I'd really love to discuss the options we have to answer to Anyfin Can Happen since a lot of people are playing the murloc paladin on ladder.
I'm currently playing a control rogue deck and I gotta say, man it's a pain in the ass, dealing with the board as a rogue can already be hard but now it's 7 of them at once and cherry on top, they can OTK.
This is not a thread to whine about the card itself, just to find solutions to a specific situation (which happens a lot lately), so please, try to stay on topic.
I guess just try to save an aoe spell. For rogue specifically maybe hang on to a blade flurry or a fan of knives (though i guess you'll probably need a spell damage+ minion to get it to do enough damage). You could also hang on to a loatheb and play it late after you've cleared their board and you're anticipating that card being played.
Just keep track of which murlocs that have been played and stay out of lethal range by taunting up or healing (depending on what your raptor rogue looks like). Other than that there's not much you can do. You need to win the game before too many of their murlocs died, that's basically it.
Well one of the biggest things you can do is include a random murloc or 2 in your deck. Obviously adding the chance at stuff like Coldlight Oracle, Murloc Knight, Sir Finley Mrrgglton, or even a random Puddlestomper or Murloc Raider can completely screw any big OTK potential. Coldlight Oracle in particular could make a really large surge because its not an awful card if you can make it good for you. Murloc Raider is worse than the commonly played 1 drops, but if Anyfin becomes overly dominant its great against that deck while not being that much worse against mage/druid/rogue, and Puddlestomper is a lot worse than most played 2 drops, but again it gives you some good protection. Sir Finley can go in any number of decks and is already showing up because of his versatility. Obviously Warrior seems like it would likely have a better match up, since standard Midrange Paladin can fight for the board and overpower in the long game, but really cutting your good sticky minions for a combo that can't kill past armor should make that match up much better for the warrior.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
1. Run a single murloc, such as Coldlight Oracle for card draw. This would make it very likely that you'd throw a wrench in your opponent's 'turn 10 murloc OTK', which I've seen before.
2. Vanish. Especially Preparation into Vanish. If your opponent is just looking to put a large number of murlocs on the board, just put them back in his hand!
Also, as DaManS said:Loatheb can work really well as well.
I don't know your decklist, but deal with his board exclusively with removal spells and your non-taunt minions. Save your Taunts and Loatheb for every turn after the tenth. Before their big turns, they are forced to play 6 underpowered cards: a 2/1 with Charge for 2, a a 2/4 with Charge for 4, and a 3/3 for 3. Only those 3 Murlocs are ran in the Murloc Paladins I have faced, so in reality everything before turn 10 shouldn't threaten you.
It is a "Combo" that is less reliable than Force of Nature + Savage Roar. Probably just approach it the same way as playing against Druid. Keep HP topped off.
Anyfin Can Happen is one turn later than FoN+Roar Combo. And even though it is only one card it is still less reliable due to the setup required. If you only include the 7 "best" Murlocs for maximum Charge damage, then you have to draw thru your entire deck and play all 7 before the Anyfin Can Happen Charge Combo will work. If you include more than just the 7 best Charge Combo Murlocs, well, then Anyfin Can Happen isn't an OTK finisher, just a board fill that can easily be killed with any AOE.
EDIT: And for the Rogue specific answer that OP is asking for, I'm not much of a Rogue player, but maybe Dark Iron Skulker be decent? Especially since you said your playing controlling Rogue and it seems like the 2 damage to everything would be great against the low health Murloc crew.
TUCK blizzard, they stated like they don't wanna OTK decks ever be made in HS , and month after it here we go most cancer class right now got even more versatality! PALADIN GOT EVERYTHING : AGGRO, MIDRANGE , SECRET, CONTROL AND OTK !!
I actually haven't had any problems with the murloc version of paladin . It has the same problems with every other murloc deck . Draw depenent , piece of shit . If they don't have a good starting hand , they have a hard time keeping a board versus almost everything in turn 4-5-6-7 . U might kill them then , even if u don't have the strongest board. Beltchers do a nice job keeping the murlocs out of your face. Classes that deal one damage can kill the little guys, spell reliant classes can kill the "big" murlocs . Weapon classes can smash the Warleader. Most classes have clears on or even before turn 6. But you can't defeat opponents with a GOD draw if you don't have an okey starting hand . Good luck guys , smash them .
Although the combo is very brutal, there are still ways to deal with it unlike the other broken paladin deck.
The other way to think of this is that OTK will not happen before turn 10 (I'm not sure if they run any emperors though). I can think of at least 5 or 6 current meta decks that can slaughter you before turn 7.
