I have played Murlocs since GvG, purely because I like the aesthetics of Murlocs. I always like to upgrade my decks through time. Recently Murlocs have gotten me up to Rank 3. (This decklist has been updated to include Fishflinger at the start of the next expansion, they are replacing Primalfin Totem X2) The deck is in my signature and I explain a lot of my choice and play in the deck write-up but I'll give some thoughts in the thread too.
First off I want to say I agree with the statement that Unite the Murlocs is bad. It's biggest flaws don't come from Megafin, in fact Megafin is definitely insane and is definitely the most powerful murloc. The issue with the card comes from the fact that you have less murlocs available in your opener. You can't push murlocs on turn 1 going 1st with the exception of Murloc Tinyfin. It effectively always allows your opponent to prepare in the sense of an opportunity to play and more mana from a slower game.
The reason I don't run quest is because it gives me the freedom to play a 3/2 and 2 1/1s on turn 1 going first only to follow that with buffing the 1/1 into a 2/2 and trading the 2 drop they put out to contest. Following with a Warleader put them on the brink of death on their turn 3, they won't make it to turn 4. This kind of rapid and instant win just isn't possible with the quest. And although that is a rare example, it has happened multiple times. My deck doesn't consistently have a turn 1 play, no defence for that, however getting murloc on the board ASAP is generally how you want to play. And you want to make sure your murlocs work together to keep your MVPs safe.
This deck generally wins by gaining complete control over how your board develops then slowly transitioning to wiping out the hero real quick.
My deck is a bit gimmicky in being 100% murloc keyworded but murlocs do work from ridiculous synergy with each other. As far as what would be considered core I would agree with Gunnolf's list with the exclusion of Sir Finley Mrrgglton so in which case the other 15 murlocs you pick should be based on what tools you think you need and preferences. For example; some of my favourite tools outside the core are Brrrloc for freezing of 2 drops to protect your tidecallers, Murloc Tinyfin to get activation and extra value from effects and Siltskin Spiritwalker for draw engine.
I have played Murlocs since GvG, purely because I like the aesthetics of Murlocs. I always like to upgrade my decks through time. Recently Murlocs have gotten me up to Rank 3. (This decklist has been updated to include Fishflinger at the start of the next expansion, they are replacing Primalfin Totem X2) The deck is in my signature and I explain a lot of my choice and play in the deck write-up but I'll give some thoughts in the thread too.
First off I want to say I agree with the statement that Unite the Murlocs is bad. It's biggest flaws don't come from Megafin, in fact Megafin is definitely insane and is definitely the most powerful murloc. The issue with the card comes from the fact that you have less murlocs available in your opener. You can't push murlocs on turn 1 going 1st with the exception of Murloc Tinyfin. It effectively always allows your opponent to prepare in the sense of an opportunity to play and more mana from a slower game.
The reason I don't run quest is because it gives me the freedom to play a 3/2 and 2 1/1s on turn 1 going first only to follow that with buffing the 1/1 into a 2/2 and trading the 2 drop they put out to contest. Following with a Warleader put them on the brink of death on their turn 3, they won't make it to turn 4. This kind of rapid and instant win just isn't possible with the quest. And although that is a rare example, it has happened multiple times. My deck doesn't consistently have a turn 1 play, no defence for that, however getting murloc on the board ASAP is generally how you want to play. And you want to make sure your murlocs work together to keep your MVPs safe.
This deck generally wins by gaining complete control over how your board develops then slowly transitioning to wiping out the hero real quick.
My deck is a bit gimmicky in being 100% murloc keyworded but murlocs do work from ridiculous synergy with each other. As far as what would be considered core I would agree with Gunnolf's list with the exclusion of Sir Finley Mrrgglton so in which case the other 15 murlocs you pick should be based on what tools you think you need and preferences. For example; some of my favourite tools outside the core are Brrrloc for freezing of 2 drops to protect your tidecallers, Murloc Tinyfin to get activation and extra value from effects and Siltskin Spiritwalker for draw engine.
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