumptions - I've never played without Coldlight Oracle to say the least.
You can try Force of Nature like Zandock did, my first hunch would be a Claw or even a single Coldlight Seer. Savage Roar may possibly be an option, but it feels too versatile to give up considering you get the two attack as well.
I'll edit to prevent any unnecessary bump to respond to your comment below: I'm all smiles to hear things like that! Glad to help and happy Hearthstoning.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I'll take out a Coldlight seer for it! Thanks for all your contributions. Everything you post is informative and teaches me something I hadn't thought of before. I really enjoy your decks and posts. Again, thanks mate.
I think I must just suck at playing Murlocs. I can never seem to get them to work right.
This deck must be great. By the way, do you think Hungry Crab could be a good replacement of Murloc Raider?
Druid's certainly has a good toolkit for swarming, so making use of murlocs is certainly viable. Most of their tools are not available to start with and requires to craft. Now going with murlocs instead of regular swarm cards increases that dedication of crafting. I am not in a position where I can commit to crafting all those cards yet but I do have some questions regarding it though.
You decided to leave Power of the Wild out of the deck. I figure it can work as a decent replacement if you don't have other cards, but what is your reason for including it in the core deck?
Also, card draw. While I haven't played any murloc deck I have faced a couple. The common problem with the Druid murloc decks that I fought is that they run out of steam really quickly. While Warlocks can still go on in a decent tempo when top decking due to their hero power, the druid does not have the same ability to keep going. If you hit the druid with 1 or 2 board clears he has pretty much lost due to top decking 1 cost cards. Never really had any problem with them but it might be due to the types of decks that I generally play. What is your experience regarding the draw power in the deck? Does the amount of control spells slow the pace down enough for it to not be a problem?
Murloc deck look easy to build because you don't have to craft the legendary. I am going to test this out and give feedback.
I never played any Murloc deck and I don't know why but my first idea would to go for a rogue deck.
With cards like theses :
For something like that :
Sorry for my english !
Your deck scares me in all the wrong ways :)
You do realise Innervate lets you cast anything rather than just help spells like Prep?
Auctioneer? This isnt combo town. You either won or loss before even thinking this.
I see potential in other cards of course and the rogue racial would help the deck in the same way the druid complements the first few turns.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I tried to make a Rogue Murloc deck, I think it was one of the most unsuccessful decks I've ever tried. If you try to conceal anything worthwhile than the opponent probably has AoE or set up taunts. You actually can't conceal much either, even by turn 6 you can probably throw down 3~4 murlocs + conceal if you use the one health ones. My plan was to use Shadowstep in tandem with Conceal and Coldlight Seer for massive health gains, but the deck was incredibly lackluster, I can see how you would find Rogue to be excellent with Shadowstep and Conceal, but the idea only looks good on paper. You can even Shadowstep on a few other things like Murkeye, but to be honest, you're probably better off making a deck with Leeroy because of the consistency. I'll try to find one of my past streams where I tried a Rogueloc deck.
Power of the Wild is excellent in some ways, lackluster in others. It's actually a find addition if you want some extra beef on your cards, but I find it hard to replace anything worthwhile, I actually added it to the opening post to do a little extra testing with in the future. The idea behind Power of the Wild is that it keeps your Murlocs alive a little longer, which is okay, but a single health can't really do much. It's actually a more defensive card, which somewhat slows down the tempo and may turn out to be sunk cost if the opponent has board clear already.
I always look for Cold Light Oracle in my hand, mulligan everything except for Innervates! This makes the deck inconsistent, sure, but that's the issue with most combo decks. Otherwise, the cards I use for direct damage are perfectly fine. Basically, most of the cards in the deck have a use or can deck some damage. Coldlight is +1, Starfire +0, these are enough to keep your hand somewhat steady. I agree that card draw seems to be lacking, but you mostly have the tools to deal enough damage. You don't need a hand, just presence on the board with the initial cards and then a bit of extra damage for the win. How has your experience with card draw been?
The current decklist is the one I posted, the video is actually outdated. Nourish was in place of a second Force of Nature, Power of the Wild were replaced by another Claw and Savage Roar - I was afraid a single Savage Roar was too much, but damn is it great. I'll make a changelog for both.
Nope, not a Murloc, so it doesn't get buffed by any of the Murloc cards, making it a bit lackluster and causing you to lose board presence. Remember, Murlocs are power in numbers! Savage Roar is 2 extra damage with each minion out. Feel free to give it a try and get back to me on that, but Murloc Raiders are amazing for a cheap source of damage with Grimscale, Warleader, and a buff to Tidecaller. I haven't had much success on using Hungry Crab outside of a Hunter Murloc-UTH hybrid deck.
