Hello, I started playing murloc aggro as sort of one of the first things I started putting together. My early drafts were usually rogue or hunter but I got to thinking what it would look like as a pally build. Then I realized that Divine Favor seemed really crazy good with a deck that fast dumped its hand. This is sort of where I got with the hypothetical build. I am currently without the Sword of Justice and missing one of the Murloc Warleaders but I thought I would get some hypothetical assistance with it if I were to try to finish it out and test it.
I was toying with a few cards but couldnt really come to a consensus on them:
Redemption generally speaking, this sort of deck moves very fast and paying one mana to potentially negate an opponents early removal and sort of blank their turn seems useful. Its super cheap and even if it just means that they have to use a hero power the next turn, it can potentially really screw with an opponent's removal. It has a downside though as well that lots of the creatures in the list are x/1s and so if someone leads with a hero ability against a lesser creature and then spot removes something better it would be unfortunate. I assume that token creatures created will also trigger this as well which would be unfortunate.
Blessing of Kings the problem with this is that its sort of a kill spell that requires a creature and then that creature is sitting there as a two for one potentially. Its should be ideally used and then the creature kills another creature and lives through it ideally. Still, I felt like it was a bit situational and really slow.
Consecration generally speaking, in this fast of a deck I wont get opponents creatures backed up on me. It might be worth considering a singleton in place of Avenging Wrath though.
Hammer of Wrath it seems like something that might end up slowing me down. Generally speaking, I would prefer the Wolfrider for being cheaper to cast and having the option to play it out as a beater and go for the face. I like the hammer but at 4 mana it feels like there are a lot of 4 drops that this doesnt kill and it seems more designed for the card advantage fight than trying to fast pressure someone out.
Loot Hoarder I like him sort of but 2/1s just feel so fragile and he doesnt fit the merfolk tribe. I like drawing cards on death though so I could see myself adding him just as a nice little beater that I dont mind trading away in the early.
Demolisher I like that it has a big back end and the random damage seems like it would be good regardless of where it goes.
Fleasheating Ghoul it has some potential to get huge. But its starting stats are a bit low and it sort of puts you in the mind frame of trading creatures which then puts opponents in the area to 1 for 1 spot remove it which I dont like.
Anyways, anny comments are appreciated. Has anyone toyed with a pally murlock build?
In general I'm not a fan of paladin "swarm" decks as the class actually don't have that many "swarming" tools despite popular belief. Nontheless, I have not tried out a murloc based swarm deck though so these are only my thoughts on it.
The problem with a murloc deck is that Sword of Justice is, while strong, a really slow card. Compared to other 2-3 mana aggro decks the murlocs are even faster in tempo. It will mostly be useful when your murlocs are denied presence. Maybe coined on turn 2 against classes with access to 1 damage pings. Whenever you already are pumping out your murlocs you'd likely refrain from playing it. Coldlight Seer would work much better than to keep the current murlocs already on the board. (You should probably add 2 of those regardless if you want the weapon or not.) This remains true for most of your other suggestions on what to add. While efficient and all, they are too slow to fit in a such fast deck as a murloc swarm deck.
As for Divine Favor, I figure this would be the main reason to use a paladin for a murloc deck. The problem is that you are relying on drawing it quite hard to keep up with the aggression which can cause the deck to be inconsistent. Adding more card draw in addition to it to make the deck more consistent just slows down the tempo of the deck and also reduced the strength of the card itself. I'd probably still go with 2 Coldlight Oracles as they don't reduce the difference between your and your opponents hand which keeps your draw power as consistent as possible without reducing the power of Divine Favor
For a murloc deck, I like the idea of Redemption and Argent Protector to keep your valuable buff cards on the board. As for the concerns about Redemption, it's still a 1 mana cost card, which equals a murloc of same cost even if it gets pinged off. Redemption into Murloc Tidehunter into Murloc Warleader could give you a solid start even against 1 dmg ping classes. Noble Sacrifice could also be a good addition to keep some diversity among the secrets and to protect your buffers.
