- September 11, 2021
- By neon31
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Tipping the Scales: A Guide to Wild Paladin Murloc
Hi, my name is Elton Fior, or Eltinho as I’m known. I have played competitive Magic: the Gathering from 2001 until I took a break in 2012 (been twice Brazilian Nationals 2nd place, 19th at 2004 Worlds). After that time, I found out Hearthstone in May 2014 and have been playing since. Although my job time schedule makes it harder for me to play tournaments, I’ve always sought to get to Legendary Rank every month, both in Standard and in Wild. I have also published a Hearthstone strategy eBook for Portuguese-reader players, available at Amazon.com.
Table of Contents
And so it comes to this guide. I was splitting my time between Battlegrounds and mostly Ladder play since the Scholomance Meta became figured out, but no deck has got me really into that urge to play. Until I found out a list posted by @Husky0821 and published by Hearthstone-deck.net in September 2020. It was a take on the old Standard Tip the Scales Murloc, adapted for Wild, with an extra twist: High Abbess Alura working as the third Prismatic Lens in order to cheat Tip earlier with more consistence. I was insta-hooked! Tip Murloc was my favorite deck before the rotation and I’ve tried to port it to Wild then, failing miserably, mainly because Secret Mage was an awful matchup. But then, there it was, in all its glory, a working and playable deck ready to abuse Tip the Scales with results to back it up. I decided to share the strategies behind the deck and Hearthstone-deck.net published the guide back in December 2020. After a while, and inspired by jjjjjj_hs Mozaki guide, published by this very own site, I decided to update my guide with the United in Stormwind release.
I tweaked a bit here and there and in October I had my best Legendary finish ever by then, #65, peaking at #40. And, the better part, I was having the most fun I had playing Hearthstone in quite a while. The following months, even after Alura nerf, I was able to improve my results: on April 2021, I peaked at #3, finishing the season in 4th place. So just like that, I’ve become the Murloc champion and it’s my goal to spread the Mrglglgl words around!
It is good to notice that there are actually two Paladin Murloc decks right now in Wild: an OTK full combo, where your only Murlocs are Chargers and Pumpers and you also run Anyfin Can Happen to ensure you kill the opponent in case you miss with Tip the Scales (I messed around with a Hybrid list of this deck and Tax Paladin, with mixed results). And there’s the list I’m using, which is an Aggro-Combo deck, where Tip is not always a sure kill, but often lead to overwhelming board if not dealt with. It also doesn’t run the risk of hitting Anyfin on Lens/Alura, which is a total bummer when you need an early Tip. And many times you can just snowball Murlocs and win without comboing.
Since the first version of this guide, the archetype got some interesting new cards like Crabrider, Lushwater Scout and Mailbox Dancer, but got hit by Standard nerfs on many of its cards: Alura, Crabrider and Far Watch Post. It is still mrglglgling!
As I was used to do when writing deck analysis for Magic decks back then, I like to sort the cards in a list in 3 types: key, main and secondary cards. Key is what the deck is built around, there’s no negotiation here, no “what can I replace this Legendary with” – if you want play this archetype, those are the cards you gotta have. Think Raza+Anduin in Highlander Priest, for example. Then there are the main cards, which you’ll see in most lists because they are very important to the strategy and you’re not likely to cut any of them, but there’s room for argument for trimming some here or replacing a Legendary there. And finally the secondary cards are tech cards, meta calls, personal preference or even lucky charms. Those are your flex spots
For reference, there goes the list I’m using right now:
The Fagner Blues
I’ve called the deck The Fagner Blues because of a real good translation job from Blizzard: There’s no way to keep the original pun for Tip the Scales in Portuguese, so they adapted a song name from famous Brazilian singer Fagner “Quem dera ser um peixe” (I wish I was a fish) into the card name: “Quem dera ter um Peixe” (I wish I had a fish). Good times!
Key Cards
Key cards: 2 Tip the Scales, 2 Prismatic Lens, 2 Murloc Warleader, 2 Bluegill Warrior, 1 Old Murk-Eye, 2 Lushwater Scout
This is the reason to play this deck: the shot of cheating Tip the Scales as early as the 4th turn. Old Murk-Eye + 2 Bluegill Warriors and some attack buffs, like Murloc Warleader, lead to a lot of charging damage. The full combo version takes advantage of that in running just enough Murlocs to maximize the burst potential. Here, while we still have the opportunity of one-shoting the opponent, Tip works more as a board filler, often clearing enemy minions and leaving a lot of power behind. It can also improve an already built board, adding chargers and buffing your critters.
