Our post-nerf Murloc Paladin guide features the best deck list for Season 42, with Mulligan advice, strategy tips, card combos and synergies.
Murloc Paladin is a Hearthstone deck that can feel a little like Aggro or a little like Midrange depending on the match-up, but has a very unique flavour thanks to the massive host of Murlocs involved. As you work through the early and mid-game sections of each match, you should find yourself in charge of a devastating collection of buffed-up Murlocs which your opponent should find very tricky to deal with.
It was one of the most fun decks we played with in the Un'Goro meta, and it seems like it's here to stay in the Frozen Throne era as well. In our guide to playing Murloc Paladin correctly, we've got a solid deck list for you to work with, followed by some rough Mulligan advice. Expect this section to become much more developed over time, and as we gain a deeper understanding of the Frozen Throne meta.
We've also included a little bit of strategy advice which will likewise become more fleshed out in the coming weeks. Finally, we've stripped the deck down into its core combos. This should help you piece together all of the powerful synergies that you have at your disposal when playing this kind of deck.
FROZEN THRONE UPDATE
Frozen Throne Update #4: Despite the recent nerf which saw Murloc Warleader's health-granting ability scrubbed out altogether, Murloc Paladin remains a remarkably potent force on the ladder. You're just a little more vulnerable to board clears then you previous were with this deck, and so it's perhaps more accurate to say the deck's been normalised, rather than hard-nerfed. We'll be keeping a close eye on this one over the coming weeks.
Murloc Paladin deck list and strategy
This is one of the most popular post-nerf Murloc Paladin deck lists being played right now. For the most part it simply shrugs its shoulders, accepts the changes to Murloc Warleader and battles on regardless.
There may well be further refinements to this archetype between now and the start of the next season, and we'll make sure this article is regularly updated to keep it relevant to the latest meta.
|2 x Grimscale Chum||1 x Grimscale Oracle|
|2 x Righteous Protector||2 x Murloc Tidecaller|
|2 x Vilefin Inquisitor||2 x Murloc Tidehunter|
|2 x Hydrologist||2 x Rockpool Hunter|
|2 x Divine Favor||2 x Coldlight Seer|
|2 x Rallying Blade||2 x Murloc Warleader|
|2 x Steward of Darkshire||2 x Gentle Megasaur|
|1 x Sunkeeper Tarim||1 x Finja, the Flying Star|
|1 x Bonemare|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZ8FBLnBAqbOAuO+Av4DDf+vAqcI2wOxwgLQB8UD07wCpwXjywLZrgKdwgLTqgKzwQIA
The fastest way to understand how to actually play this deck will lie in studying the combos section a little further down the page. In general though, you want to play things extremely aggressively, and only worry about trading when your opponent is likely to be able to make a big board clear.
You also need to consider the relative value of your minions on the board. It might be worth doing a trade or two to protect a key buffing minion, for example, but that'll also depends on what you have in your hand that will benefit from the buff in the near future. You are at heart an aggro deck, after all, and you need to be able to close the match down before the opponent can mount their own assault.
All things considered it's a bit of a delicate dance you have to manage here, one that also depends on how close you are to finishing the match altogether. If you have a Plan B in your hand - or doing damage now will bring lethal closer - then it's probably correct to play a little more greedily and slam that damage home.
Here are a few tips to think about in specific ladder match-ups:
- When choosing a Secret from Hydrologist, Noble Sacrifice is likely to be the best pick, as it'll very likely take out one of your opponent's low-Health minions in one fell swoop. If that's not available, then Getaway Kodo is second best and should be played before a Taunt to guarantee the return of a highly defensive unit.
- Play the board-control game early on and make favourable trades. Do not let them overwhelm the board, and try to make it to the mid-game firmly in charge of proceedings. From here on out, you are highly favoured to win.
- You should aim to maximise your Mana on each of the first three to four turns, and avoid using your hero power wherever possible - it's just too weak. Just look for bodies on the board, even if they don't provide an immediate advantage. What matters the most is the ability to make favourable trades, or at worst remove a really problematic threat.
- If you have any board presence whatsoever, and have drawn into Spikeridged Steed, then by the time the mid-game rolls around you will be highly favoured to win. They just won't be able to bust through that wall in time to win.
- Assuming you have a Spikeridged Steed in your hand, do everything in your power to ensure a minion of any description will remain on the board for the next turn where you can actually cast the spell. Always look one or two turns ahead and plan accordingly when playing Murloc Paladin.
- Regarding Hyrdologist, in slower match-ups it actually makes more sense to keep Getaway Kodo as your opponent is unlikely to be unreasonably troubled by the threat of a 2 / 1 minion spawn.
