This deck is ABSURD for climbing the new ranking system. You will win more then you lose (easy 75%), now what makes it so powerful is 99% of your games, win or lose, will be over by turn 5. Meaning, you can climb from rank 25 to rank 5 or lower in just a few hours with this deck.
Claws' Shaman Murloc Deck
Intro: I created this deck at first, because I love murlocs! After some thoughts and testing, I fully believe this deck is VERY viable in higher tier play. I'm sharing this deck here because not only is it extremely fun to play, but it is extremely effective. You know every time you kill someone with a murloc deck, they're raging inside.
Pros: Synergy, Synergy, Synergy: Everything in this deck melds together so well. Not only do you have the amazing murloc combos which can easily win you games by round 5, but you have Knife Juggler, multiple summoning cards, and Raid Leader, as well as Frostwulf Warlord. Literally every card in this deck synergizes with the others. CHEAP: This deck is very cheap. The only legendary used is acquired from collecting all murlocs. If you were to craft every single card it'd cost only 1780.
Cons: Mass AoE kills this deck. The only decks I've lost to are theoretical decks I've tested in private games with my brother. These decks were typically mage decks filled with every single cheap AoE card, as well as cheap +magic damage cards. However, what I have noticed is, these decks are not really viable for anything else at all, other then killing a mass murloc deck such as this. So far in 50+ Master+ level games I've only encountered 2-3 decks like this. They really don't fit the current meta making this deck extremely successful.
Have you tried removing the Silver Hand Knights and the dragonling mechanic for 2 x windfury and another feral spirit?
What is the idea behind this swap? I was looking at perhaps another feral spirit, but I kind of dislike the overcharge effect. The concept behind this deck is to constantly mass minions, and even if they're aoe'd down, you have enough mana your next turn to just have another mass out there. Sometimes when I play feral spirit and aoe gets played, I'm left short on my next turn.
I do see the potential behind windfury if I am able to get it on old murk-eye or something, but being completely honest, the majority of my matches are over by the 6-7 mana turn if not sooner. I almost feel like a windfury combo would never get used.
Have you thought about adding Mana Tide Totem into the deck to help your card draw? I've got a Shaman/Murloc deck I'm using that I love playing (the Flametongue Totem and Knife Jugglers just make it so much damn fun) and the Mana Tide Totems work really well to boost card draws. The biggest problem I've run into is having that initial rush, get them down under 10 HP quickly, then it fizzles out. I'm running a few more spell cards than you are which may be the difference. Lemme figure out how to post a deck and I'll put my take on it. Only other thing I'd even suggest throwing in is a Sea Giant as more of a Turn 8/9/10 solution -- but you start trying to add in cards like that and the deck can lose it's purpose.
Current change I'm debating on doing is swapping out the Lightning Storms for Lightning Bolts -- that way you've got an option for direct damage to the hero if it extends to the mid-game.
Have you thought about adding Mana Tide Totem into the deck to help your card draw? I've got a Shaman/Murloc deck I'm using that I love playing (the Flametongue Totem and Knife Jugglers just make it so much damn fun) and the Mana Tide Totems work really well to boost card draws. The biggest problem I've run into is having that initial rush, get them down under 10 HP quickly, then it fizzles out. I'm running a few more spell cards than you are which may be the difference. Lemme figure out how to post a deck and I'll put my take on it. Only other thing I'd even suggest throwing in is a Sea Giant as more of a Turn 8/9/10 solution -- but you start trying to add in cards like that and the deck can lose it's purpose.
Current change I'm debating on doing is swapping out the Lightning Storms for Lightning Bolts -- that way you've got an option for direct damage to the hero if it extends to the mid-game.
Some interesting ideas here. The problem I see is that the purpose of this deck is to just overwhelm with minions and damage. If they waste silences and aoe's too early you simply obliterate them by the 6-7 turn. A majority of my matches are won simply by getting 4-5 minions on the field and popping a bloodlust at turn 5-6-7 (whenever I draw it). I feel like if I start to replace them the deck will start losing its purpose and evolve into something else.