About Tip the Scales, depending or how the Meta behaves, you might need to Tip more than once to beat control decks. So, the amount of Murlocs you’re running may impact the effectiveness of the second one. Running less than 19 Murlocs usually leads to bad 2nd Tips, but sometimes the Meta calls for more answers, as in the featured list, it’s a delicate balance.
One thing to have in mind with Prismatic Lens is the average cost of your cards. When you play Lens and have the other 3 spells left, it has a 66% shot of hitting Tip and 33% of hitting the other Lens (50-50 if you’ve drawn one of the Tips). When it hit Tip, it’s generally all good unless you hit a 5-drop out of a 3rd turn Lens. But when you hit Lens into Lens, it will come down to what costs you hit the mana discount – you might not be able to cast Tip the same turn if you hit the wrong costs. Since most of your deck is made of 2-drops, that’s the most common outcome, but there’s enough 4-drops to mess with your predictions. Another usual outcome is hitting Tip for 2 mana, which allows for a 4th turn Lushwater Scout into Tip the Scales.
Speaking of Lushwater Scout, it is the latest addition to the Key cards and it has changed the way Tip the Scales works. If you can land a Scout before Tipping, all the other 6 Murlocs will join the fray Rushing, which is usually more then enough to obliterate any board your opponent might have. Other times, it’ll just pop from a regular Tip, allowing some of the summoned minions to have Rush (here it comes down to RNG – Tip the Scales actually summon 1 Murloc at a time, so if you get an earlier Scout, the following Murlocs will get it’s buff). Aside from the Tip implications, Scout increases the value of cards like Murmy and Vilefin Inquisitor, by adding extra punch at a very low cost.
Main Cards
Main cards: 2 Vilefin Inquisitor, 1 Sir Finley Mrrgglton, 2 Hydrologist, 1 Murgur Murgurgle, 2 Gentle Megasaur, 1 High Abess Alura, 2 Mailbox Dancer
Hydrologist are a strong keep when you don’t have the Coin in order to ensure you have a way to activate Alura, when she was Key card before the nerf. But, even if you do not run her, those Murlocs are very important in a key number of matchups: they’re your main out against decks that run Counterspell or Oh My Yogg! Other secrets are key in some other matchups: I have killed a many Mozaki Mages with Eye for an Eye after proccing Ice Block at 1 life, Never Surrender and your own Oh My Yogg! are very good against many board wipe spells and only the Old Gods know how many times secrets like Noble Sacrifice, Autodefense Matrix and Judgment of Justice (awesome against buffed Samuro, by the way) have saved my fins vs Aggro decks.
The 1/3s (Vilefin Inquisitor and Sir Finley Mrrgglton) are just good bodies for the cost and their abilities, specially Finley’s, are pretty relevant. Remember that Inquisitor tokens get Rush from Lushwater Scout! It is important to fight for Tempo in the early game against aggressive decks, so it’s not unusual to keep them in your opening hand, despite the combo nature of hard mulliganing for Lens.
Murgur Murgurgle is a strong early game minion that can into a monster of a topdeck later. Unlike his uses in Standard Paladin, him being a Murloc does impact the game, since an unpopped shield can be scary when he can be easily buffed. Just be aware that many times you end up missing on his Battlecry because you can get Murgurgle Prime through Tip the Scales. Sometimes, when the game goes longer, it’s better just not to cast a small Tip and try to draw Prime for extra value.
Battlegrounds players might remember the nightmare that Gentle Megasaur was there. Well, turns out it’s also pretty scary here too, where’s it’s the main source of wins outside the combo. It’s very easy to OTK with a hit on Windfury or +3 Attack and the defensive options do come into play very often. But don’t underestimate the power of a tempo play with just one or two targets if no better play is available.
The release of High Abbess Alura back in Scholomance has made the combo more consistent, since now you had 50% more cards that help Tip the Scales to hit ahead of time, but she also came with some deck building challenges. In order to trigger her, you need cheap spells but you don’t want to play cheap spells cause you her to hit Tip or at least a Lens that will find it at a discounted cost. Luckily, there are minions that add 1-cost spells to your hand (or Coins) and one of them is even a Murloc, Hydrologist. Unfortunately, once a key card to the deck, Alura was nerfed because of Standard Cheese Paladin. That hit her hard, and now she’s no longer a core card (although I really hope her nerf to be reversed on next year rotation). The release of Mailbox Dancer has increased her potential, though, and had me adding her back to the deck. The way Stormwind sped up the Meta is almost making me consider her a key card again, but since the Devs might do something to slow it down has restrained my hand.
