My first time getting to Legend rank. I have always loved Murlocs, ever since playing a Druid Murloc deck back on the beta for Hearthstone. I even leveled Rogue for the golden versions of the Murloc Tidehunter, Priest for the golden versions of the Murloc Raider, Paladin for the golden versions of the Bluegill Warrior, and Warlock for the golden versions of the Grimscale Oracle so I could get the golden copy of Old Murk-Eye from the original "Golden Mrglglglgl!" quest.
This deck heavily relies on keeping your Murlocs alive, as all Murloc decks do. To this end, there are two strategies:
Versus Spell Druid, Priest, Warlock, and Mage:
Never Surrender! is what helps you win these games. If you can get Imprisoned Sungill this can be played directly after if the enemy doesn't have any minions you have to clear out, or saved until the turn the Sungill Streamrunners have summoned in. Likewise, obviously keep a Coldlight Seer if you have a Imprisoned Sungill. However, Commander Rhyssa is not worth keeping, so don't try playing around her, just consider her a bonus if the enemy hasn't triggered your secret yet and you can play her in before they do, but she's really just filler for the deck to round out the inclusion of Murgur Murgurgle. Speaking of, you'll want to play Murgur Murgurgle as early as possible against these decks, as these matches can often draw out long enough that you'll be able to play Murgurgle Prime if you need to refill your board. Don't worry about trying to keep Murgur Murgurgle alive, as it is more useful to use Murgur Murgurgle to trade, since you want to trigger the deathrattle sooner rather than later.
If you end up with even a single hard to remove Murloc that you can see you will be able to keep playing cards that will protect it on curve, Blessing of Wisdom helps keep fueling you with card draw almost indefinitely, as well as gives your enemies another target they have to focus on so that they might leave your Murloc Tidecallers and Murloc Warleaders alone.
Scalelord is also ideal for saving your Murlocs from further AoE attacks if they've survived enough removal waves that you can play one. However, against these decks, treat Felfin Navigator as a finisher, as unfortunately usually the +1 health they provide is not enough to protect your Murlocs from another AoE spell. Just do your best to keep your Murlocs alive, kill any minions your enemy might put out, and whittle away their health or even just rush them down if you get a lucky curve.
Versus Hunter, Rogue, Demon Hunter, Paladin, Warrior, and Shaman:
You need to be aggressive in killing their minions. You want an Underlight Angling Rod above anything else, and Hench-Clan Hogsteed if you can pair it with a Sand Breath. Beyond this, you will want a Murloc Tidecaller or Murmy with either a Hand of A'dal or Sand Breath, or Beaming Sidekick as a last resort. Your goal is to stay ahead of the enemy on the board, killing their minions while buffing the attack and health of your Murlocs to keep control of the board. If you can weave in an Imprisoned Sungill that is great, but it is too slow on its own against these decks, and should be instead considered as an opportunity to refill your board with if you foresee your Murlocs becoming vulnerable to being wiped out.
Against these decks, Scalelord is less about protecting your Murlocs from potential AoEs, but rather for attacking into larger enemy minions with Divine Shields on your Murlocs. Likewise, Felfin Navigator is more useful against these decks, as the +1 attack might be enough to clear out an enemy minion, and leave yourself with a +4/+4 body as well, on top of whatever other remaining Murlocs you just buffed.
Never Surrender! is far trickier to use against these decks, as they might not use a spell at all after you play the secret, as often they have minion or weapon based means of clearing out your Murlocs. Because of this, Coldlight Seers are more useful in these matches. Do your best to keep control of the board and whittle away at the enemy's health, or if you're lucky finish them off with a Murloc Warleader or two.
These were my strategies that helped me finally get to Legendary rank using Murlocs in this very particular meta, after so many of the other deck types got nerfed and opened up chances for more decks that used spells, which this Murloc Paladin deck excels against. Obviously there's only a very short window to use this deck before the next expansion, but I was very proud to have been able to succeed in this small window when it was available.
I've never made it to Legendary, but this month is the farthest I've gotten in Ranked Wild. This is the deck I'm using, and the highest I've gotten this month is Rank 3 and five stars. I was one win short of getting to Rank 2, had lethal on an Odd Paladin if I could have survived their turn, and they had an empty hand, but they top decked a card that let them just barely pull of lethal on me. Still, this is the highest up I’ve ever gotten in the rankings so far.
