I decided to try this deck starting from Rank 9 and went incredibly quickly from Rank 9 to 3. There I had somewhat of a stall and was unable to climb any higher, so I started to tweak some things. Here's what went down:
The main opponents that I was facing were:
- Token druids: were usually no problem at all due to knife juggler juggling everything away.
- Hunters: as long as you keep the board free of mechs, they cannot Magnetify anything, so they will not pose a threat.
- Bomb Warriors: If they get out their Dr. Boom before turn 10 and you did not draw really well beforehand, you will not win this game.
- Rogues: They are simply too quick, especially if they get Raiding party and that stupid Pick.
- Very rarely Mage: They were usually to slow against the board I was piling up, and therefore could not use their combos quickly enough.
So basically, I steamrolled Hunters and usually druids, but lost quite a bit against Warriors and Rogues. So I tried to improve the deck by removing the weakest cards (imo).
So I removed Swampqueen Hagatha and Hagatha the Witch The reason being that usually when I got to turn 8 and needed to play (either) Hagatha, the game was basically already lost, since I only ever played those when out of better options. and removing their board usually wouldn't help me getting the board back. I replaced both of these with copies of Bloodlust.
I also cut both copies Knife Juggler and one of the Hench-Clan Hogsteed. Knife Juggler work great when you can dominate the board and summon stuff, but they will not bring you back in the game when you have fallen behind. and the Hench-Clan Hogsteed is too slow in my opinion, as it does not get any of the Murloc Buffs. I replaced both copies of Knife Juggler with Bluegill Warrior and exchanged the Hench-Clan Hogsteed with a second copy of Soul of the Murloc.
This results in a much greedier build, that is able to persist on the board due to Soul of the Murloc much more easily, then Bloodlust will usually end the game quite easily. In my experience, I was able to turn many games using Bluegill Warrior when I already had Murloc Warleader for a surprise 4 damage, or even Turn 5 Bloodlust despite having only 3 Minions on the Board to bring the opponent down to below 15 HP to just force him to make more unfavourable trades to stay alive.
How did that change the matchups, you may ask? I went form Rank 3 to Legend earler today. Especially Rank 1 was a breeze with 10-2 to Legend. :)
- Token druids: still the same, as long as you can keep their board under control you will always outvalue them, as Underbelly Angler can create infinite value for you. Scargil and Coldlight Seer are the MVPs here though, especially in combination.
- Hunters: as long as you keep the board free of mechs, they cannot Magnetify anything, so they will still not pose a threat.
- Bomb Warriors: Won more than 50% of my games against Warriors, especially with the increased pressure from Bloodlust to close games early.
- Rogues: Managed to win quite a few games against Rogues with the new setup, especially with Bluegill Warrior into Toxfin. To remove their early threats. Always keep Toxfin against Rogues!
- Very rarely Mage:Mages were still too slow with the new setup.
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Great work, Bazturd! If you really want to go for Molten Breath, try it instead of the Spellbreaker.
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Very cool post, Trandorio. If the new build does better vs rogues, you're doing the right thing. Glad to hear about your amazing adventures!
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Listen to your heart.
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Amazing score, you most likely piloted it very well, flance!
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Try an ooze and a bloodlust, Vigge!
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Thanks for the kind words, FrostMonarch, very happy you like it!
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Feel free to experiment!
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Ahah, those who use track-o-bot know about that bug. The VODS show the rank games, so no worries.
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Amalgam is a well-statted 3 mana murloc that we need. And a mech so it's good against dyn-o-matics.
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Both Hagathas are great, the hero card is better if you ask me.