Mailbox Dancer is the new addition to the Murloc arsenal. A free Coin usually has more value to a deck that looks to cheat out stuff ahead of time and, boy, do we want to cheat stuff ahead of time. Yeah, they can get a Coin as well after going through the trouble killing the Dancer, but speeding a 3rd turn Lens on games you’re off the Coin or just Spellbursting a 4th/5th turn Alura can put the game out of your opponent’s reach. As a bonus, it also works as Hydrologist, bursting Counterspells and Oh My Yoggs!
Secondary Cards
Secondary cards: Far Watch Post, Crabrider, Underlight Angling Rod, Murmy, Redgill Razorjaw, Fishy Flier, Circus Amalgam, Loatheb, Cult Neophyte, Wandmaker, Zephrys the Great, Righteous Protector, Golakka Crawler, Grizzled Wizard, Rallying Blade, Sphere of Sapience, Animated Broomstick + Lord Barov, Gravelsnout Knight, Dirty Rat, Grimscale Oracle, other Murlocs.
Far Watch Post was a card I have added to the deck when it was released in Barrens and it was GOOD. I guess anyone who has faced pre-nerf Tax Paladin know what I’m talking about. Then the nerf hit and almost everyone gave up on it. Well, I kept using the nerfed version because it was tilting the Warlock matchup in my favor enough and still being useful against some other opponents, like Mages, that it was worth the slots, until some Meta changes made me sideline them, bringing them back time to time. Thing is, if Warlock rises, Posts increase in value.
Pre-nerf Crabrider was strong enough to be considered a Key card. It was a monster early game and a weapon of mass destruction coming out of Tip the Scales. The nerf reduced him to a tech option vs Aggro decks. It’s a great card for dealing with Odd Recruits, Tour Guides, Kobolds and the such. Unfortunately not having natural Windfury kills much of its charm, but sometimes he’s the best option among Murlocs to fill your roster.
Underlight Angling Rod fits many roles in the deck – board control, face damage, extra gas and a faulty 3-drop curve. Just like Murgurgle, it holds more value than in Standard because very often you get some cool Murloc interactions (Underbelly Angler and Scargil comes too mind). It’s a card I’ve grown very found of and I don’t see myself running less than two anytime soon. Just a reminder, you can’t draw it with Lens.
Murmy was an interesting Murloc option for lowering the curve, but often there were better options, such as Murloc Tidecaller. Then Lushwater Scout happened. The Murmy+Scout combination is a cheap way of controlling opposing minions, either from hand or coming from Tip. The little Murloc offer some resilience to board clears (except Defile, damned be Defile) and works way better than an unassuming 1/1 would seem.
Redgill Razorjaw and Fishy Flier are rushing Murlocs (oh, really?) and options to Crabrider as ways to deal with opposing minions. Actually, Flier was my Murloc of choice for fighting Aggro since there was no taunt Murloc available back then and it was a recurring occurrence against very fast deck for you to hit an early Tip and still die on the next turn since they would just run face and you didn’t have enough tools to manage their minions. But…
Now we do have a Taunt Murloc (and Demon and Totem and Elemental and…) with the addition of Circus Amalgam, released at the Darkmoon Faire. It does raise your overall curve, which can mess with your Lenses, but your Tips now have the opportunity of landing a huge taunt body, that no only protect your buffers, they can be the straight difference between winning or losing against Aggro.
After Forged in the Barrens release, Refreshing Spring Water led to APM Mage swarming the Meta. And it wasn’t an easy match by any stretch. In order to fight this new menace, me, everyone else and their little brother started running the team of Cult Neophyte and Loatheb to try to keep those pesky Mages in check. After Water nerf, it gave rise to Mozaki Mage, which was an even worse matchup for Tip Murlocs, since it holds better the board through Frost Novas and Ice Blocks and this deck damage is very board based. Once those decks numbers waned, I started running only Loatheb and currently none, but the option is there should the Meta changes.
