Murloc Buffadin
- Last updated Dec 3, 2016 (Gadgetzan)
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Wild
- 28 Minions
- 2 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Murloc Paladin
- Crafting Cost: 2880
- Dust Needed: Loading Collection
- Created: 12/4/2016 (Gadgetzan)
- ChemicalExperiment
- Registered User
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- 2
- 8
- 28
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Battle Tag:
Telomerase#1269
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Region:
US
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Total Deck Rating
20
Basic Strategy:
Basic idea like any Murloc Aggro: Get murlocs on board, buff murlocs like crazy, SMorc. If you don't have a stuffed board by turn 3 you're doing it wrong. Key cards are your Murloc Warleader (for obvious buffs), your Coldlight Seer (keeps your stuff alive and allows for surviving trades if necessary), and your Murloc Knight (insane value generation, even if it's just a murloc with no abilities).
The Assist: Role of Goon Buffs
What I say next about Goon Buffs applies to Smuggler's Run and Grimestreet Outfitter. Grimscale Chum is a great card but isn't lumped into the group of these two due to its difference in mechanic (minion specific rather than full-hand buff).
Why are they there?
The Goon Buffs are mostly there on the side to help with survivability. The problem with most murlocs is that they're thin as paper, die to anything at all, so if you don't have your Warleader or Seer they die immediately. However, the Goon buffs alleviate that. Suddenly everything from your Bluegills, Tidehunters, and even Grimscale Oracles take 2 damage to deal with, giving you just enough time to get those massive on board murloc buffs out. It even makes your Warleaders better, passing the critical barrier from 3 health to 4. Your Murloc Knight even benefits with the 5 health, making your value generator just that much harder to deal with (plus, as I found out one game, the 4 attack really screws over Priests).
Your Turn 1 Decisions
Overall though, you mostly want to use the full hand buffs a bit sparingly. If you run up against something like a Shaman or Warrior, be ready to throw down your Inquisitor or Tidecaller instead of buffing your hand Turn 1, because while this deck is amazingly aggressive, it needs at least a turn or two on board to get that going. You're not going to be able to get back a board with this deck, so you usually only use the buffs on turn 1 against decks you know are going to be slower and/or you need the ping protection badly; ie Priest and Mage.
The Goon Buff Payoff
Your goon buffs really start to work well on turns 3 or 4, when you can actually play something else with it. That way, you don't lose much tempo at all, but still get the insane value. While this deck doesn't buff a full 9 card hand (it's usually only about 3 murlocs you'll be buffing!), it pays for itself in the amazing murloc survivability and immediate payoff you get by playing them so soon after the buffs.
Why is "X" card in the deck?
Quick explaination for some of the choices that might seem strange. Vilefin Inquisitor is kind of insane with any on-board buffs in play, and it's also the only murloc you can usually guarantee will survive trades even if you don't have many buffs on it. Grimscale Oracle actually goes from kinda bad to pretty good once it doesn't die to a 1 damage ping. Coldlight Oracle is amazing for getting your hand back to a decent enough size to use buffs. Corrupted Seer is nice for taunts/comebacks after board wipes/lessening trades. Mostly that last one, but don't be surprised if it's mostly a dead card most games. If you're winning, it should be a useless card.
And...uh...I think you missed one....
Oh, and the Hungry Crab? That's just in there for shits and giggles. It's been a dead card almost all the time. I couldn't think of another card to fit in at the time of creation and whenever I think of switching it out, I just can't decide what. As I'm writing this I'm thinking it probably should be changed to a Murloc Raider if I had to bet. But I'd like some feedback, because that just seems so lackluster and I can't figure out what else to put in. Possibly Finja, the Flying Star?
The Wrap Up
Thanks for checking this deck out! I'd say I won about 3/4 of my games with this, however that was just climbing from rank 20 to rank 14, so that doesn't really mean anything. I'd love to see how others fair with this deck, because it's been my best performing one so far out of Gadgetzan.
why no anyfin can happen?
probably because u don`t play a lot of games above 10. turn so those 2 slots in deck can be used in better way
Response to TrashMonk/pelidija: See Note 3
I played this today and went from 19 to mid-15. I had a 14-7 win-loss. Pretty solid deck.
My Changes:
1. Vilefin Inquisitor => Sir Finley Mrrgglton | Simply because I don't have Vilefin. Swapping for a Hunter's Steady Shot has won me at least one game and Warlock's Life Tap is usually my go to choice because the card draw can make you unstoppable
2. Hungry Crab => Murloc Raider | I took the creator's advice on this one. The crab just isn't reliably valuable. Finja, the Flying Star might be a good pick, but I assume It's not something most folks own.
3. 2x Corrupted Seer => 2x Lay on Hands | I originally swapped one of these for Ivory Knight because I lack one of the Seers. However, I ultimately dropped both cards for Lay on Hands. The 8 mana cost is steep for this deck, but it's made a much bigger impact in my games. Card draw is invaluable to this deck, and the health boost should make it worth your wait. I considered Anyfin Can Happen, but figured that getting three cards on turn 8 which you can probably flood the board with on turn 9 was more likely to turn the game around before you lose. I think I would run Anyfin Can Happen if I didn't have Lay on Hands. You'd be surprised how many long turn 8+ games you get into with this deck.
P.S. Props to ChemicalExperiment for spending the time and putting a great write up next to his decklist