I should start off by saying this is obviously a complete concept deck, though it is meant to be actually playable. So, TL;DR folks, get out of here! The concept is simple and plays similarly to Paladin's flooding mechanics with cards like Muster for Battle and its hero power, and takes from some Totem-flood Shaman decks with its win conditions, but it gets a little added bonus from a very special tribe.
First off, I should cover the important question of: what NON-Murloc cards are included, and why?
Earth Shock - I only include one in this deck because though it's a great counter to cards like Leper Gnome, it's only a time-buyer as far as preparing against Aggro decks. Luckily, with the amount of early spam you can get out of your minions, you should be set with just this one silence.
Rockbiter Weapon - Every deck needs some form of early removal in my opinion, and what better card is there than Rockbiter Weapon? It can be played on your hero, or a crap Totem, and take out a 3-or-less health minion. I include two because of it's versatility and usefulness throughout the game.
Hex - 3-mana to make any big minion a 0/1 Taunt (which gets cleared by everything)? Sign me up! The reason there's only one is because of both Crackle and the fact that you can use Murlocs a lot to overtake the field.
Tuskarr Totemic - For three mana, a 3/2 for what it does is really powerful, given you have the chance to get a Totem Golem, or a Mana Tide Totem, which is important if you want to flood well. If I get a chance to spend a lot of time with this deck, I may be exchanging one of these with specifically that: card draw.
Doomhammer - This was a tough pick to include. However, for 5 (+2) mana, this is a pretty great Shaman tool for removing smaller minions without have to necessarily sacrifice your own. It opens the doors to both keeping your board advantage and gaining one.
Bloodlust - Win condition #1. The absolute dream of this deck is to flood the board in order to get a full +21 damage from all face, which should be most of the time if you can keep a high Murloc to Totem ratio. As this card isn't usually seen in play lately, it provides a huge surprise factor and is likely to be what closes out most games played with this deck.
Everyfin is Awesome - While I feel like this card is mostly crap, it's really a similar card to Bloodlust, only it more so solidifies your board presense than anything else. Since the huge majority of minions you'll be playing are Murlocs, this card is absolutely not a 7 mana card, and allows you to play it on turn 7 with other crap as well.
Dr. Boom, PhDestruction - Do I even have to say it? This card is a must-play on or around turn 7 and it works fantastically well with a card like Bloodlust. Even though it has little synergy with other minions, it's an absolute must have for this sort of deck to work, in my opinion. It does the job of putting a lot of pressure on the opponent when they wouldn't always expect it, though it tends to be an easy target to cards like Big Game Hunter. Nonetheless, it's a card a lot of opponents wouldn't necessarily expect when they're up against this deck, which could add to its strength as people fail to play around it.
Neptulon - This, however, is not a turn 7 play. This card in this deck is meant to be insurance; it's secondary to Dr. Boom's pucker-factor as it puts a lot of pressure on the board, but it's meant to usually be played when you already have a lot of pressure on the board. It's meant to help close out a game and, if need be, immediately allow you to play more Murlocs and gain whatever synergy you can from them.
Now, most Murlocs are easy to understand as to why they would be in this deck, but I felt like a few deserve some explanation as to why they would be played.
Murloc Tinyfin - Absolutely not a card to be played on its own, it's a supplement to cards like Tidecaller, Seer, and Warleader.
Bluegill Warrior - The reason this is a must use for this deck is its surprising versatility. It can be used as early removal if must be, and a sudden shock card to combo with other Murlocs and things like Bloodlust and Everyfin is Awesome.
Coldlight Oracle - Card draw is important if a deck is designed to flood, and with tons of cheap minions, this can be played on both turn 3 to give more things to play next turn, as well as a later turn play, to help take control of the board rapidly. It's drawback of course is that the other player will also draw two cards, but using it wisely against decks like Handlock will absolutely give you an upperhand. The downside though is why there's only one included.
Coldlight Seer - This is one of the worst cards for this deck that actually deserve a place in the deck, in my opinion. The reason why one made it in is because the versatility it can suddenly give your weakest Murlocs is fantastic. It can turn a Tinyfin into a 1/3, or a Puddlestomper into a 3/4.