Wandmaker is Hydrologist number 3. But right now, I’d go with Dancers.
Does it make sense to run Zephrys the Great on a non-Highlander deck? Well, it’s kinda easy to dry your deck of duplicates after some Lens/Tip and Zephrys does provide a very strong late game. Having Zephrys provides some outs no other card can, but it can be a dead card if drawn early and sometimes it’s turned off when you need him and god knows how many times I have lost games that would be over if he just handled me a Flare for that damned Ice Block. On the other hand, I think I have cast more Bloodlusts as Paladin than as Shaman. One tip (no pun intended) I have when playing Zephrys in this deck, is to use a Deck Tracker, so you know what cards you still have in your deck in order to have him active. As a bonus, it’s usual to lose track of what Murlocs you still have left, so the tracker can help with that too.
Righteous Protector and Golakka Crawler are cards to answer more Aggro Metas, specially those that sometimes are swarming with Aggro Druid, Shadow Priest or Pirate Warrior, quite often bad matchups.
The Griz Wiz, Shadowreaper’s worst enemy. There was a time when I was facing a lot and I mean A LOT of Highlander Priest on Legendary rank and while it’s a fair matchup, I was thinking if it was worth adding something to gain some winrate percentages there. Well, you already run 3 Grizzled Wizard activators (Finley and Inquisitors) so why not try some Wiz magic? It actually worked pretty well, since most games comes to a final war of attrition where you exhaust Priest’s board wipes but then Anduin’s HP just takes them from there. One thing to notice when playing against this matchup is that you don’t want to cast the first 1/3 you draw but save it for Grizzing their HP. But why, didn’t you say you already run 3? Well, but it’s very likely you’ll get some of them through Tip, so it’s better to guarantee you’ll have one ready to counter the Death Knight’s Voidform. As a bonus effect, sometimes you get to snipe some Odd players HP and even against Warlocks, cutting them out of Life Tap can run them out of gas.
I’ve seen Rallying Blade pop up from times to times, always in lists running Righteous Protector and usually in place of the 2nd Angling Rod. It’s something that you might notice that most of the times when you have a turned off Zephyr, usually the cards that are keeping him from activate are Megasaur and Angling Rod, since those won’t be fetched by Tip, so it’s something to consider.
I have toyed a bit with Sphere of Sapience to make it easier to piece the combo together, but it felt underwhelming and at times I had to kill it to play another weapon. The option is there and it at least doesn’t interfere with neither Lens nor Alura.
Running Animated Broomstick got less appealing since Lushwater Scout, but having it + Lord Barov is way to fight big boards of Giants that Darkglare can pop up out of nowhere.
Gravelsnout Knight is a card that I have ran once when by some reason Big Priest, maybe this deck worst matchup, started popping up. Rezz that!
I’ve run Dirty Rats for a while after Wailing Caverns flooded the Meta with Shaman. It’s also good against some number of decks, but it does come with risks. Do you pull the trigger against Glare?
For a long time, you could consider Grimscale Oracle a main card – it sure is key level for the OTK deck – but from my experience, it’s the worst Murloc of the bunch. It does leads to some swingy turns, but the body is very fragile. It’s the next best 1-drop Murloc after the ones listed above and having a low curve is something that you need to have in mind because of Lens – it’s not unusual for a 4th turn one to hit another Lens, and for you to be able to cast Tip on the 5th turn, the total mana of the drawn cards have to be equal or less than 5.
Other murlocs: at a moment, Murloc Tidecaller and Rockpool Hunter were main cards, but got outscaled by newer additions. I have run Grimscale Chum, Redscale Dragontamer, Toxfin and Bilefin Tidehunter before, but don’t see them making the cut now. Lushwater Murcenary seems like a worse Rockpool Hunter and Murloc Knight is just too slow.
Matchup Analysis
About matchups, this is one of the most balanced archetypes I have found, no opponent seems like an unwinnable proposition but on the other hand there’s also no walk in park either. I was having more problems facing Aggro decks before Circus Amalgam. There’s room for focusing on what you are aiming to find on Ladder, but the main thing is how soon you can find a Tip and how can you opponent deal with it. Warlocks are worse because Defile is such a house, but even then they need to have it pronto and I have countered some Wipes with Never Surrender and now Oh My Yogg coming from Hydrologists or Wandmaker.
