Overall you have roughly equal chances against most midrange decks (but this is mostly dependent on what you're facing).
You basically autowin against control decks, unless you're against a CW that got a great hand and armored up past 45 while you got unlucky from turn 1 to turn 15+.
Overall no matter what deck you're actually facing the plan is always: play your murlocs, trade your shitty murlocs at will (they're expendable so who cares?), draw as much as you can, heal play taunts, play boardclears when needed, keep drawing, keep healing, draw your 1rst Anyfin Can Happen, use to clear the board or to go face, depending on the situation, back to following the autopilot plan, draw 2nd Anyfin, win. This is what you do regardless of the class you're facing, regardless of the MU, regardless of what your opponent is doing, you never try to read their hand and counter their plays, you just keep following your totally skillful and interactive murloc plan.
The hardest scenarios you may have to face as far as decision-making goes is having to sacrifice at least 1 Murloc Warleader during a Pyromancer + Equality combo to deny it being transformed by your opponent and do the same with Old Murk-Eye (or kamikaze it against a 4+ Atk minion), and that's only required against few classes (Mage because of Polymorph, Shammy because of Hex, Priest because of Entomb); notice that very few Mage and Shaman lists are even running Polymorph right now.
All in all Murloc Pally is a pleb control deck, that's pretty much it.
Hey that's called COMBO for a reason. Besides I've beaten druids down to death by murloc rampage on turn 5 (that only happened once but still). Combos do that, remember when Patron OTK you on turn 5? Or when Druid does it from 4-9 (aggro on 4 without Force of Nature)?
Murloc NEEDS at least turn 10, and it's way conditional as it also needs you to draw from 5 specific cards from your deck (out of 30 right?), I've had countless times in which I couldn't combo straight away because I'd only have a Warleader and Bluegill on the remove pile.
Hey that's called COMBO for a reason. Besides I've beaten druids down to death by murloc rampage on turn 5 (that only happened once but still). Combos do that, remember when Patron OTK you on turn 5? Or when Druid does it from 4-9 (aggro on 4 without Force of Nature)?
Combo? Anyfin costs 10 mana, how can you even combo that? It has pre-requisites (aka mindlessly kamikazing your murlocs); that's all.
You clearly don't know what combo means. Anyfin Paladin is a combo deck. You need to set up specific murlocs throughout the game, that's a combo. Don't be so smug if you don't even know what you're talking about, and don't waste your time writing long posts when you're not knowledgeable enough to know that the Anyfin combo is a combo.
Remember kids: It's possible for a control deck to also be a combo deck. They are not mutually exclusive.
Overall you have roughly equal chances against most midrange decks (but this is mostly dependent on what you're facing).
You basically autowin against control decks, unless you're against a CW that got a great hand and armored up past 45 while you got unlucky from turn 1 to turn 15+.
Overall no matter what deck you're actually facing the plan is always: play your murlocs, trade your shitty murlocs at will (they're expendable so who cares?), draw as much as you can, heal play taunts, play boardclears when needed, keep drawing, keep healing, draw your 1rst Anyfin Can Happen, use to clear the board or to go face, depending on the situation, back to following the autopilot plan, draw 2nd Anyfin, win. This is what you do regardless of the class you're facing, regardless of the MU, regardless of what your opponent is doing, you never try to read their hand and counter their plays, you just keep following your totally skillful and interactive murloc plan.
The hardest scenarios you may have to face as far as decision-making goes is having to sacrifice at least 1 Murloc Warleader during a Pyromancer + Equality combo to deny it being transformed by your opponent and do the same with Old Murk-Eye (or kamikaze it against a 4+ Atk minion), and that's only required against few classes (Mage because of Polymorph, Shammy because of Hex, Priest because of Entomb); notice that very few Mage and Shaman lists are even running Polymorph right now.
All in all Murloc Pally is a pleb control deck, that's pretty much it.
Whoa, whoa, women! You have to stop assuming things like that, I was talking about Murloc Hunter! Can you link me the comment that mentioned Murloc Paladin? ... No? Right, because nobody said that.
