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Murloc Paladin deck list guide - Hearthstone - Kobolds - January 2018

How to play the latest version of Murloc Paladin in Kobolds and Catacombs.

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John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Murloc Paladin deck list guide features the best deck list for Season 46 (January 2018). Our Murloc Paladin guide also contains Mulligan advice, card combos and strategy tips.

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 this year's previous metas, and it's already shaping up to be a major player in the early Kobolds and Catacombs era. 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 Kobolds 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.

UPDATE - 2ND JANUARY 2018

There are quite a few changes for Murloc Paladin in this New Year edition of our guide, including the addition of the now-ubiquitous Corridor Creeper. Rallying Blade has also made way for Unidentified Maul, so make sure you're running the latest version of the deck in-game.

Murloc Paladin deck list and strategy

Here's the most popular version of Murloc Paladin that's being played right now. We'll keep checking in on this one and update the list throughout the month ahead of us.

PaladinNeutral
2 x Grimscale Chum2 x Grimscale Oracle
2 x Righteous Protector2 x Murloc Tidecaller
2 x Vilefin Inquisitor1 x Knife Juggler
2 x Hydrologist2 x Rockpool Hunter
2 x Divine Favor2 x Coldlight Seer
2 x Unidentified Maul2 x Murloc Warleader
2 x Call to Arms2 x Gentle Megasaur
1 x Sunkeeper Tarim2 x Corridor Creeper

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAZ8FArEIucECDsUD2wP+A6cFpwjTqgLTvAKzwQKdwgKxwgLjywL40gL70wLW5QIA

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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:

Aggro opponents

  • 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.

Control opponents

  • 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 Tarim 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?

The deck list we've highlighted here is very different to the one being run by Trump back in the Frozen Throne era, 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.

We've removed our chart outlining keeps against specific heroes until the meta has settled down. You should find the above advice enough to get going though!

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!

- 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.

- Your Knife Juggler will throw a single point of damage at a random target whenever you play a minion onto the board.

- 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! The same warning applies to Grimscale Oracle.

- Once Vilefin Inquisitor has been played your Hero Power will change so that it summons primitive 1 / 1 Murloc minions. Try to get as many of these out as you can before playing your Gentle Megasaur.

- Empty your hand as much as possible before casting Divine Favor, so you gain the maximum number of bonus cards.

- Unidentified Maul will gain one of the following additional effects as it's drawn from your deck pile and added to your hand:

  • Purifier's Maul - Give your minions Divine Shield.
  • Sacred Maul - Give your minions Taunt.
  • Champion's Maul - Summon two 1 / 1 Silver Hand Recruits.
  • Blessed Maul - Give your minions +1 Attack.

- Once played, Call to Arms will pluck three minions that cost two Mana or less from your deck and put them straight onto the board.

- 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!

- New card Corridor Creeper is everywhere at the moment. While this is sat in your hand it becomes one Mana cheaper for each active minion - friendly or otherwise - that dies.

- 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:

Adapt NameEffect
Crackling ShieldDivine Shield
Flaming Claws+3 Attack
Liquid MembraneCan't be targeted by spells or Hero Powers
Lightning SpeedWindfury
Living SporesDeathrattle: Summon two 1/1 Plants
MassiveTaunt
Poison SpitPoisonous
Rocky Carapace+3 Health
Shrouding MistStealth until your next turn
Volcanic Might+1 / +1 stats

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