EXPLANATION: This is a rush with the goal of getting out as much as possible as soon as possible. It also comes with some utility just to keep on the safe side.
EARLY GAME: In the early game you want to use 'Innervate' and 'Wild Growth' to pump out as much stuff as humanly possible, most importantly the 1 cost cards. Do this just to get some early pressure and cause your opponent some panic. Also use 'Bite', 'Claw' and 'Savagery' to deal with enemy rush decks and strong minions. Now start dropping the higher cost cards to further increase your numbers. And don't forget to use your hero power whenever possible for a little bit of extra damage and survivability.
LATE GAME: By this point you should have quite the army, So now would be the perfect time to throw down 'Soul of the Forest'. You want to do this just to keep the pressure on even when your army falls. You'll also be able to rebuild by the time your 'Treants' are dead. (Keep in mind that 'Vanish' does not kill you're minions thus deathrattle won't activate.) Once you're army is rebuilt again use you're second 'Soul of the Forest'. Then use 'Savage Roar' and 'Power of the Wild' to end the game.
Once you're army is built up again use your other 'Soul of the Forest' as well 'Mark of Nature', 'Savage Roar' and Power of the Wild' when appropriate. Now by this point you should have hopefully won the game, but if you haven't you're most likely out of cards and out of options in other words...... screwed.
CONCLUSION: Well that's about it. Feel free to post any suggestions or criticisms and maybe different variations for the deck. Thanks for reading! :D
P.S: If you see any weird things like random words or something just wait a few minutes and refresh the page because I'm probably editing. Otherwise just leave a comment and I'll get around to fixing it. Also quick question but how do type card names as links. Like when the card name is in red and when you mouse over it comes up with the card. Sorry if that's a dumb question but I would really like to know.
I'd probably dump Wild Growth only because you would probably never play it as a 2 drop if you are trying to rush your opponent and its only useful as a 2 drop. I am sure there are a lot of replacements you could put there. For example Flesheating Ghoul if you want to capitalise on trades or Ancient of Lore if you want to try and resurrect your late game.
I'd probably dump Wild Growth only because you would probably never play it as a 2 drop if you are trying to rush your opponent and its only useful as a 2 drop. I am sure there are a lot of replacements you could put there. For example Flesheating Ghoul if you want to capitalise on trades or Ancient of Lore if you want to try and resurrect your late game.
I feel that if used with in conjunction with 'Innervate' you can really boost your later turns. I dunno, like I've mentioned I haven't been in the beta yet and testing is way better than theory crafting. So I will take your word for it but I won't change it until more people suggest a change.
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I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I theorycrafted a few murloc decks before beta started, the druid was one of my favorites.
Yeah thought Druid was a good choice. I've seen a lot of Shamans use murlocs based purely on 'Bloodlust'. But why not Druids, they have a ton more useful cards.
Rollback Post to RevisionRollBack
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I theorycrafted a few murloc decks before beta started, the druid was one of my favorites.
Yeah thought Druid was a good choice. I've seen a lot of Shamans use murlocs based purely on 'Bloodlust'. But why not Druids, they have a ton more useful cards.
I did actually go with the shaman deck, not for just BL but because shamans have some good removal, and totems synergize well with murlocs. I am gonna try a warrior deck with them one of these days, I just wish I had more than nine deck slots.
I theorycrafted a few murloc decks before beta started, the druid was one of my favorites.
Yeah thought Druid was a good choice. I've seen a lot of Shamans use murlocs based purely on 'Bloodlust'. But why not Druids, they have a ton more useful cards.
I did actually go with the shaman deck, not for just BL but because shamans have some good removal, and totems synergize well with murlocs. I am gonna try a warrior deck with them one of these days, I just wish I had more than nine deck slots.
Did you ever try with a Druid? And if so was it any effective?
Rollback Post to RevisionRollBack
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
This is the deck I am going to test out, likely I will be making a few changes though. I would like to add more board clear and change a few things around probably.
Well I tested a few versions of the druid and warrior decks out and really wasn't impressed. They had a hard time keeping the murlocs out. I felt like I was always hoping they wouldn't kill my murlocs so I could buff them. The shammy deck doesn't have that problem, although I can't narrow it down to exactly why. Anyways here it is if you wanted it.
Well I tested a few versions of the druid and warrior decks out and really wasn't impressed. They had a hard time keeping the murlocs out. I felt like I was always hoping they wouldn't kill my murlocs so I could buff them. The shammy deck doesn't have that problem, although I can't narrow it down to exactly why. Anyways here it is if you wanted it.
Ive played against 2 druid Murloc decks and they dont have that much bang for their buck. All decks play AOE, so after a few fight exchanges there will be a hard reset turns 4-6 and then large creatures will start being played by the non-murloc player.
You may be thinking Coldlight Seer will be saving your ass - then you will see the difference between a battlecry and passive effect and how ultimately if the other player is killing your creatures 1 for 1, how little that will have an effect.