The best chance to play around the combo is of course saving up the taunts and Loatheb on the most crucial moment.
Go for as much face damage as you can because alot of the players are willing to trade their murlocs into your minions.
Don't be too greedy on overcommiting your minions though. Paladins do run equality. You will have to guess and make a gamble sometimes by observing their playing patterns.
Alas... if all else fails. Just put 2 hungry crabs in all your decks.
It'll face the same fate as any other "aggro deck" (in quotation marks since it has a turn 10 play); if it becomes popular enough, we'll see a rise in facehunter... and then they'll all have nightmares of Rexxar saying "my apologies".
I depends on what kind of "Anyfin can happen" deck is. If it's a full murloc one, like the classic Warlock used to play, they either kill till turn 4-5 or they lose. If they play the control style, well that's pretty rough (they only run Bluegill Warrior, Old Murk-Eye and Murloc Raidleader. When you remove their murlocs and you leave their board empty, well, that's helping "Anyfin can happen" to kill you. If they get good draws the only way is to kill them untill turn 10-11, otherwise they simply kill you without having a board.
The control murcloc Paladin that Dog was playing this morning is actually even more obscene than the old Patron Warrior. It only depends on their own resources, the enemy's board is irrelevant, but they have to survive till turn 11-12 to play double "Anyfin can happen".
I depends on what kind of "Anyfin can happen" deck is. If it's a full murloc one, like the classic Warlock used to play, they either kill till turn 4-5 or they lose. If they play the control style, well that's pretty rough (they only run Bluegill Warrior, Old Murk-Eye and Murloc Raidleader. When you remove their murlocs and you leave their board empty, well, that's helping "Anyfin can happen" to kill you. If they get good draws the only way is to kill them untill turn 10-11, otherwise they simply kill you without having a board. The control murcloc Paladin that Dog was playing this morning is actually even more obscene than the old Patron Warrior.
I saw that deck. The card seems very poorly designed to have missed that OTK setup.
It seems to be a trend with big cards with simple "dump it and win" effects these days. Sort of feels like a sucker punch to anyone who ever bothered to learn slightly more sophisticated decks: "Oh, you can't win because you don't want to learn what others play, here is a big shiny card that punishes people for removing minions that they lose to if they don't remove them".
I don't really have a clue to its power level. I just don't like the design, give us pieces... not entire solutions in single cards. This isn't the most technical game in the world, but I prefer it if there is something more than it than merely drawing.
Hi everyone,
I'd really love to discuss the options we have to answer to Anyfin Can Happen since a lot of people are playing the murloc paladin on ladder.
I'm currently playing a control rogue deck and I gotta say, man it's a pain in the ass, dealing with the board as a rogue can already be hard but now it's 7 of them at once and cherry on top, they can OTK.
This is not a thread to whine about the card itself, just to find solutions to a specific situation (which happens a lot lately), so please, try to stay on topic.
/discuss
I guess just try to save an aoe spell. For rogue specifically maybe hang on to a blade flurry or a fan of knives (though i guess you'll probably need a spell damage+ minion to get it to do enough damage). You could also hang on to a loatheb and play it late after you've cleared their board and you're anticipating that card being played.
Just keep track of which murlocs that have been played and stay out of lethal range by taunting up or healing (depending on what your raptor rogue looks like). Other than that there's not much you can do. You need to win the game before too many of their murlocs died, that's basically it.
I had AOE prepared, but the murlocks came back with charge, and it worth nothing. Maybe only Loatheb can win 1 turn before OTK.
Can someone help me?
for example:
two murloc knights died in a game, does this card summon 7 murloc knights?
it does not, right?
Well one of the biggest things you can do is include a random murloc or 2 in your deck. Obviously adding the chance at stuff like Coldlight Oracle, Murloc Knight, Sir Finley Mrrgglton, or even a random Puddlestomper or Murloc Raider can completely screw any big OTK potential. Coldlight Oracle in particular could make a really large surge because its not an awful card if you can make it good for you. Murloc Raider is worse than the commonly played 1 drops, but if Anyfin becomes overly dominant its great against that deck while not being that much worse against mage/druid/rogue, and Puddlestomper is a lot worse than most played 2 drops, but again it gives you some good protection. Sir Finley can go in any number of decks and is already showing up because of his versatility. Obviously Warrior seems like it would likely have a better match up, since standard Midrange Paladin can fight for the board and overpower in the long game, but really cutting your good sticky minions for a combo that can't kill past armor should make that match up much better for the warrior.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I saw a screen shot with 2 Old Murk Eye in play after Anyfin happened. Does that mean if 1 Old Murk Eye died that Anyfin could put 2 into play later?
