0-10 with paladin murlocs, I would love to hear why this is a good deck.
This is the deck that wrecked me as Burn Mage the night before, so I decided to try it myself.
This deck was ripped from here:
NA #3 Legend Murloc Aggro (Advanced Guide) • r/CompetitiveHS
Strength with Murlocs is their synergies, weaknesses is if you can't keep them on board.
Goal is to fiercely protect your murlocs and to establish board control asap.
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My mulligan strategy was this:
- Get a 1 drop
- Get a 2 drop
- Get a 3 drop
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1 Drops:
Best 1 drop is Vilefin Inquisitor, it turns your hero power into a murloc generator. Getting murlocs to stick to the board is key, and being able to pop one out every turn means more guarantee to stick one. He's also a 1/3 which is hard to remove early, so very sticky and likely to be there next turn.
Next best is Tidecaller. He can grow big very quickly and needs to be dealt with. If not dealt with in 1-2 turns then you probably win the game.
Chum I rate 3rd, he's 1 health so can be dealt with easily, but he will buff a murloc in hand which is good. If you can wait to play Chum after Steward then he gets Divine Shield.
Grimscale is poor in the beginning, I wouldn't keep him in my opener. He's there to buff multiple murlocs later, it's likely he won't stick to the board early. He's a 1 mana wisp on turn 1, pretty bad.
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2 Drops:
Hydrologist and Rockpool are definite keeps and very good. Do not play into free trades. If I have Hydrologist AND Rockpool in my hand on turn 2, I play the minion that can survive. If opponent has 2 power on board I'll play a naked Rockpool because he has 3 health. Our goal is to stick murlocs to board, playing into trades is bad.
Bilefin is a great way to protect your other murlocs but playing him alone is pretty weak. he's strongest when combo'd with Steward, both minions get Divine Shield. If you have a 1-drop you can protect, then keep, if you need a 1-drop, then mulligan.
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3 Drops+:
Everything else is matchup dependent. You NEED a fast start and MUST have a 1 and/or 2 drop(s). So mulligan any 3+ if you don't have a 1. There were several games I did full mulligan and never got a 1 drop but did get a Rockpool which was able to stick due to the 3 health. Sometimes you just don't get 1 drops but it's critical you try to get them. If you see a 1 & 2 drop then you can be greedy and keep a 3+.
Divine Favor is not kept.
Gentle Megasaur is not kept.
Warleader is only kept if you have a 1 & 2 already.
Steward is really good but not kept.
Stonehill is to protect your murlocs, can keep only if you have a 1&2 already.
Tarim makes your weak murlocs into 3/3s that can trade with anything on board, more Tarims from Stonehill is great.
Finja isn't a keep, allows you to get a board back if it's been wiped, or just a bigger board, ideal for using before a Megasaur or while a Steward is on board (1 health murlocs that Finja summons will get Divine Shield).
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Keep in mind when your opponent has clears and try playing around as best as possible. Using Steward to give Divine Shield before a key turn is great. Brawl will wreck you but can try to Finja after, hero power also a great way to re-establish. Dragonfire Potion and Flamestrike on turns 6 & 7 are late enough where you can hopefully have defenses in place (Divine Shields/Health Buffs/Opponent nearly dead)