As I said before, Stormwind has really shaken things up in Wild Meta. The game is really freaking fast now as Control decks have not place in the Demon Seed reign and aggro decks tend to go straight to the throat in order to race it. As it stands, for the following matchup analysis, I’ll discuss them as if you’re getting an early Tip the Scales, because the drawn out games were you could curve Murlocs into Dino are few and far between this format.
I’ll go about some of the most common adversaries you’ll find:
» Questline Darkglare (about even to slightly unfavored)
Glare is the Meta tyrant. Do you think you think filling a board with Murlocs early is busted, what about rushing 8/8 giants? Thing is, Darkglare’s greatest trump is that it’s way too consistent with it’s cheap card draw, being able to assemble its parts much easier than we can. On the other hand, they going low on life increases the odds of a Tip one-shoting them or a Lushwater Scout clearing even some beefy boards. It comes down to a race and cards like Far Watch Post go a long way stalling them until you find your Tips, although their card draw usually means they are likelier to flood the board with Giants than you with Murlocs. I have been all over this matchup, winning over 60% in a month then barely scrapping around 40% the next, because of them having to tech this or that to some other rising decks, which might good or bad for us. It’s a deck that can survive a Tip the Scales and bust your board the next turn, either with Broomstick or (pray Yogg they are not running it) Defile.
» Questline Fatigue Warlock (very unfavored)
This abomination has seen the light of the day with the Demon Seed and it’s the hell of a deck to play against, because they have ALL the board wipes, tons of lifegain, draw infinite cards so they always have access to what they need and their endgame is something we cannot interact. The only way here is pray they don’t have a Defile ready for Tip (or that Hydrologist has found a Never Surrender or Oh My Yogg!) and even then it might not be enough, since they can hold their life high enough that’s it’s hard to insta-kill them with a lucky Tip like the Glare version
» Shadow Priest (even)
What have I said about the Meta speeding up? Even Anduin is aggro now! This is a deck that can kill you even before you have a chance to cast a 4th turn Tip, but they are usually very soft to it. They can try to go over your Amalgams with Mind Blasts and Hero Power, but it all comes down to a race, with you trying to hold them as better as you can while digging for an early Tip.
» Odd Paladin (slightly favored)
Same as the match above: they usually can’t handle Tip the Scales, but you have to buy time. Keeping 1-drops is ok, since the 1/3 are very good at picking Silver Hand Recruits. Crabrider shines in this matchup, should you run it. But if you can’t find a Tip in time, it’s likely you’re screwed. On the other hand, they have even less tools to deal with a post-Tip Amalgam.
» Questline Hunter (favored)
Another new face in town, Raza Hunter is a good matchup for Murlocs because they don’t have many tools to deal with Tip the Scales other than Unleash the Hounds and a discovered Explosive Trap. Powershot and their aimed removal can hold a normal draw, but are usually powerless to a full board of murlocs. But if you stumble and give them time, they will burn you in no time.
» Mozaki Mage and other APM Mages (unfavored)
It’s a very tough matchup. They can stall you long enough to just combo over whatever you have. There are 2 ways to win this match: you can out Aggro by turn 4 (Dino almost always involved), putting them against the wall, which can cause they to fumble trying to fetch combo pieces, or you can pop an Ice Block with them at 1 life and play Eye for an Eye fetched by Hydrologist. Not an easy proposition.
» Secret Mage (slightly unfavored)
This used to be a nightmare matchup about a year ago, but it has softened quite a bit since then. While it’s no walk in the park, you have many more tools to force a Tip through Counterspells. Flakmage is still a problem and sometimes they just snowball and there’s nothing you can do, but it’s way more tolerable now and you can definitely win, specially if you can deny them draws from Faire Game.
» Raza Priest (slightly favored)
This is not an easy matchup and an early Polkelt is very hard to beat, as is Zephrys into Hungry Crab. That said, they MUST have Mass Hysteria on curve or else Tip runs them over. If Raza ever becomes a bigger presence, Griz Wiz can make this matchup even better.
» Handbuff Paladin (even)
It usually comes down to if they have either Samuro our Barov+Broom, which are their only answers to Tip the Scales. Samuro can be worked around sometimes with some Secrets or a sufficiently buffed Circus Amalgam to prevent Frenzy from triggering. They can also turbo buff and their critters get out of hand soon, but most times, a Rushing Tip deals with any board they can muster.