This deck has helped me balance out between facing aggro decks and control decks. While climbing up from Rank 20 to Rank 5 I actually faced mostly control decks, and had a different variation on the deck:
However, once I got to Rank 5, I hit a lot more aggro decks and decks thought fought for board control, and that variation was too slow. Soul of the Murloc, Gentle Megasaur, Everyfin is Awesome, Shudderwock, and Barista Lynchen would all end up dead cards in my hand that I never made it to the mana to play them, or I had no murlocs on the board to use them on. And against control decks, though they did help me win sometimes, for the most part the murlocs were already winning on their own.
My current deck is nearly a Pure Murloc deck, specifically because of Underbelly Angler, and Unite the Murlocs of course. Primalfin Lookout I specifically added, even though it's not usually a good card, because of the chance of getting another Underbelly Angler from them. But what really helped was Bilefin Tidehunter and, to a lesser extend, Hench-Clan Hogsteed. And Brrrloc, which I already had in the deck. The star of the show in either deck really can be the Toxfin, though, which can completely turn the game around in your favor. Controlling the situation has been really vital to keeping murlocs alive long enough to control the board and chip away at the opponent hero's health, and of course to buy time to trigger the quest, since the deck has no draw, just murloc generation.
Scargil is actually an amazing card. At five mana you can play it and any card, including Megafin or Old Murk-Eye. But even more amazing is when you have more mana you can play with, and an Underbelly Angler. It's an insane amount of murloc generation that you can just keep playing until you run out of mana. Can even combine this with a Ghost Light Angler to fill your hand with murlocs again. Just be careful not to make your hand too full. Over all, Scargil can really put things in your favor.
After struggling on Heroic Sentinel all day I had the most amazing luck. A full health win on Heroic Sentinel. One more turn and I would have fatigued.
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My first time getting to Legend rank. I have always loved Murlocs, ever since playing a Druid Murloc deck back on the beta for Hearthstone. I even leveled Rogue for the golden versions of the Murloc Tidehunter, Priest for the golden versions of the Murloc Raider, Paladin for the golden versions of the Bluegill Warrior, and Warlock for the golden versions of the Grimscale Oracle so I could get the golden copy of Old Murk-Eye from the original "Golden Mrglglglgl!" quest.
This deck heavily relies on keeping your Murlocs alive, as all Murloc decks do. To this end, there are two strategies:
Versus Spell Druid, Priest, Warlock, and Mage:
Never Surrender! is what helps you win these games. If you can get Imprisoned Sungill this can be played directly after if the enemy doesn't have any minions you have to clear out, or saved until the turn the Sungill Streamrunners have summoned in. Likewise, obviously keep a Coldlight Seer if you have a Imprisoned Sungill. However, Commander Rhyssa is not worth keeping, so don't try playing around her, just consider her a bonus if the enemy hasn't triggered your secret yet and you can play her in before they do, but she's really just filler for the deck to round out the inclusion of Murgur Murgurgle. Speaking of, you'll want to play Murgur Murgurgle as early as possible against these decks, as these matches can often draw out long enough that you'll be able to play Murgurgle Prime if you need to refill your board. Don't worry about trying to keep Murgur Murgurgle alive, as it is more useful to use Murgur Murgurgle to trade, since you want to trigger the deathrattle sooner rather than later.
If you don't get Imprisoned Sungill, then Murloc Tidecaller, Murmy, Murgur Murgurgle, or even Hench-Clan Hogsteed pair really well with Beaming Sidekick, Hand of A'dal, or Sand Breath. Sand Breath is worth playing even if you do not have a dragon in your hand. Don't try to play around holding the spell until you have a dragon, just consider it a bonus if you do end up with a dragon in your hand for the Divine Shield.
If you end up with even a single hard to remove Murloc that you can see you will be able to keep playing cards that will protect it on curve, Blessing of Wisdom helps keep fueling you with card draw almost indefinitely, as well as gives your enemies another target they have to focus on so that they might leave your Murloc Tidecallers and Murloc Warleaders alone.