- Unsurprisingly, you want to take a much faster approach when it comes to dealing with slower control opponents. You won't beat them in the late-game, so it's important to wrap things up as quickly as possible using powerful tempo-heavy plays.
- You have no choice but to play much more fearlessly in these scenarios. Yes, it's true that if your opponent wipes the board and you've emptied your hand you'll struggle to get back into the game, but if you play too conservatively you'll struggle to do enough damage, quickly enough.
- With that said, always think about your opponent's class AOE removal options. Can you draw them out with just enough pressure on the board to make them uncomfortable, while still delivering decent damage? Do it, and make sure you're tracking the expenditure of those removal effects at the same time so you don't have to factor them in later on.
- Don't forget that Sunkeeper Curator is just as good at nullifying the opponent's threat as it is invigorating your own. Don't be afraid to use it against the opponent's biggest single target either. It's not ideal to do so, but if your traditional fighting forces won't stand a chance of pushing through to lethal anyway then what do you have to lose by neutralising it with an expensive tool?
Our deck list is very different to the one being run much earlier on in the Frozen Throne meta by Trump but we definitely recommend watching this video in its entirety regardless. It's guaranteed to make you a better Murloc Paladin player!
More great Paladin guides:
Murloc Paladin Mulligan guide
As a predominantly aggressive deck, it's crucial that you get a strong early start and are capable of playing a card - or cards - out, using all of your Mana efficiently in the first few turns. In all match-ups you will find the following cards extremely useful: Grimscale Chum, Murloc Tidecaller, Vilefin Inquisitor, Hydrologist and Rockpool Hunter.
You have lots of options for playing out your starting hand, but you need to carefully consider the synergies you can potentially exploit when planning your first few turns. Murloc Tidecaller benefits from all subsequently played Murlocs, for example, but also has additional synergy with Rockpool Hunter if you managed to get one.
Here's a very rough and ready chart to what to keep against which opponents in the current Hearthstone meta:
- Druid - Grimscale Chum, Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader
- Hunter - Grimscale Chum, Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Hydrologist, Rockpool Hunter
- Mage - Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Hydrologist, Rockpool Hunter, Murloc Warleader
- Paladin - Grimscale Chum, Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader
- Priest - Grimscale Chum, Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader
- Rogue - Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Hydrologist, Rockpool Hunter, Murloc Warleader
- Shaman - Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader, Rallying Blade
- Warlock - Grimscale Chum, Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader
- Warrior - Murloc Tidecaller, Righteous Protector, Vilefin Inquisitor, Rockpool Hunter, Murloc Warleader, Rallying Blade
The best way to manage this process is to gain a deeper understanding of the synergies within the deck. Keep reading for more on that very subject!
Murloc Paladin tips, combos and synergies
Here's a breakdown of every combo you can exploit in this deck, and how the many different cards in the list synergise with one another.
- Grimescale Chum increases the stats of one single Murloc in your hand. If there's more than one target, the choice is random. If you can play out a card first in order to increase the odds of this hitting a preferential target, then do so!
- Corpsetaker gains Taunt, Windfury, Divine Shield and Lifesteal if another minion with those stats is in your deck. This is Righteous Protector's big contribution.
- Murloc Tidecaller's Attack value increases by 1 point each time you summon any Murloc class of card onto the board alongside it. Vilefin Inquisitor has particular synergy here, as your hero power Murlocs also count towards this buffing process.
- Minions with Divine Shield gain +1 / +1 of stats when Rallying Blade is played.
- Rockpool Hunter has a Battlecry effect which adds +1 / +1 of stats to a chosen Murloc target.
- Remember that the bonus Murloc stats provided by Murloc Warleader will vanish if this creature is killed!
- Whenever Finja, the Flying Star kills a minion, two random remaining Murlocs will be pulled from your deck and put onto the board. It's worth making this attack first in case you gain bonus stats from the kill which will change the rest of your turn.
- When Sunkeeper Tarim is put into play, all other minions - friendly or otherwise - will have their stats adjusted to 3 / 3. If you've a wider board than your opponent then this provides you with a nice advantage, although do be mindful of any board clears that might be just around the corner!
- Bonemare can be used to boost up the stats of a friendly minion by +4 / +4, and also turn it into a defensive Taunt wall for your opponent to deal with.
- Gentle Megasaur lets you put all of your active Murlocs through the Adapt process. You'll be able to choose one of three boosts that are randomly chosen from the overall pool of 10:
|Crackling Shield||Divine Shield|
|Flaming Claws||+3 Attack|
|Liquid Membrane||Can't be targeted by spells or Hero Powers|
|Living Spores||Deathrattle: Summon two 1/1 Plants|
|Rocky Carapace||+3 Health|
|Shrouding Mist||Stealth until your next turn|
|Volcanic Might||+1 / +1 stats|