Might also be worth it to add one of them Lorewalker dudes, if you only play 3 spells.
Interesting idea. I've actually been playing a variation of the "beat you with your own cards" priest deck atm and kinda neglecting this one, but I'll look into it. It's not a card I own, so I'd have to purchase it.
Giving this a bump. Even more powerful after recent patches. Goodluck climbing the ranks. If you enjoy it/have success feel free to post about it here/give me a thumbs up!
Have you tried ditching the silver hand knight for rockbiter weapons? My thought was if you're playing like a priest you plays a divine spirit --> inner fire combo on a drake or lightwell or something of the sort, or druid double innervate, you might HAVE to deal with it and sacking 3-4 creatures(could be wrong here never played murloc deck as don't have cards) would really hurt but 1-2 rockbiters would mean either using your face or buffing a murloc enough to kill it outright. That or maybe drop a feral spirit, either for the rockbiters or maybe even flesheating ghoul? Not sure if that would work as only 3 health would get it zapped in some fashion but if you do have to sack your murlocs for whatever reason might help?
Not having whole card library in front of me kinda hurts but yea I'd recommend ditching either the silver hand knights or feral spirits for something personally, either a spell for more oomph when needed or something else that plays on creatures like a sea giant or even molten giant if you're getting hit hard. Or even defender of argus would be nice for those cases where you need to get a taunt up/don't want old murkeye to get hit.
I understand that and the thought process behind this deck - my thought was simply if you do win by turn 5-6 usually anyway then why not swap out a 5-drop for something that could help early if needed. Not sure how the games play out when you do lose it was just the first thing that came to mind that could be a potential issue. If you've found them to be worth it(feral spirit especially, was more in regards to silver hand knight) then keep them, but if you're finding the game ends by turn 5 usually anyway then why bother with a 5drop? unless you coin play him turn 4 when you go 2nd - just my thoughts without seeing how games pan out(when you lose anyway) that could help if you don't have a ton out from aoe spam
IF you get your potential murloc combos, you win by game 5. When that doesnt happen, the minion mass + bloodlust combo usually wins as soon as you draw it (6 or 7). That's how they fit into my deck.
Edit- To clarify, generally the only way you dont win with your murloc combo is if they spam AoE to kill it. Usually, wasting their aoe..then you bust out the minion mass+bloodlust and there is jack they can do about it.
Claws, I just haven't used this account...ever. But I had to comment in this thread. This deck is amazing. I disenchanted a lot of cards to make it (Mostly doubles but it still took a couple cards I liked, oh well) and after one game I can say that I LOVE IT. In MTG I loves slivers because they worked off each other and this feels so similar to that. There's something about a 7 - 3 murloc that just makes me so giddy.
However I do have a question, what match up do you feel is hardest against this deck? It seems like consecration would be really strong, because its cheap and it does just enough damage to almost wipe your whole board, where as mage could do the same thing but at a higher mana cost. I also wouldn't mind hearing about how conservative you are about letting the murlocs fly. Do you hold back in hopes to bait them or do you just rush rush rush in hopes that you kill them before they get big spells? I'm still very new to this game but I am LOVING this deck.
Thank you for bringing this deck to our attention for the first time in over a month. Since this article was added to the forum database there has been a sudden increase in rush decks thanks to Managrind tournament played just after this was published here.
Due to the amount of rush decks in the meta game for the following weeks, decks are now built to counter high amounts of small creatures and though we can appreciate your love for a sliver like deck, please understand that in an environment built against it - its chances of success have now diminished and is easily countered by the dominant class in the metagame, Mages.
For your question about either rushing in and hoping to win vs waiting for big spells, it is heavily dependant on the match-up. Against a non-mage opponent, you may wish to hold back until turn 5 so you can buff the health of possibly 2 other minions with Coldlight Seer or Warleader against less AOEing classes like Rogues or Warriors. Against a mage opponent, you are only likely to be able to attack on turn 2,3,6,8 and 9 - so build your strategy against that and remember you will still need to bait your opponent so his hand is not filled with cheap AOE like Cone of Cold.
