I reached Legend today, going from 20-Legend with my 2x Reno Deck. I dont track win rate but would guess it was around 70%? The deck pretty much rolled through ranks 3-1 except for 2x losing in my last Rank 1 match before finally reaching Legend on attempt #3
I reached Legend today with Murloc Shaman, Since August started I've climbed from rank 8. It was rather strange because it plays more like a control deck that just bursts when it suits it. It is weak to odd rouge and secret mage, walks through a lot of things and other things it's neck and neck with. Although my last rank 1 game was against secret mage and I did win. I'm glad I made it this far as I've been playing Murloc shaman since I got this game when GvG was new.
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 played this brawl a lot, I win most of my mirrors. Mercs 14, I've lost the deck twice but got it back promptly, the first time I lost to a taunt warrior. Second Time a Burn mage. I managed to beat someone with the Taunt warrior. By the looks of it it is all about if you can clear the Patches and keep control of the Salty Dogs and the board. In a few rare cases if you are lucky with your draws you can outlast the deck and they run out of steam. As for mirrors the best strategy is to be conservative with your resources and get the best efficiency and most value possible. This brawl where perfectly balanced does get stale.
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Check his profile, this might be it:
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I reached Legend today with Murloc Shaman, Since August started I've climbed from rank 8. It was rather strange because it plays more like a control deck that just bursts when it suits it. It is weak to odd rouge and secret mage, walks through a lot of things and other things it's neck and neck with. Although my last rank 1 game was against secret mage and I did win. I'm glad I made it this far as I've been playing Murloc shaman since I got this game when GvG was new.
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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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I played this brawl a lot, I win most of my mirrors. Mercs 14, I've lost the deck twice but got it back promptly, the first time I lost to a taunt warrior. Second Time a Burn mage. I managed to beat someone with the Taunt warrior. By the looks of it it is all about if you can clear the Patches and keep control of the Salty Dogs and the board. In a few rare cases if you are lucky with your draws you can outlast the deck and they run out of steam. As for mirrors the best strategy is to be conservative with your resources and get the best efficiency and most value possible. This brawl where perfectly balanced does get stale.