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Anti meta Murloc Paladin (75% WR)

  • Last updated Jun 2, 2016 (Old Gods)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Murloc Paladin
  • Crafting Cost: 6680
  • Dust Needed: Loading Collection
  • Created: 6/2/2016 (Old Gods)
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  • Battle Tag:

    alekkir#2801

  • Region:

    EU

  • Total Deck Rating

    309

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Hey guys, I'm Akinahina (aka Alexandron123), the Hearthstone player from Russia. Today I want to tell you about one interesting deck. It's the "MRGLGLGLGL". The creator of this deck is Shtan Udachi.

Cards choices/replaces:

Forbidden Healing - the best heal in the game (after Reno Jackson, of course). If you haven't this card, you can play aggro paladin or replace this card for Guardian of Kings.

Acidic Swamp Ooze - the durability of a weapon sometimes is to big to use Harrison Jones (Hi Shamans). The Ooze can help you in this situation,

Bloodmage Thalnos - +1 spd  is good. You can kill the shamans' board (flame jugglers, wolves, etc.) wih 1 consecration. In other situations this is a good draw. You can replace it for Loot Hoarder or Stampeding Kodo

Doomsayer - the tempobreaker. Irreplaceable. 

Harrison Jones - you can draw 1-6 cards in different situations. Actually, good. You can replace it for Stampeding Kodo.

Emperor Thaurissan - the 5-5 taunt for 6 (Kappa). Actually, you often have a lot of cards in your hand. Is the Thaurissan bad in this situations? Irreplaceable.

 Matchups:

Mage - 60/40. Tempomages can beat us. Freeze actually a good matchup, if you can draw faster.

Hunter - 50/50. Isn't a good mutchup. The new Dr.8 is balanced (Kappa). If you can't find the Aldors/Equality, you immediately lose.

Shaman - 70/30. Good matchup for us. We have the Aldors, heal, AoE, best 4-cost standart weapon, etc...

Warriors - 30/70. The worst matchup. We can't beat 20+ armor, so...

Priest - 70/30. Good matchup. We have Anyfin into Anyfin, priest can't survive this.

Rogue - 80/20. The miracle rogue is a too good matchup. N'zoth rogues I didn't see.

Paladin - 60/40. N'zoth paladin with a good tempo can beat us. Aggro paladins I didn't see too.

Warlock - 80/20. Zoo, Reno... Easiest matchup (if you will have weapons/aldors/concecrate against zoo).

Druid - 60/40. C'thun druids or aggro druids with a good tempo can kill us. If they haven't tempo, we can win easy.

 Game strategy:

The following deck is based around the powerful shell of a Control Paladin deck, but includes a selection of specific Murlocs in order to activate a potential one turn kill using Anyfin Can Happen on turn 10 or later.

Your early-game is much more passive with this deck than with most current Paladin builds. With none of the usual collection of strong early-game cards, you will be reduced to Hero Powering quite often in the early turns, but you should also not be afraid to simply drop a Doomsayer on the board in the early turns to delay the game for a turn. Remember at all times that the goal of the deck is simply to stall the game for as long as possible.

Since you have OTK potential in your deck, damage to the opponent is almost entirely irrelevant. You should focus entirely on board control and maximising the amount of minions you can retain on the board. By building a big board presence you can increase the potency of cards like Solemn Vigil. These cards are vital, as cycling through your deck is very important to ensure that you draw into sufficient Murlocs, as well as the all important Anyfin Can Happen to revive them.

Past the opening turns, you can continue to control the board with high quality cards like Truesilver Champion and Aldor Peacekeeper, but at some point, you will find your curve interrupted by the need to play Murlocs onto the board. Trying to get the most out of your Murlocs, which are generally pretty poor cards, is important in maintaining a balance with the deck. Bluegill Warrior can be used as a 2 damage removal spell to trade with a minion like a Knife Juggler, or to help you to trade up with a larger minion. Murloc Warleader should ideally be used to buff other Murlocs and increase their value, but can also do a job simply as a 3 Mana 3/3. Remember, the goal with these Murlocs is simply to play them out onto the board, get whatever value you can from them, and have them die.

When it comes time to activate the final combo, you will need to have kept track of exactly how many of your Murlocs have died throughout the game and calculate how much damage you have. This can be tricky at first, but will come with practice. If you judge that you have enough time to cast both Anyfin Can Happens, then you will almost certainly have enough damage to win the game, since the Murlocs that die after the initial casting will be added to the pool to be revived by the second.

Mulligan:

You should mulligan Doomsayer in most matchups. Equality is also such a key card in this deck that it should be kept in your opening hand in most matchups as well. On top of this, Bluegill Warrior and Murloc Warleader can also be kept in a lot of situations. Truesilver Champion with The Coin is also a fine keep as long as you already have at least one high quality early-game minion.

 Tips:

Anyfin Can Happen will summon every Murloc that died during the game which allows you to unleash huge burst combos of up to 30 damage.

Equality can be combined with Consecration or Wild Pyromancer to serve as a powerful board clear.

Solemn Vigil synergises well with the token focused style of the deck to allow you to draw numerous cards and get you closer to your combo pieces.

 I don't need any upvotes. I just want to show that murloc paladin is alive.