These are mostly thoughts on a murloc based deck. Your deck seems a bit more of a hybrid between a "low cost" aggro deck and a murloc deck. Why did you opt for those cards instead of the remaining murlocs? Regardless, I'd recommend trying out Knife Juggler in the deck. It's a solid low cost minion and it's reward is instant, regardless of whatever happens to the played creature afterwards. I'd probably remove most of the other buff related cards in favour of more murlocs and cards that protect them.
As said, I have not tried a paladin murloc swarm deck before, nor faced one, so got no idea how good/bad it works. I'm interested hearing more about how it works out playing it though.
Sword of Justice - I have to agree with you on a lot of your reasoning here. I only included one though as well because its mostly a if things are going wrong sort of plan. It might just not be worth doing at all though. It seems like it would be quite slow overall.
Coldlight Seer I have two of them and I have tried them before. It seemed sort of winmore in the fact that you really need to have a few merlocks in play already and have stuck them for a turn. Its really underwhelming if I dont already have a board position and trying to drop multiple merlocks with him in the same turn is mostly unreasonable outside of a mid game Divine Favor hand replenish. I have had to drop them on their own before or even with one murlock in play before and was generally unpleased with how slow and non aggressive they are.
Divine Favor its probably the number one reason I was contemplating a pally murlock build. Murlock builds tend to burn their hands out very quickly though was sort of the reasoning behind it but I can understand the logic in going with a class that would contribute a higher concentration of cards to the build. The question was partially how valid of a build strategy this card was but I get what you are saying, it might just not go anywhere.
Coldlight Oracle I could see going to two of them. Generally speaking my opponents have a grip of cards when you kill them with a murlock deck anyways because the objective is to overwhelm them before they can deal with your guys.
I like the idea of shifting to some of the secrets, a second Coldlight Oracle, and Knife Jugglers over Avenging Wrath and Sword of Justice I think. I contemplated the two mana haste murlock but it just felt like it wasn't enough power on average or trading power. It might be something I have to consider replacing the Wolfriders with though as I do have a fair bit of tribal cards in the deck to run it with.
This man speaks a lot of truth right here. I'd only add that I like the idea of Divine Favor in this deck - the recovery from a board wipe would be amazing.
Rollback Post to RevisionRollBack
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
To post a comment, please login or register a new account.
Hello, I started playing murloc aggro as sort of one of the first things I started putting together. My early drafts were usually rogue or hunter but I got to thinking what it would look like as a pally build. Then I realized that Divine Favor seemed really crazy good with a deck that fast dumped its hand. This is sort of where I got with the hypothetical build. I am currently without the Sword of Justice and missing one of the Murloc Warleaders but I thought I would get some hypothetical assistance with it if I were to try to finish it out and test it.
I was toying with a few cards but couldnt really come to a consensus on them:
Redemption generally speaking, this sort of deck moves very fast and paying one mana to potentially negate an opponents early removal and sort of blank their turn seems useful. Its super cheap and even if it just means that they have to use a hero power the next turn, it can potentially really screw with an opponent's removal. It has a downside though as well that lots of the creatures in the list are x/1s and so if someone leads with a hero ability against a lesser creature and then spot removes something better it would be unfortunate. I assume that token creatures created will also trigger this as well which would be unfortunate.
Blessing of Kings the problem with this is that its sort of a kill spell that requires a creature and then that creature is sitting there as a two for one potentially. Its should be ideally used and then the creature kills another creature and lives through it ideally. Still, I felt like it was a bit situational and really slow.
Consecration generally speaking, in this fast of a deck I wont get opponents creatures backed up on me. It might be worth considering a singleton in place of Avenging Wrath though.
Hammer of Wrath it seems like something that might end up slowing me down. Generally speaking, I would prefer the Wolfrider for being cheaper to cast and having the option to play it out as a beater and go for the face. I like the hammer but at 4 mana it feels like there are a lot of 4 drops that this doesnt kill and it seems more designed for the card advantage fight than trying to fast pressure someone out.
Loot Hoarder I like him sort of but 2/1s just feel so fragile and he doesnt fit the merfolk tribe. I like drawing cards on death though so I could see myself adding him just as a nice little beater that I dont mind trading away in the early.
Demolisher I like that it has a big back end and the random damage seems like it would be good regardless of where it goes.
Fleasheating Ghoul it has some potential to get huge. But its starting stats are a bit low and it sort of puts you in the mind frame of trading creatures which then puts opponents in the area to 1 for 1 spot remove it which I dont like.
