Anti-Mage/Paladin Barrens Murloc Paladin
- Murloc Paladin
- Wild
- Casual
Decided to run a decksperiment with Murloc Paladin, and early results are quite promising! Small sample size, but this has been eating Mages and Paladins for breakfast! Neither of those classes has strong AOE, which allows us to pump out a wide board that's really difficult for the Paladin/Mage to remove.
Regarding the choice to run only two secrets: Avenge and Galloping Savior synergize extremely well with a wide board (with Galloping Savior being particularly consistent vs. Mage). Noble Sacrifice, while it synergizes with Avenge, does not leave a minion on board; Oh My Yogg! and Reckoning are too defensive for our up-tempo game plan; and we want to run as few Holy Spells as possible in order to hit our big buffs (Conviction (Rank 1) and Invigorating Sermon). Sword of the Fallen is not included because it's too slow in a deck that focuses on SMOrcing with a wide board.
A couple tips:
- If you have both [Hearthstone Card (First Day at School) Not Found] and Invigorating Sermon in hand, don't forget to cast [Hearthstone Card (First Day at School) Not Found] first--I almost embarrassed myself the first time I faced that situation.
- Imprisoned Sungill is not an auto-play on turn 1--if you have an Invigorating Sermon in hand and another play on 1, always play the Sungill on 2 to guarantee the buff on 4.
- When facing a Mage and needing to choose between playing Galloping Savior and another card on turn 4 (or turn 3 on coin), always play Galloping Savior to punish an early Refreshing Spring Water turn.
One final note: I'm a budget player, so I don't actually run Conviction (Rank 1) since I haven't pulled any copies yet (I run a second copy of Lushwater Scout and a Truesilver Champion instead). However, in theory, Conviction (Rank 1) is a deadly finisher with our board-flood strategy.
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1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Avenge x 2
- 1 Conviction (Rank 1) x 2
- 1 First Day of School x 2
- 1 Galloping Savior x 2
- 1 Imprisoned Sungill x 2
- 1 Knight of Anointment x 2
- 2 Hand of A'dal x 2
- 2 Murgur Murgurgle x 1
- 3 Underlight Angling Rod x 2
- 4 Invigorating Sermon x 2
- 1 Murloc Tidecaller x 2
- 2 Crabrider x 2
- 2 Lushwater Murcenary x 2
- 2 Lushwater Scout x 1
- 3 Coldlight Seer x 2
- 4 Felfin Navigator x 2
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Comments
I like the idea, but running secrets without playing Sword of the Fallen seems like a very bad idea. That card (together with Northwatch Commander) is the whole reason secrets are playable, because you don't want them actually polluting your draws, especially not in an aggressive board-centric deck like this one. Also, isn't Invigorating Sermon just way too slow?