» Pirate Warrior (unfavored)
PW is the hardest of the Aggro decks to face because they can easily kill you before Tip comes online. Even then, sometimes they can just brute force the last points of damage even if you clear their entire board. Hitting as many Circus Amalgams out of Tip is critical.
» Questline Pirate Warrior (favored)
On the other hand, most lists have adopted the Questline, since it shines in a lot of matches. But for us, it was a blessing in disguise. Them forfeiting their first turn in order to play the Quest gives us a lot of breathing room to find Tip before dying and the Juggernaut rarely becomes relevant when you can dynamite their board and leave more than they can handle. My record, as I write this guide, against non-quest is 11-21, while versus the Questline is 15-6.
» Kingsbane Rogue (favored)
This matchup was a lot more favored before, but then they started running Blade Flurry. Still, it still holds positive, as Tip curbs their non-weapon Aggression. Some games are simply won by just curving Murlocs into Dino.
» Cutelock (slightly favored)
Another match that running Crabrider shines, although Watch Posts are good too. Unless they highroll a 3rd turn kill, you usually can hold their board until Tipping.
» Galakrond Shaman (slightly unfavored to unfavored)
If they have an early Ice Fishing, things go south very quickly, as you have to waste a wave of Murlocs just to see it go down to Flurgl. Otherwise, it also depends on how much board wipes they run.
» Murloc Shaman (favored)
There’s only one true Murloc deck and it runs Tip the Scales! Unless they get a lightning fast buffed board, they’re helpless against Tip the Scales.
» Tax Paladin (favored)
While Nerub’ar is a problematic card, you have ways to go over Oh My Yogg – Alura Spellburst usually doesn’t care for that Secret, except in the very cases it changes into a spell that kills her, very unlikely. Call to Arms is tough to beat, but have you seen what a Call to Arms that summon 7 dudes does?
» Odd Demon Hunter and Rogue (slightly favored)
Both matchups play the same: here your goal is just to buy time, you just throw everything you have into their creatures just to stall. Tip is game over except in a fluke roll.
» Big Priest (nightmare, run!)
Avoid.
» Alignment Druid (even)
Would be a very good matchup if Spreading Plague didn’t exist. It does and makes your life miserable, evening the game. Sometimes, they misinterpret the match and ramp you with an early Biology Project, then get insta-punished by Tip the Scales – trust me, happens more than you’d imagine.
Summary / FAQ
Key cards: 2 Tip the Scales, 2 Prismatic Lens, 2 Murloc Warleader, 2 Bluegill Warrior, 1 Old Murk-Eye, 2 Lushwater Scout
Main cards: 2 Vilefin Inquisitor, 1 Sir Finley Mrrgglton, 2 Hydrologist, 1 Murgur Murgurgle, 2 Gentle Megasaur, 1 High Abess Alura, 2 Mailbox Dancer
Secondary cards: Far Watch Post, Crabrider, Underlight Angling Rod, Murmy, Redgill Razorjaw, Fishy Flier, Circus Amalgam, Loatheb, Cult Neophyte, Wandmaker, Zephrys the Great, Righteous Protector, Golakka Crawler, Grizzled Wizard, Rallying Blade, Sphere of Sapience, Animated Broomstick + Lord Barov, Gravelsnout Knight, Dirty Rat, Grimscale Oracle, other Murlocs.
- Questline Darkglare (about even to slightly unfavored)
- Questline Fatigue Warlock (very unfavored)
- Shadow Priest (even)
- Odd Paladin (slightly favored)
- Questline Hunter (favored)
- Mozaki Mage and other APM Mages (unfavored)
- Secret Mage (slightly unfavored)
- Raza Priest (slightly favored)
- Handbuff Paladin (even)
- Pirate Warrior (unfavored)
- Questline Pirate Warrior (favored)
- Kingsbane Rogue (favored)
- Cutelock (slightly favored)
- Galakrond Shaman (slightly unfavored to unfavored)
- Murloc Shaman (favored)
- Tax Paladin (favored)
- Odd Demon Hunter and Rogue (slightly favored)
- Big Priest (nightmare, run!)
- Alignment Druid (even)
That’s it, if you are like me, a Murloc enthusiast that wants to fill the board and go Face with little green fish men as soon as possible, here’s a tried and tested list that can get you some very fun games while being competitive. Thanks for the read and you can contact me through my Twitter oEltinho or Youtube The Fagner Blues.
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