I'm not a big fan of Soul of the Forest, Murlocs won't live long for you to get out a 4 mana card, it slows down the tempo of the game and gives you somewhat lackluster cards in return. If you have a strong field, you'll probably end up winning anyways, and Soul of the Forest isn't any real deterrent in my eyes. I'll try it out myself, what would you remove for one SotF? Again, I added a little section about Power of the Wild on the OP.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I guess that you are right. There ain't really any room for other draw cards than Nourish, and using that one in a murloc deck would feel like using sprint in a rogue deck. While I have played many swarm type decks, I have not played any that requires the same aggression as murlocs do.
Comparing a Murloc druid vs a Murlock. The druids strength lies in it's superior aggression with Innervates and Savage Roar, while warlocks relies more on consistency and defense (Not like any murloc deck is defensive... but with blood imps and card draw they can refill the board faster than you can take them out.) which are the reasons why the druids defensive cards don't work that well.
However, the nature of the druid means one thing. You only really got one chance of aggression. Sure you can delay it for a turn or 2, but whenever you start dropping those murlocs you are going all in with no return. If your murlocs starts falling than it's onwards game over. Instead of relying on additional card draw to recover you instead transition to a burn type druid and try to get that last damage off instead of trying to retain the board control.
Even if both druid and warlock are murloc based. Their styles are quite different. But with increased aggression there will be reduced consistency. Certainly not a style that I'm used to as I tend to play slower decks, swarm or not. Tweaking the deck and being lucky with the draws remains more important with this deck.
Edit: Well, that was mostly ranting about exact same thing that you said. But yeah, there is no real room for additional card draw for a such aggressive deck like a druid murloc deck. Going with the "burn" type as band aid solution is likely a much better alternative than opting for defensive cards like Soul of the Forest as burn spells are more versatile and are useful in both good and bad positions.
Went 5-0 with this deck on 2 star diamond. But most importantly I had a blast playing. I didn't have 2 force of natures, so I used another warleader instead. What would you have taken out for another warleader?
How do you do against mages?
Thank you for sharing!
Oh, trust me, if I was looking for a consistent and competitive deck. I'd stay far away from Murlocs for now. The deck is just plain fun and still able to hold its own on a high level of play. This deck and my upcoming Warlock Bumrush deck are for when I come home from a long day and just want to crack open Hearthstone and relax with a few fun games without too much thinking. Extreme aggression, no holds barred, all in!
Mage matchup is a little different, also the toughest matchup aside from Shaman. They usually don't play taunts, so you want to focus on direct damage and deal as much damage as you can Blugill, Murkeye, and any other 2 health Murloc is key. Mulligan all your 1 healths, look for Oracle, hope you get some ways to get some damage out and then close out the game with direct damage. You should never be attacking minions, period.
The rest is up to your opponents hand, if there's aoe, there's aoe. Can't win them all when you're staring down arcane explosion/blizzard/taunts and drawing cruddy cards. You can bruteforce your way with a good hand, but that's the best you can do.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
I'm sure your MMR wouldn't have increased so drastically that once you hit gold that you suddenly meet the issue of being unable to win a game. You'll run into bad streaks as well, it's the nature of the deck.
I do not recommend this for your first deck if you want to have a foundation to create a more competitive deck unless you simply prefer a deck to have fun with, Murloc cards are usually indigenous to Murloc decks and you'll be hard-pressed to gain more dust to craft another deck because not many cards are able to be used in other decks.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Addressing a post in the deck link itself, since I consider there were a few important comparisons to be made.
Swipe wins against Wrath, hands down. Wrath can't deal direct damage. Same issue with Starfire, the removal of both those cards are a poor choice and will ultimately lose you any chance to win late game if you fall off pace due to the lack of direct damage. I would choose two Starfire over two Force of Nature for the cantrip, but having both is better in most cases - too much damage when buffed to pass up.
Power of the Wild is decent, it won't save much early game and only works to provide you with a single health. At best, it is a defensive card for defending against single health pings from classes such as Mage, Druid, and Rogue. This small list of three classes also happen to be the classes with many more options with early removal or AoE in general. It probably best works against Druid, where you find it can protect one or two more Murlocs against Swipe, but you'll probably still die to Starfall on the other hand.
If I were to reach a compromise, swap out a Coldlight Seer for one Power of the Wild, considering it's one primarily defensive card for another. A perk of PotW is a bit of extra damage on Force of nature and turns where you have a clear field to attack with so it has a little more variance in use, providing slightly stronger momentum than Seer's +2 health.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Fixed. Thanks!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post