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    posted a message on Murloc Strategies

    Hey all! So my favorite deck-type is murlocs. I've been playing them for a long time and trying different approaches with them, but most changes aren't very successful. With all of the different strategies available for murlocs, has anyone had success with strategies that don't focus on ridiculous turnarounds? (For example, using Bloodlust, Anyfin Can Happen, and Everyfin is Awesome)?

    I thought about actively trying to keep murlocs on the board now that we have Gentle Megasaur and Rockpool Hunter especially when combined with Coldlight Seer. Plus there are a bunch of new murlocs that don't have a health of only 1. Maybe it's because I'm not used to the strategy and focus too much on keeping murlocs on the board, but I really struggle when I play this way. 

    Then there's the going in swinging approach where you just keep attacking and summoning. Thanks to cards like Call in the Finishers, Primalfin Totem, Siltfin Spiritwalker, Vilefin Inquisitor, and Finja, the Flying Star we don't have to worry about losing murlocs. But if I take out battlecry cards while using Finja then the deck doesn't do as well. I thought it would be a cool opportunity to try using different murlocs that might not get as much attention (because of how helpful battlecry murlocs can be), but it's difficult compared to my more successful decks. It might just be that I don't have enough practice with that approach? 

    I also liked using Brann Bronzebeard and Rumbling Elemental to keep murloc count high and do some nice passive counter to other aggro decks, but it seems like decks that wait for the big turnaround are still the most successful. 

    I don't know, I tend to play with a heavy amount of murlocs, often with no other minion type (except maybe Grimestreet Outfitter ) does anyone have any recommendations of different murloc decks? Also has anyone had success with murloc deck types that aren't Shaman or Paladin? I've tried with all the other classes, but Shaman and Paladin (as would be expected) have the most success. I've won with Warlock, Priest, and Warrior only a few times (like maybe once each) but that's about it that I can remember. I'd expect it to be easier with Druid but I haven't done well with that. 

    Posted in: General Discussion
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    posted a message on Best Battlefields?

    and why... Refrence

    Posted in: General Discussion
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    posted a message on What's wrong with this deck?

    Try thinking about how much damage your cards can do overall if each minion only lives one turn. Then take into account how much damage you have to deal to minions your opponent has. You only have one defensive card, Ice Block besides your freeze cards, which means your spells will likely be your buffers (though Midivh's Valet is a good counter control). You have some freeze but they only work for one turn, which means typically your other destructive spell cards will be your control (since you don't have the supporting freeze cards). Basically it's because it's difficult to deal the amount of damage needed to win and maintain control. You do have Flamestrike which is great board control, but you'd need a minimal amount of control throughout the game for that to support your deck properly. I agree with KingSevault in that a more focused deck might help. Good luck and have fun in the future! 

    Posted in: Mage
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    posted a message on Rank the class quests!

    1. Shaman

    2. Druid

    3. Warlock

    4. Rogue

    5. Warrior

    6. Hunter

    7. Priest

    8. Mage

    9. Paladin 

    I ordered it in terms of likability 

    First of all I play a lot of murloc regularly so I'm just really excited for that quest, especially because un'goro has lots of new murlocs. 
    Rogue is pretty good for maybe obvious reasons, but I'll go into it a bit anyway. There are so many opportunities through cards to replay a card. Also, I've seen a lot of rogue decks that use charge cards after hitting the crystal and its a pretty effective combination. 
    I think Paladin is probably the weakest card just because if you happen to be unlucky or just don't plan out your adapts well, and then someone has right cards... then the whole point of it could disappear before you even get to play it. 
    I get why people like the mage card a lot, I mean you can use 15 mana in sort of one turn which is kind of ridiculous, also I'd imagine people would be using it with high mana cost damage spells. If that were the case then you wouldn't have to worry about emptying your hand, plus even if you did you'd have Arcane Intellect and Babbling Book or any of the many cards that allow for spell generation, which is kind of the point of the quest anyway. It's kind of limiting in what you can play, but at the same time you end up with a random deck of cards so it's also kind of liberating. 
    Priest is cool just because if your deck relies on card drawing, then this is a good way to protect yourself from dying because you have no cards left. It also is a bit less limiting in what you can play, but it's frankly interesting just because I know i personally haven't seen priest decks that really rely on deathrattle. 
    Jungle Giants is honestly pretty dope. I've been playing a Mage deck with mostly 5+ mana minions (focuses around Naga Sea Witch and a few other helpful cards) so it makes me excited to try out that strategy as a druid, especially because my mage deck just turned wild. Haven't gotten my mage deck to the win rate I want yet, but I think that mostly has to do with how I play it. I'm slowly getting better at it though. 
    Honestly hunter looks really cool, but I haven't played a game that lasted long enough for the quest to matter yet.
    Warlock is just great, especially with board clear cards or Bane of Doom  Void Terror and Power Overwhelming

    Posted in: Card Discussion
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    posted a message on Ranking the Quest Cards

    1. Rogue

    2. Warrior

    3. Shaman 

    4. Jungle Giants

    5. Warlock

    6. Priest

    7. Mage

    8. Hunter

    9. Paladin 

    First of all I play a lot of murloc regularly so I'm just really excited for that quest, especially because un'goro has lots of new murlocs. 
    I think Paladin is probably the weakest card just because if you happen to be unlucky or just don't plan out your adapts well, and then someone has right cards in Hunter, Warlock, Priest, Rogue, or Warrior... then the whole point of that card could disappear before you even get to play it. 
    Jungle Giants is honestly pretty dope. I've been playing a Mage deck with mostly 5+ mana minions (focuses around Naga Sea Witch) so it makes me excited to try it out as a druid, especially because my mage deck just turned wild. 

    Posted in: General Discussion
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    posted a message on Why do people play aggro / face decks?

    I play aggro because I like murlocs and I've found it's the easiest style to use with them. I haven't played a non-aggro murloc deck in a while. 

    Posted in: General Discussion
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