Hey everyone, I decided to post the Murloc deck I've been using that got me to 1 star Masters (just got to it like a few minutes ago). I wanted to see what you guys thought I could do to make it better and everything. I'll be getting 40 packs probably this weekend so cards I don't have shouldn't be too much of a problem.
Anyway, let's get to the deck
The main reason I chose Druid over anything else is because:
When I played Warlock, Summoning Portals always got focused but card draw was cool
When I played Shaman, I never had anything but totems or overload stuff
Nothing else really seemed interesting. Sadly Murlocs aren't Beasts.
With this I've had extremely nice removal while not really losing out on Murlocs. I usually win between turn 5-7, but I've gone as long as probably turn 13 without losing. I used to run Illidan for if I couldn't get Murlocs out for a very long time and it worked occasionally but I was always getting him in my opening hand for some reason. I guess filling the board in one turn is too OP.
So, what do you guys think? What can I change to ruin someone's day?
I am currently Master 3 stars with a Druid/Murloc deck and always a decent ratio of win/loss.
Why Murloc ? Because it's relatively cheap and powerful. But more important, it can be play with every heroes and it's quick to know if you win or lose. Daily quests are quick and easy to finish with a Murloc deck.
At my opinion the minimal cards needed for a Druid/Murloc are:
So 25 cards required.
At that point there exist several ways to add the 5 remaining cards:
Interesting neutral card:
I think the following cards are out tempo for a Murloc deck:
At the end, the best Druid/Murloc deck in my opinion:
The little bonus: when a mage's secret creates a double of your Murloc Warleader. Just enjoy :)
Tried out your deck tonight without Murlock Warleaders, Hungry Crab, Old Murk Eye.
Managed 17-6 which got me to diamond 2.
This is a budget friendly deck so I recommend it to every druid out there.
The gold income of the game is now making sense since every game I win is between 4 to 7 turns.
Thanks for the suggestion mate.
Edit: If you are not able to craft the expensive cards here is some valid replacements for them;
Murlock Warleader -> Raid Leader
Old Murk Eye -> Questing Adventurer
Hungry Crab -> I replaced this with a draw card but you might as well go for Questing Adventurer.
Edited by Arteqt on 10/27/2013 2:22 PM PDT
can anyone tell me how to play this deck?
i'm kinda suffering against AI :D
which cards do i keep on my hand?
do i play murlocs right away?
i'm using this build: http://www.hearthpwn.com/deckbuilder/druid#55:2;88:2;165:2;217:1;222:2;289:2;329:2;357:2;420:2;424:2;459:2;510:2;548:2;587:2;620:2;660:1;
Edited by Dredglol on 10/28/2013 3:33 AM PDT
@Dredglol: What's your problem ? Board wipe ? Losing the race against other direct damages ?
The standard one is to avoid the Hellfire from Warlock or the +2/3 damages against all your minions.
If it's the case, don't put all your Murloc without a Warleader, Coldligth Seer and/or the +1/+1 from the Power of the Wild to buff your health.
@Arteqt and Vincimus: Thanks for your sharing !
I am currently using this deck:
Modified with one less Keeper of the Grove and one less Innervate replaced per a Mark of Nature and a Nourish.
I am sure the deck will be more powerful without the Hungry Crab but I am fond of it. ^^
Edited by Xherus on 10/28/2013 4:50 AM PDT
Sorry for the late answer, i'm from germany :S
There are barely any replys in our forums so i visit the us forum instead :D
I'll make a video about my misplays.... i hope you can give me some tips :D
There are just too many things i don't know about your deck... like...
- should i trade or attack the opponent directly
- which murlocs should i always keep on my hand
- i don't know if i have to combo every murloc i draw or do i play murlocs right away
- do i sacrifice the +1 attack for each murloc played early on to feed the crab thingy.
- my brain hurts, whirlwind too. i would have probably lost all games if my enemy had mass removal
Does your game often take more than 10 turns?
Edited by Dredglol on 10/28/2013 12:26 PM PDT
In your fist hand, you want to see "a ton of" Murloc. So, suppress everything else including Innervate.
Especially, when you're first, you already are in mana advantage but in card disadvantage.
The trade minion against minions is generally the best choice but when the opposite isn't dangerous you could just punch the hero.
When you have 2 global buffs like savage roar, you could stop invoking the murlocs and play your buff. The idea is to make a lot of pressure and keep your other minions to avoid a board wipe. And if nothing is done, you should win at the next turn.
The Hungry Crab is an hard card to play, remove it for a Wrath or a Mark of Nature.
I stumbled across the murlocs when I dusted the what I thought was the last one and suddenly got "Old Murkeye" for free. I tried it with the druid because they have the best buff ability. One thing, you have to get out either the low level common murcs first or the one that gets +1 with every murloc added. If you have a bad starting hand, you wil probably lose. This deck is either really fun...or really frustrating. By turn 3, you should have 3 or 4 murcs on the board at levels that are scaring the other heroes. It is pretty common to win by turn 5 or 6, and not have a point of damage to your hero. I have run into some crazy builds, (another shaman murloc deck), that was off the charts. How I wish I had put a "hungry crab" in my deck for that one. I lost that one, but he only had one health point left. It literally could have gone either way.
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