Scalelord is also ideal for saving your Murlocs from further AoE attacks if they've survived enough removal waves that you can play one. However, against these decks, treat Felfin Navigator as a finisher, as unfortunately usually the +1 health they provide is not enough to protect your Murlocs from another AoE spell. Just do your best to keep your Murlocs alive, kill any minions your enemy might put out, and whittle away their health or even just rush them down if you get a lucky curve.
Versus Hunter, Rogue, Demon Hunter, Paladin, Warrior, and Shaman:
You need to be aggressive in killing their minions. You want an Underlight Angling Rod above anything else, and Hench-Clan Hogsteed if you can pair it with a Sand Breath. Beyond this, you will want a Murloc Tidecaller or Murmy with either a Hand of A'dal or Sand Breath, or Beaming Sidekick as a last resort. Your goal is to stay ahead of the enemy on the board, killing their minions while buffing the attack and health of your Murlocs to keep control of the board. If you can weave in an Imprisoned Sungill that is great, but it is too slow on its own against these decks, and should be instead considered as an opportunity to refill your board with if you foresee your Murlocs becoming vulnerable to being wiped out.
Against these decks, Scalelord is less about protecting your Murlocs from potential AoEs, but rather for attacking into larger enemy minions with Divine Shields on your Murlocs. Likewise, Felfin Navigator is more useful against these decks, as the +1 attack might be enough to clear out an enemy minion, and leave yourself with a +4/+4 body as well, on top of whatever other remaining Murlocs you just buffed.
Never Surrender! is far trickier to use against these decks, as they might not use a spell at all after you play the secret, as often they have minion or weapon based means of clearing out your Murlocs. Because of this, Coldlight Seers are more useful in these matches. Do your best to keep control of the board and whittle away at the enemy's health, or if you're lucky finish them off with a Murloc Warleader or two.
These were my strategies that helped me finally get to Legendary rank using Murlocs in this very particular meta, after so many of the other deck types got nerfed and opened up chances for more decks that used spells, which this Murloc Paladin deck excels against. Obviously there's only a very short window to use this deck before the next expansion, but I was very proud to have been able to succeed in this small window when it was available.
Thank you for your time, and good luck out there.
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I've never made it to Legendary, but this month is the farthest I've gotten in Ranked Wild. This is the deck I'm using, and the highest I've gotten this month is Rank 3 and five stars. I was one win short of getting to Rank 2, had lethal on an Odd Paladin if I could have survived their turn, and they had an empty hand, but they top decked a card that let them just barely pull of lethal on me. Still, this is the highest up I’ve ever gotten in the rankings so far.
This deck has helped me balance out between facing aggro decks and control decks. While climbing up from Rank 20 to Rank 5 I actually faced mostly control decks, and had a different variation on the deck:
However, once I got to Rank 5, I hit a lot more aggro decks and decks thought fought for board control, and that variation was too slow. Soul of the Murloc, Gentle Megasaur, Everyfin is Awesome, Shudderwock, and Barista Lynchen would all end up dead cards in my hand that I never made it to the mana to play them, or I had no murlocs on the board to use them on. And against control decks, though they did help me win sometimes, for the most part the murlocs were already winning on their own.
My current deck is nearly a Pure Murloc deck, specifically because of Underbelly Angler, and Unite the Murlocs of course. Primalfin Lookout I specifically added, even though it's not usually a good card, because of the chance of getting another Underbelly Angler from them. But what really helped was Bilefin Tidehunter and, to a lesser extend, Hench-Clan Hogsteed. And Brrrloc, which I already had in the deck. The star of the show in either deck really can be the Toxfin, though, which can completely turn the game around in your favor. Controlling the situation has been really vital to keeping murlocs alive long enough to control the board and chip away at the opponent hero's health, and of course to buy time to trigger the quest, since the deck has no draw, just murloc generation.
Scargil is actually an amazing card. At five mana you can play it and any card, including Megafin or Old Murk-Eye. But even more amazing is when you have more mana you can play with, and an Underbelly Angler. It's an insane amount of murloc generation that you can just keep playing until you run out of mana. Can even combine this with a Ghost Light Angler to fill your hand with murlocs again. Just be careful not to make your hand too full. Over all, Scargil can really put things in your favor.
0
After struggling on Heroic Sentinel all day I had the most amazing luck. A full health win on Heroic Sentinel. One more turn and I would have fatigued.