Whoa, whoa, women! You have to stop assuming things like that, I was talking about Murloc Hunter! Can you link me the comment that mentioned Murloc Paladin? ... No? Right, because nobody said that.
You were talking about Murloc Hunter? You? Isn't this your first comment ITT? I don't understand your point in all honesty.
Well I didn't actually talk exactly, but I felt like a part of the conversation.
Unfortunately Blizzard has no choice but to make the first expensive Murloc severely understatted... A Boulderfist Murloc or whatever would be too broken with Murloc Knight.
After Tinyfin and Vilefin Inquisitor I hope it's something nice for Murloc Knight. Between those terrible bodies and losing the shaman murloc, the poor guy is being stealth nerfed.
Overall you have roughly equal chances against most midrange decks (but this is mostly dependent on what you're facing).
You basically autowin against control decks, unless you're against a CW that got a great hand and armored up past 45 while you got unlucky from turn 1 to turn 15+.
Overall no matter what deck you're actually facing the plan is always: play your murlocs, trade your shitty murlocs at will (they're expendable so who cares?), draw as much as you can, heal play taunts, play boardclears when needed, keep drawing, keep healing, draw your 1rst Anyfin Can Happen, use to clear the board or to go face, depending on the situation, back to following the autopilot plan, draw 2nd Anyfin, win. This is what you do regardless of the class you're facing, regardless of the MU, regardless of what your opponent is doing, you never try to read their hand and counter their plays, you just keep following your totally skillful and interactive murloc plan.
The hardest scenarios you may have to face as far as decision-making goes is having to sacrifice at least 1 Murloc Warleader during a Pyromancer + Equality combo to deny it being transformed by your opponent and do the same with Old Murk-Eye (or kamikaze it against a 4+ Atk minion), and that's only required against few classes (Mage because of Polymorph, Shammy because of Hex, Priest because of Entomb); notice that very few Mage and Shaman lists are even running Polymorph right now.
All in all Murloc Pally is a pleb control deck, that's pretty much it.
And that decision making is different from other controllish / combo decks how? I could rant about Freeze mage involving only freezing, drawing, freezing, drop to 15, kill, or Control Warrior' s thought process basically being "remove everything, draw, heal, Grommash", or Control Priest being "stall, wipe the board 2-5 times, Entomb the big targetz, win", but it'd be as ill-inspired than yours. Stalling and killing everything is what all control decks do and it's not particularly hard to play - Murloc Pally just has a win condition that punishes players who do the same, and ranting against it just sounds like you've being punished one too many times.
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6 mana 2/3 deal 2 damage to all enemy minions
any card can win for you the game if you play it at the right time
This is corrupted coldlight seer, so his effect has got to be the similar to the original card. My guesses are:
1-Battlecry: Give all murlocs in your hand and deck +2 health.
2- Battlecry: Deal 2 damage to all non-murloc minions (might be too weak though).
Valar Morghulis
So this is the official thread now? Well then this is my guess:
Let the games begin!
It's Coldlight SEER, not ORACLE. Jesus guys...
Blog || Custom Cards ||Death Knight Class
It's going to be give Murlocs +2 attack, I think it's pretty obvious.
Blog || Custom Cards ||Death Knight Class
What do you think of this idea?
Whoops, messed up. It should say Murlocs instead of Murloc's.
Been playing Hearthstone since March 2015. Avid theory crafter and card conceptualizer.
My guess is this
Been playing Hearthstone since March 2015. Avid theory crafter and card conceptualizer.
Maybe gain +1/+1 for each murloc played this game?
My guess is something like "Battlecry: Summon 2 random Murlocs that died this game. Give them both +1/+1."
Building Quirky Decks Every Week, Loving Life at Rank 15!
that sounds good
You are too optimistic people
6 mana 2/3
giva all your murlocs +2/+2 that's it.
Blizzard is gonna give us a boring effect like most WOG corrupted minions so far.
Unfortunately Blizzard has no choice but to make the first expensive Murloc severely understatted... A Boulderfist Murloc or whatever would be too broken with Murloc Knight.
After Tinyfin and Vilefin Inquisitor I hope it's something nice for Murloc Knight. Between those terrible bodies and losing the shaman murloc, the poor guy is being stealth nerfed.