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Ive played against 2 druid Murloc decks and they dont have that much bang for their buck. All decks play AOE, so after a few fight exchanges there will be a hard reset turns 4-6 and then large creatures will start being played by the non-murloc player.
You may be thinking Coldlight Seer will be saving your ass - then you will see the difference between a battlecry and passive effect and how ultimately if the other player is killing your creatures 1 for 1, how little that will have an effect.
What do you suppose I do? I've added 'Bite', 'Claw' and 'Savagery' to the deck for some board control. Should I perhaps replace some murlocs with other minions like 'Blood Imp', 'Raid Leader' etc?
DISCLAIMER: I have not been able to get into the beta yet and cards are still up in the air, so don't take anything as Gospel!
EXPLANATION: This is a rush with the goal of getting out as much as possible as soon as possible. It also comes with some utility just to keep on the safe side.
EARLY GAME: In the early game you want to use 'Innervate' and 'Wild Growth' to pump out as much stuff as humanly possible, most importantly the 1 cost cards. Do this just to get some early pressure and cause your opponent some panic. Also use 'Bite', 'Claw' and 'Savagery' to deal with enemy rush decks and strong minions. Now start dropping the higher cost cards to further increase your numbers. And don't forget to use your hero power whenever possible for a little bit of extra damage and survivability.
LATE GAME: By this point you should have quite the army, So now would be the perfect time to throw down 'Soul of the Forest'. You want to do this just to keep the pressure on even when your army falls. You'll also be able to rebuild by the time your 'Treants' are dead. (Keep in mind that 'Vanish' does not kill you're minions thus deathrattle won't activate.) Once you're army is rebuilt again use you're second 'Soul of the Forest'. Then use 'Savage Roar' and 'Power of the Wild' to end the game.
Once you're army is built up again use your other 'Soul of the Forest' as well 'Mark of Nature', 'Savage Roar' and Power of the Wild' when appropriate. Now by this point you should have hopefully won the game, but if you haven't you're most likely out of cards and out of options in other words...... screwed.
CONCLUSION: Well that's about it. Feel free to post any suggestions or criticisms and maybe different variations for the deck. Thanks for reading! :D
P.S: If you see any weird things like random words or something just wait a few minutes and refresh the page because I'm probably editing. Otherwise just leave a comment and I'll get around to fixing it. Also quick question but how do type card names as links. Like when the card name is in red and when you mouse over it comes up with the card. Sorry if that's a dumb question but I would really like to know.
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I'd probably dump Wild Growth only because you would probably never play it as a 2 drop if you are trying to rush your opponent and its only useful as a 2 drop. I am sure there are a lot of replacements you could put there. For example Flesheating Ghoul if you want to capitalise on trades or Ancient of Lore if you want to try and resurrect your late game.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I feel that if used with in conjunction with 'Innervate' you can really boost your later turns. I dunno, like I've mentioned I haven't been in the beta yet and testing is way better than theory crafting. So I will take your word for it but I won't change it until more people suggest a change.
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I theorycrafted a few murloc decks before beta started, the druid was one of my favorites.
Yeah thought Druid was a good choice. I've seen a lot of Shamans use murlocs based purely on 'Bloodlust'. But why not Druids, they have a ton more useful cards.
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I did actually go with the shaman deck, not for just BL but because shamans have some good removal, and totems synergize well with murlocs. I am gonna try a warrior deck with them one of these days, I just wish I had more than nine deck slots.
Did you ever try with a Druid? And if so was it any effective?
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I haven't tried it out yet I can though, I'll just have to switch one of my decks to it. No big deal I'm just lazy lol.
This is the deck I am going to test out, likely I will be making a few changes though. I would like to add more board clear and change a few things around probably.
Well I tested a few versions of the druid and warrior decks out and really wasn't impressed. They had a hard time keeping the murlocs out. I felt like I was always hoping they wouldn't kill my murlocs so I could buff them. The shammy deck doesn't have that problem, although I can't narrow it down to exactly why. Anyways here it is if you wanted it.
I think it might be the addition of 'Feral Spirit' and that little extra bit of control that's keeping your murlocs alive until you can buff them.
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
I may revise the deck for some more late game presence and less early game damage for an overall safer deck.
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/
Ive played against 2 druid Murloc decks and they dont have that much bang for their buck.
All decks play AOE, so after a few fight exchanges there will be a hard reset turns 4-6 and then large creatures will start being played by the non-murloc player.
You may be thinking Coldlight Seer will be saving your ass - then you will see the difference between a battlecry and passive effect and how ultimately if the other player is killing your creatures 1 for 1, how little that will have an effect.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
What do you suppose I do? I've added 'Bite', 'Claw' and 'Savagery' to the deck for some board control. Should I perhaps replace some murlocs with other minions like 'Blood Imp', 'Raid Leader' etc?
I'm just sitting here refreshing the page waiting for someone to respond to my posts. :/