I hope this helps answer the question you raised and we hope to see you in Hearthstone soon.
Thankyou, the9tail.
Rollback Post to RevisionRollBack
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Update:
This deck is ABSURD for climbing the new ranking system. You will win more then you lose (easy 75%), now what makes it so powerful is 99% of your games, win or lose, will be over by turn 5. Meaning, you can climb from rank 25 to rank 5 or lower in just a few hours with this deck.
Claws' Shaman Murloc Deck
Intro:
I created this deck at first, because I love murlocs! After some thoughts and testing, I fully believe this deck is VERY viable in higher tier play. I'm sharing this deck here because not only is it extremely fun to play, but it is extremely effective. You know every time you kill someone with a murloc deck, they're raging inside.
Pros:
Synergy, Synergy, Synergy:
Everything in this deck melds together so well. Not only do you have the amazing murloc combos which can easily win you games by round 5, but you have Knife Juggler, multiple summoning cards, and Raid Leader, as well as Frostwulf Warlord. Literally every card in this deck synergizes with the others.
CHEAP:
This deck is very cheap. The only legendary used is acquired from collecting all murlocs. If you were to craft every single card it'd cost only 1780.
Cons:
Mass AoE kills this deck. The only decks I've lost to are theoretical decks I've tested in private games with my brother. These decks were typically mage decks filled with every single cheap AoE card, as well as cheap +magic damage cards. However, what I have noticed is, these decks are not really viable for anything else at all, other then killing a mass murloc deck such as this. So far in 50+ Master+ level games I've only encountered 2-3 decks like this. They really don't fit the current meta making this deck extremely successful.
Have you tried removing the Silver Hand Knights and the dragonling mechanic for 2 x windfury and another feral spirit?
What is the idea behind this swap? I was looking at perhaps another feral spirit, but I kind of dislike the overcharge effect. The concept behind this deck is to constantly mass minions, and even if they're aoe'd down, you have enough mana your next turn to just have another mass out there. Sometimes when I play feral spirit and aoe gets played, I'm left short on my next turn.
I do see the potential behind windfury if I am able to get it on old murk-eye or something, but being completely honest, the majority of my matches are over by the 6-7 mana turn if not sooner. I almost feel like a windfury combo would never get used.
I don't like windfury in any of the shimmy murloc decks I've built, it just seems like a win more card.
That was my thought process as well. I really don't see how it'd be beneficial.
Have you thought about adding Mana Tide Totem into the deck to help your card draw? I've got a Shaman/Murloc deck I'm using that I love playing (the Flametongue Totem and Knife Jugglers just make it so much damn fun) and the Mana Tide Totems work really well to boost card draws. The biggest problem I've run into is having that initial rush, get them down under 10 HP quickly, then it fizzles out. I'm running a few more spell cards than you are which may be the difference. Lemme figure out how to post a deck and I'll put my take on it. Only other thing I'd even suggest throwing in is a Sea Giant as more of a Turn 8/9/10 solution -- but you start trying to add in cards like that and the deck can lose it's purpose.
EDIT: Figured out the Deck Builder:
Current change I'm debating on doing is swapping out the Lightning Storms for Lightning Bolts -- that way you've got an option for direct damage to the hero if it extends to the mid-game.
Might also be worth it to add one of them Lorewalker dudes, if you only play 3 spells.
Some interesting ideas here. The problem I see is that the purpose of this deck is to just overwhelm with minions and damage. If they waste silences and aoe's too early you simply obliterate them by the 6-7 turn. A majority of my matches are won simply by getting 4-5 minions on the field and popping a bloodlust at turn 5-6-7 (whenever I draw it). I feel like if I start to replace them the deck will start losing its purpose and evolve into something else.
Interesting idea. I've actually been playing a variation of the "beat you with your own cards" priest deck atm and kinda neglecting this one, but I'll look into it. It's not a card I own, so I'd have to purchase it.
Giving this a bump. Even more powerful after recent patches. Goodluck climbing the ranks. If you enjoy it/have success feel free to post about it here/give me a thumbs up!
