Top 5 Legend! Aggro Murloc Paladin!
- Last updated Apr 19, 2017 (Un'Goro Launch)
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Wild
- 24 Minions
- 4 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Murloc Paladin
- Crafting Cost: 6700
- Dust Needed: Loading Collection
- Created: 4/6/2017 (Un'Goro Prepatch)
- MaxTheRipper
- Registered User
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- 3
- 6
- 16
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
210
Added 2 Golakka Crawler in place of the Blowgil Sniper to combat pirate warriors.
Mulligan Tips
Grimscale Chum - Always keep
Murloc Tidecaller - Always keep
Vilefin Inquisitor - Always keep
Bluegill Warrior - You can keep 1 if you have a Grimscale Chum in your opener
Golakka Crawler - Keep against warrior (keep 2 if you know it is pirate) Keep 1 against rogue
Rockpool Hunter - Always keep
Hydrologist - Always keep
Coldlight Seer - Keep if you have a solid 1-2
Murloc Warleader - Keep if you have a solid 1-2 or a solid 1 on the coin
Gentle Megasaur - Keep if you have a solid 1-2 (3) on the coin
Other cards are probably not optimal to keep ever.
Additional Tips -
Vilefin Inquisitor resets your hero power so if you have 5 or more mana / want to generate as much value as possible with the fewest cards you can active your hero power multiple times later in the game.
Coldlight Seer, 3 mana 2/3 that grants all of your murlocs in play +2 HP, don't be afraid to use this card on only 1-2 murlocs if need be . The overall stats generated for even hitting one minion is a 3 mana 2/5 which is a serviceable minion than can win games the value of course increases with each murloc on board.
Gentle Megasaur, similarly to the coldlight seer don't be afraid to use your megasaur on 1-2 murlocs, the 5/4 body for 4 combined with a useful effect on 1-2 minions can be enough to swing the game in your favor.
Adaptation, this card was not something I initially planned to include in this deck list when I first came up with it before the expansion launched. I decided to add the adaptations as a low cost card to lower my hand size for divine favors. I quickly found that adaptation far exceeded my expectations and over performed as a card. The poison effect can be used on a 1/1 as a form of removal, the +3 attack (same as blessing of might) can be used to push a few extra burst damage or as removal as well. Divine shield can be utilized to protect some of your higher priority minions (murloc tidecaller, murloc warleader) the same can be said for +3hp and Stealth if used correctly. Finally the ability to potentially give a minion windfury for only 1 mana is quite powerful (shaman spell windfury costs 2) you can combine this with Leeroy Jenkins in a tough situation for a chance to deal 12 damage for only 6 mana.
More detailed tips coming soon!
Detailed tutorial coming soon!
if you are facing TOO much control you can add up to 2 divine favors to alleviate that problem.
2 consecration can be good.
Looks nice, however I don't get why you go with Adaptation and not for instance Blessing of Might. Adaptation is random.
Also, not sure about Finja. She is only good if the only Murlocs in your deck are the Warleader and Bluegill, otherwise you are losing lots of Battlecries.
Probably instead of Consecration you could use a Corrupted Seer.
adaptation while "random" also allows you flexibility and the ability to high roll more impactful effects such as poisonous or windfury or as you mentioned blessing of might or hand of protection. As far as the finja it is NOT AS good as it is in the decks where you are running only bluegills and warleaders however its synergy with Gentle Megasaur as well as its ability to generate a lot of value and a large board it is still a strong asset.
Finja with windfury is pretty gooood even with losing some battlecry effects.
Still, playing Finja on 5 suggests that you skip a turn without doing extra damage, and probably next turn you need to kill a minion (not always easy with a face-oriented deck) and then play 2 random murlocs that most likely will have no impact on the board and they will cost you the battlecry.
As far as Adaptation is concerned, yes, it's random. It may be super useless or entirely useful. You will always get to pick an aggressive option, or at least a board sticking one (DS/+3 health) if aggression isn't the option, but MOST of the times you just need the extra push from your handbuffs. It's like playing a Megasaur for one Murloc only...which is not that good.
Adaptation is super cool. I win so much rogues by "spell immun" or even windfury for Hydra. Poison is best vs CC warriors (tons on rank 3-2). Well, deathrattle and HP can help a lot vs shamans or other aggro type.
If you need to kill a minion Finja into Leeroy gives you a minion to kill, I play Leeroy in all my Finja decks now :)
Nice deck, would be so sick if Paladin's Quest would have been the Murloc one :/
I made a video for the deck (have only one Megasaur, so I`m playing double Hydra): VOD Aggro Murloc Paladin
Youtube-Player:
Deck is great. Fun and Interactive!
So the deck is only made for agro? Should you keep your murlocs in your hand and later swarm your enemy once you have the mana?
This is an aggressive deck with some synergies that border on "combo" such as finja into gentle megasaur. Generally you want to play on curve and fight for board but bursting your opponent down from a very high hp total is also an option in certain situations.
thx for sharing looks fun
Loving this deck
Thanks!
Is this face or control, maybe both?
Aggro / combo probably.
I believe this guy. 3-1 my first 4 games and I am probably not playing it the best way. It is a fun deck also. Looking forward to a write up.
LO :) nice deck 80% WINRATE
I've tried the deck out for a bit, but I've realized that it's close to impossible to win against pirate warrior. Hunter is also not a great matchup for me, I don't know if I am playing it incorrectly or not, but I have no clue how you got 16-2 against hunter. You must know a way to beat the hunter and pirate classes, so please let us know.