Sir Finley Mrrgglton - Dependent on just how useful this card is, it may or may not make it into the deck. If it allows you to simply pick from three random basic Hero Powers, you'll get a fair deal out of Warlock, Paladin against certain decks, maybe Priest, and perhaps even Hunter. However, if it potentially allows you to get a hero power like "Summon a 1/2 Murloc" or something along those lines, this is a much easier insta pick. Still, a 1-mana 1/3 Murloc card deserves a reasonable seat in this deck.
Old Murk-Eye - This card could win games in this deck. Compined with Ancestral Spirit, I absolutely feel like this could change the game for only 4-6 mana. Basically, it's a far, far better Leeroy Jenkins, with a mechanic that replicates a bit of the Leeroy + Shadowstep combo that made Miracle Rogue what it was.
Everything else is to be figured out when the deck actually becomes available. Enjoy, and please discuss!
I was thinking about a deck like this, but the biggest downside to murlocs is the fact that they run out of steam near the middle and late game, with neptulon and the good dr in there I dunno how it would play out, but that has just been my luck with them, if I have a great start with perfect mulligans and everything they do work, but if not they get countered. We will see
That's obviously a big concern I have with this deck, which is why I added cards that aren't necessarily "Murloc-y," instead of ensuring I have every possible Murloc in the game. I feel like this deck has enough steam from cards like Tuskarr Totemic, Dr. Boom, and Neptulon to help ensure it can last into the late game. It also has just enough removal, I think, that the Murlocs wont have to be doing all the trading. That said, there are a couple new Murlocs in the game, that are perfect in their versatility that they can probably be played with other Murlocs most phases of the game. The reason I don't have anything like Haunted Creeper (which is something in a lot of decent Shaman decks) to help generate more board presence and make early trades is the already high amount of 1, 2, and 3 drops.
The big difference between this deck and others of the same idea is that this not only takes advantage of several useful Shaman cards for removal, but also has a stronger late game presence than just Neptulon.
Biggest issue is the fact that any AOE knocks them right out. Consecrate is brutal and pally is going to continue to be everywhere.
I think 100% murlocs isn't possible anymore, and it never will be. Neptulon is great and i think Everfin is Awsome is really good too... Murlocs really really REEEEAAAALLLLLLLLLLLLLLLY need a token generator more than anything. If they had a violet teacher-murloc type card it would bring the deck into playability but unfortunately this still isn't the case.
Yeah, that's the weak part about any Murloc deck, which is why I expect limited play no matter how good someone can re-work it. Still, this will hopefully have enough flood with the Totems to try to force out some less valuable AoE's before using the bigger creeps. All you might need to secure a win is upwards to 10 face damage and a board of minions to Bloodlust, which is why two in this may be viable.
I totally agree with the flooding mechanic, so I designed a card, balancing ignored a little.
Too many Murloc legendaries now, I cry. Damn you, Mrrgglton! Damn you!
Also, because why not, here's a Murloc Shieldmasta I made the other day when I was making this deck.
Why 1 Bloodlust and 1 Everyfin is Awesome?. I would put two Everyfin is Awesome instead, since they are going to be cheaper most of the time than Bloodlust and more versatile. Also, remember that both Everyfin is Awesome get their cost reduced at the same time for each Murloc on the battlefield, so if you have like four murlocs for example, you can play both for only 6 mana...
Because it's conceptual. I may do something like replacing Doomhammer with a second Everyfin is Awesome, it's hard to say yet, until the cards actually come out.
Doomhammer was just an example card, it's likely to stay given how vital it can be for keeping/getting/maintaining board control, or punching for finishing damage with Rockbiter Weapon. Given how there's no healing at all in this deck, except for the super rare Vitality Totem from Tuskarr Totemic, taking double damage to kill a minion is scary, though, so it only really helps in early-mid game, which is pretty spooky since Doomhammer is 5 mana (+2), or to push for face damage.