Have you tried ditching the silver hand knight for rockbiter weapons? My thought was if you're playing like a priest you plays a divine spirit --> inner fire combo on a drake or lightwell or something of the sort, or druid double innervate, you might HAVE to deal with it and sacking 3-4 creatures(could be wrong here never played murloc deck as don't have cards) would really hurt but 1-2 rockbiters would mean either using your face or buffing a murloc enough to kill it outright. That or maybe drop a feral spirit, either for the rockbiters or maybe even flesheating ghoul? Not sure if that would work as only 3 health would get it zapped in some fashion but if you do have to sack your murlocs for whatever reason might help?
Not having whole card library in front of me kinda hurts but yea I'd recommend ditching either the silver hand knights or feral spirits for something personally, either a spell for more oomph when needed or something else that plays on creatures like a sea giant or even molten giant if you're getting hit hard. Or even defender of argus would be nice for those cases where you need to get a taunt up/don't want old murkeye to get hit.
Feral Spirit and Silver Hand Knight are both for massing minions > bloodlust. It'll win you games.
I understand that and the thought process behind this deck - my thought was simply if you do win by turn 5-6 usually anyway then why not swap out a 5-drop for something that could help early if needed. Not sure how the games play out when you do lose it was just the first thing that came to mind that could be a potential issue. If you've found them to be worth it(feral spirit especially, was more in regards to silver hand knight) then keep them, but if you're finding the game ends by turn 5 usually anyway then why bother with a 5drop? unless you coin play him turn 4 when you go 2nd - just my thoughts without seeing how games pan out(when you lose anyway) that could help if you don't have a ton out from aoe spam
The way it feels for me is this....
IF you get your potential murloc combos, you win by game 5. When that doesnt happen, the minion mass + bloodlust combo usually wins as soon as you draw it (6 or 7). That's how they fit into my deck.
Edit- To clarify, generally the only way you dont win with your murloc combo is if they spam AoE to kill it. Usually, wasting their aoe..then you bust out the minion mass+bloodlust and there is jack they can do about it.
Claws, I just haven't used this account...ever. But I had to comment in this thread. This deck is amazing. I disenchanted a lot of cards to make it (Mostly doubles but it still took a couple cards I liked, oh well) and after one game I can say that I LOVE IT. In MTG I loves slivers because they worked off each other and this feels so similar to that. There's something about a 7 - 3 murloc that just makes me so giddy.
However I do have a question, what match up do you feel is hardest against this deck? It seems like consecration would be really strong, because its cheap and it does just enough damage to almost wipe your whole board, where as mage could do the same thing but at a higher mana cost. I also wouldn't mind hearing about how conservative you are about letting the murlocs fly. Do you hold back in hopes to bait them or do you just rush rush rush in hopes that you kill them before they get big spells? I'm still very new to this game but I am LOVING this deck.
To MrMorgasm,
Thank you for bringing this deck to our attention for the first time in over a month. Since this article was added to the forum database there has been a sudden increase in rush decks thanks to Managrind tournament played just after this was published here.
Due to the amount of rush decks in the meta game for the following weeks, decks are now built to counter high amounts of small creatures and though we can appreciate your love for a sliver like deck, please understand that in an environment built against it - its chances of success have now diminished and is easily countered by the dominant class in the metagame, Mages.
For your question about either rushing in and hoping to win vs waiting for big spells, it is heavily dependant on the match-up. Against a non-mage opponent, you may wish to hold back until turn 5 so you can buff the health of possibly 2 other minions with Coldlight Seer or Warleader against less AOEing classes like Rogues or Warriors. Against a mage opponent, you are only likely to be able to attack on turn 2,3,6,8 and 9 - so build your strategy against that and remember you will still need to bait your opponent so his hand is not filled with cheap AOE like Cone of Cold.
I hope this helps answer the question you raised and we hope to see you in Hearthstone soon.
Thankyou,
the9tail.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Think this deck is playable again due to the popularity in Giants decks.