I can think of two ways, specifically.
1. Run a single murloc, such as Coldlight Oracle for card draw. This would make it very likely that you'd throw a wrench in your opponent's 'turn 10 murloc OTK', which I've seen before.
2. Vanish. Especially Preparation into Vanish. If your opponent is just looking to put a large number of murlocs on the board, just put them back in his hand!
Also, as DaManS said:Loatheb can work really well as well.
Kill them before turn 10.
I don't know your decklist, but deal with his board exclusively with removal spells and your non-taunt minions. Save your Taunts and Loatheb for every turn after the tenth. Before their big turns, they are forced to play 6 underpowered cards: a 2/1 with Charge for 2, a a 2/4 with Charge for 4, and a 3/3 for 3. Only those 3 Murlocs are ran in the Murloc Paladins I have faced, so in reality everything before turn 10 shouldn't threaten you.
It is a "Combo" that is less reliable than Force of Nature + Savage Roar. Probably just approach it the same way as playing against Druid. Keep HP topped off.
Anyfin Can Happen is one turn later than FoN+Roar Combo. And even though it is only one card it is still less reliable due to the setup required. If you only include the 7 "best" Murlocs for maximum Charge damage, then you have to draw thru your entire deck and play all 7 before the Anyfin Can Happen Charge Combo will work. If you include more than just the 7 best Charge Combo Murlocs, well, then Anyfin Can Happen isn't an OTK finisher, just a board fill that can easily be killed with any AOE.
EDIT: And for the Rogue specific answer that OP is asking for, I'm not much of a Rogue player, but maybe Dark Iron Skulker be decent? Especially since you said your playing controlling Rogue and it seems like the 2 damage to everything would be great against the low health Murloc crew.
TUCK blizzard, they stated like they don't wanna OTK decks ever be made in HS , and month after it here we go most cancer class right now got even more versatality! PALADIN GOT EVERYTHING : AGGRO, MIDRANGE , SECRET, CONTROL AND OTK !!
I actually haven't had any problems with the murloc version of paladin . It has the same problems with every other murloc deck . Draw depenent , piece of shit . If they don't have a good starting hand , they have a hard time keeping a board versus almost everything in turn 4-5-6-7 . U might kill them then , even if u don't have the strongest board. Beltchers do a nice job keeping the murlocs out of your face. Classes that deal one damage can kill the little guys, spell reliant classes can kill the "big" murlocs . Weapon classes can smash the Warleader. Most classes have clears on or even before turn 6. But you can't defeat opponents with a GOD draw if you don't have an okey starting hand . Good luck guys , smash them .
Although the combo is very brutal, there are still ways to deal with it unlike the other broken paladin deck.
The other way to think of this is that OTK will not happen before turn 10 (I'm not sure if they run any emperors though). I can think of at least 5 or 6 current meta decks that can slaughter you before turn 7.
The best chance to play around the combo is of course saving up the taunts and Loatheb on the most crucial moment.
Go for as much face damage as you can because alot of the players are willing to trade their murlocs into your minions.
Don't be too greedy on overcommiting your minions though. Paladins do run equality. You will have to guess and make a gamble sometimes by observing their playing patterns.
Alas... if all else fails. Just put 2 hungry crabs in all your decks.
Woooo awesome explanation, definitevely is not op
Mage can play counter spell and hope that anythfin can happen is played.
Angry Chicken
It'll face the same fate as any other "aggro deck" (in quotation marks since it has a turn 10 play); if it becomes popular enough, we'll see a rise in facehunter... and then they'll all have nightmares of Rexxar saying "my apologies".
I depends on what kind of "Anyfin can happen" deck is. If it's a full murloc one, like the classic Warlock used to play, they either kill till turn 4-5 or they lose. If they play the control style, well that's pretty rough (they only run Bluegill Warrior, Old Murk-Eye and Murloc Raidleader. When you remove their murlocs and you leave their board empty, well, that's helping "Anyfin can happen" to kill you. If they get good draws the only way is to kill them untill turn 10-11, otherwise they simply kill you without having a board.
The control murcloc Paladin that Dog was playing this morning is actually even more obscene than the old Patron Warrior. It only depends on their own resources, the enemy's board is irrelevant, but they have to survive till turn 11-12 to play double "Anyfin can happen".