I should start off by saying this is obviously a complete concept deck, though it is meant to be actually playable. So, TL;DR folks, get out of here! The concept is simple and plays similarly to Paladin's flooding mechanics with cards like Muster for Battle and its hero power, and takes from some Totem-flood Shaman decks with its win conditions, but it gets a little added bonus from a very special tribe.
First off, I should cover the important question of: what NON-Murloc cards are included, and why?
Earth Shock - I only include one in this deck because though it's a great counter to cards like Leper Gnome, it's only a time-buyer as far as preparing against Aggro decks. Luckily, with the amount of early spam you can get out of your minions, you should be set with just this one silence.
Rockbiter Weapon - Every deck needs some form of early removal in my opinion, and what better card is there than Rockbiter Weapon? It can be played on your hero, or a crap Totem, and take out a 3-or-less health minion. I include two because of it's versatility and usefulness throughout the game.
Ancestral Spirit - This has one true purpose: Old Murkie.
Hex - 3-mana to make any big minion a 0/1 Taunt (which gets cleared by everything)? Sign me up! The reason there's only one is because of both Crackle and the fact that you can use Murlocs a lot to overtake the field.
Tuskarr Totemic - For three mana, a 3/2 for what it does is really powerful, given you have the chance to get a Totem Golem, or a Mana Tide Totem, which is important if you want to flood well. If I get a chance to spend a lot of time with this deck, I may be exchanging one of these with specifically that: card draw.
Doomhammer - This was a tough pick to include. However, for 5 (+2) mana, this is a pretty great Shaman tool for removing smaller minions without have to necessarily sacrifice your own. It opens the doors to both keeping your board advantage and gaining one.
Bloodlust - Win condition #1. The absolute dream of this deck is to flood the board in order to get a full +21 damage from all face, which should be most of the time if you can keep a high Murloc to Totem ratio. As this card isn't usually seen in play lately, it provides a huge surprise factor and is likely to be what closes out most games played with this deck.
Everyfin is Awesome - While I feel like this card is mostly crap, it's really a similar card to Bloodlust, only it more so solidifies your board presense than anything else. Since the huge majority of minions you'll be playing are Murlocs, this card is absolutely not a 7 mana card, and allows you to play it on turn 7 with other crap as well.
Dr. Boom, PhDestruction - Do I even have to say it? This card is a must-play on or around turn 7 and it works fantastically well with a card like Bloodlust. Even though it has little synergy with other minions, it's an absolute must have for this sort of deck to work, in my opinion. It does the job of putting a lot of pressure on the opponent when they wouldn't always expect it, though it tends to be an easy target to cards like Big Game Hunter. Nonetheless, it's a card a lot of opponents wouldn't necessarily expect when they're up against this deck, which could add to its strength as people fail to play around it.
Neptulon - This, however, is not a turn 7 play. This card in this deck is meant to be insurance; it's secondary to Dr. Boom's pucker-factor as it puts a lot of pressure on the board, but it's meant to usually be played when you already have a lot of pressure on the board. It's meant to help close out a game and, if need be, immediately allow you to play more Murlocs and gain whatever synergy you can from them.
Now, most Murlocs are easy to understand as to why they would be in this deck, but I felt like a few deserve some explanation as to why they would be played.
Murloc Tinyfin - Absolutely not a card to be played on its own, it's a supplement to cards like Tidecaller, Seer, and Warleader.
Bluegill Warrior - The reason this is a must use for this deck is its surprising versatility. It can be used as early removal if must be, and a sudden shock card to combo with other Murlocs and things like Bloodlust and Everyfin is Awesome.
Coldlight Oracle - Card draw is important if a deck is designed to flood, and with tons of cheap minions, this can be played on both turn 3 to give more things to play next turn, as well as a later turn play, to help take control of the board rapidly. It's drawback of course is that the other player will also draw two cards, but using it wisely against decks like Handlock will absolutely give you an upperhand. The downside though is why there's only one included.
Coldlight Seer - This is one of the worst cards for this deck that actually deserve a place in the deck, in my opinion. The reason why one made it in is because the versatility it can suddenly give your weakest Murlocs is fantastic. It can turn a Tinyfin into a 1/3, or a Puddlestomper into a 3/4.