Anyways, anny comments are appreciated. Has anyone toyed with a pally murlock build?
Signature by Inkfox Aesthetics by Xen
In general I'm not a fan of paladin "swarm" decks as the class actually don't have that many "swarming" tools despite popular belief. Nontheless, I have not tried out a murloc based swarm deck though so these are only my thoughts on it.
The problem with a murloc deck is that Sword of Justice is, while strong, a really slow card. Compared to other 2-3 mana aggro decks the murlocs are even faster in tempo. It will mostly be useful when your murlocs are denied presence. Maybe coined on turn 2 against classes with access to 1 damage pings. Whenever you already are pumping out your murlocs you'd likely refrain from playing it. Coldlight Seer would work much better than to keep the current murlocs already on the board. (You should probably add 2 of those regardless if you want the weapon or not.) This remains true for most of your other suggestions on what to add. While efficient and all, they are too slow to fit in a such fast deck as a murloc swarm deck.
As for Divine Favor, I figure this would be the main reason to use a paladin for a murloc deck. The problem is that you are relying on drawing it quite hard to keep up with the aggression which can cause the deck to be inconsistent. Adding more card draw in addition to it to make the deck more consistent just slows down the tempo of the deck and also reduced the strength of the card itself. I'd probably still go with 2 Coldlight Oracles as they don't reduce the difference between your and your opponents hand which keeps your draw power as consistent as possible without reducing the power of Divine Favor
For a murloc deck, I like the idea of Redemption and Argent Protector to keep your valuable buff cards on the board. As for the concerns about Redemption, it's still a 1 mana cost card, which equals a murloc of same cost even if it gets pinged off. Redemption into Murloc Tidehunter into Murloc Warleader could give you a solid start even against 1 dmg ping classes. Noble Sacrifice could also be a good addition to keep some diversity among the secrets and to protect your buffers.
These are mostly thoughts on a murloc based deck. Your deck seems a bit more of a hybrid between a "low cost" aggro deck and a murloc deck. Why did you opt for those cards instead of the remaining murlocs? Regardless, I'd recommend trying out Knife Juggler in the deck. It's a solid low cost minion and it's reward is instant, regardless of whatever happens to the played creature afterwards. I'd probably remove most of the other buff related cards in favour of more murlocs and cards that protect them.
As said, I have not tried a paladin murloc swarm deck before, nor faced one, so got no idea how good/bad it works. I'm interested hearing more about how it works out playing it though.
Sword of Justice - I have to agree with you on a lot of your reasoning here. I only included one though as well because its mostly a if things are going wrong sort of plan. It might just not be worth doing at all though. It seems like it would be quite slow overall.
Coldlight Seer I have two of them and I have tried them before. It seemed sort of winmore in the fact that you really need to have a few merlocks in play already and have stuck them for a turn. Its really underwhelming if I dont already have a board position and trying to drop multiple merlocks with him in the same turn is mostly unreasonable outside of a mid game Divine Favor hand replenish. I have had to drop them on their own before or even with one murlock in play before and was generally unpleased with how slow and non aggressive they are.
Divine Favor its probably the number one reason I was contemplating a pally murlock build. Murlock builds tend to burn their hands out very quickly though was sort of the reasoning behind it but I can understand the logic in going with a class that would contribute a higher concentration of cards to the build. The question was partially how valid of a build strategy this card was but I get what you are saying, it might just not go anywhere.
Coldlight Oracle I could see going to two of them. Generally speaking my opponents have a grip of cards when you kill them with a murlock deck anyways because the objective is to overwhelm them before they can deal with your guys.
I like the idea of shifting to some of the secrets, a second Coldlight Oracle, and Knife Jugglers over Avenging Wrath and Sword of Justice I think. I contemplated the two mana haste murlock but it just felt like it wasn't enough power on average or trading power. It might be something I have to consider replacing the Wolfriders with though as I do have a fair bit of tribal cards in the deck to run it with.
Signature by Inkfox Aesthetics by Xen
This man speaks a lot of truth right here. I'd only add that I like the idea of Divine Favor in this deck - the recovery from a board wipe would be amazing.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.