Sir Finley Mrrgglton - Dependent on just how useful this card is, it may or may not make it into the deck. If it allows you to simply pick from three random basic Hero Powers, you'll get a fair deal out of Warlock, Paladin against certain decks, maybe Priest, and perhaps even Hunter. However, if it potentially allows you to get a hero power like "Summon a 1/2 Murloc" or something along those lines, this is a much easier insta pick. Still, a 1-mana 1/3 Murloc card deserves a reasonable seat in this deck.
Old Murk-Eye - This card could win games in this deck. Compined with Ancestral Spirit, I absolutely feel like this could change the game for only 4-6 mana. Basically, it's a far, far better Leeroy Jenkins, with a mechanic that replicates a bit of the Leeroy + Shadowstep combo that made Miracle Rogue what it was.
Everything else is to be figured out when the deck actually becomes available. Enjoy, and please discuss!
I was thinking about a deck like this, but the biggest downside to murlocs is the fact that they run out of steam near the middle and late game, with neptulon and the good dr in there I dunno how it would play out, but that has just been my luck with them, if I have a great start with perfect mulligans and everything they do work, but if not they get countered. We will see
Iron Juggernaut
That's obviously a big concern I have with this deck, which is why I added cards that aren't necessarily "Murloc-y," instead of ensuring I have every possible Murloc in the game. I feel like this deck has enough steam from cards like Tuskarr Totemic, Dr. Boom, and Neptulon to help ensure it can last into the late game. It also has just enough removal, I think, that the Murlocs wont have to be doing all the trading. That said, there are a couple new Murlocs in the game, that are perfect in their versatility that they can probably be played with other Murlocs most phases of the game. The reason I don't have anything like Haunted Creeper (which is something in a lot of decent Shaman decks) to help generate more board presence and make early trades is the already high amount of 1, 2, and 3 drops.
The big difference between this deck and others of the same idea is that this not only takes advantage of several useful Shaman cards for removal, but also has a stronger late game presence than just Neptulon.
Biggest issue is the fact that any AOE knocks them right out. Consecrate is brutal and pally is going to continue to be everywhere.
I think 100% murlocs isn't possible anymore, and it never will be. Neptulon is great and i think Everfin is Awsome is really good too... Murlocs really really REEEEAAAALLLLLLLLLLLLLLLY need a token generator more than anything. If they had a violet teacher-murloc type card it would bring the deck into playability but unfortunately this still isn't the case.
Yeah, that's the weak part about any Murloc deck, which is why I expect limited play no matter how good someone can re-work it. Still, this will hopefully have enough flood with the Totems to try to force out some less valuable AoE's before using the bigger creeps. All you might need to secure a win is upwards to 10 face damage and a board of minions to Bloodlust, which is why two in this may be viable.
I totally agree with the flooding mechanic, so I designed a card, balancing ignored a little.
Too many Murloc legendaries now, I cry. Damn you, Mrrgglton! Damn you!
Also, because why not, here's a Murloc Shieldmasta I made the other day when I was making this deck.
Why 1 Bloodlust and 1 Everyfin is Awesome?. I would put two Everyfin is Awesome instead, since they are going to be cheaper most of the time than Bloodlust and more versatile. Also, remember that both Everyfin is Awesome get their cost reduced at the same time for each Murloc on the battlefield, so if you have like four murlocs for example, you can play both for only 6 mana...
Because it's conceptual. I may do something like replacing Doomhammer with a second Everyfin is Awesome, it's hard to say yet, until the cards actually come out.
Doomhammer was just an example card, it's likely to stay given how vital it can be for keeping/getting/maintaining board control, or punching for finishing damage with Rockbiter Weapon. Given how there's no healing at all in this deck, except for the super rare Vitality Totem from Tuskarr Totemic, taking double damage to kill a minion is scary, though, so it only really helps in early-mid game, which is pretty spooky since Doomhammer is 5 mana (+2), or to push for face damage.
lol teh murrrrmannn guud
https://www.twitch.tv/brianjohnsongaming
yes card is guud
Nice dupe account.