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Murloc Paladin deck list guide - Saviors of Uldum - Hearthstone (September 2019)

Our top tips on piloting Hearthstone's super-powerful Murloc Paladin deck.

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About James Law

James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Murloc Paladin deck list guide features the best deck list for Season 66 of Hearthstone (September 2019), the beginning of Saviors of Uldum. You can also find some general strategy advice and a breakdown of the deck’s key combos, but we will continue to add more over time.

When Tip the Scales was introduced, it didn’t look particularly strong. 8 mana is a chunky commitment, and even with the potential of Prismatic Lens discounting it, many didn’t see summoning 7 Murlocs from your deck to be a game-breaking play.

Oh, how wrong we were. Prismatic Lens into Tip the Scales is the most broken play in the game, and pulling it off drastically increases the chances this deck wins. If you learn one thing from this guide, make it this: Keep Prismatic Lens in your mulligan. It’s ridiculously strong, changing the game in an instant.

Taking 7 Murlocs out of your deck is also a massive power play which has the dual impact of hastening the activation of Sir Finley of the Sands and Zephrys the Great, as well as bringing your deck closer to Chef Nomi’s activation. In our first game with this deck we were able to overcome a Quest Shaman, which is no easy feat in the early meta of Saviors of Uldum.

As weird as it is, you’ll want to skip out on Sir Finley of the Sands in your opening hand. Play out your Murlocs as normal and go from there - you can find a more detailed guide below.

This deck will need some refinement, as new cards are constantly getting released and the deck is still very new to the format - check back here for updates.

Murloc Paladin deck list and strategy

Here is the version of Murloc Paladin we’re going for at the opening of Saviors of Uldum. Expect further refinements with card reveals and meta shifts, and we’ll be sure to update this page as and when they happen.

PaladinNeutral
1 x Sir Finley of the Sands2 x Grimscale Oracle
2 x Prismatic Lens2 x Murloc Tidecaller
2 x Truesilver Champion2 x Murmy
2 x Tip the Scales2 x Toxfin
2 x Bluegill Warrior
2 x Fishflinger
1 x Zephrys the Great
2 x Coldlight Seer
2 x Murloc Warleader
2 x Nightmare Amalgam
2 x Murloc Tastyfin
1 x Leeroy Jenkins
1 x Chef Nomi

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

Deck Import ID: AAECAZ8FBK8E0pkDg6ED/KMDDcUD2wP+A+MFzwanCPz8At6CA+KJA7WYA6+nA5upA8qrAwA=

More great Paladin guides:

General strategy

This deck has hardly any Paladin class cards. Honestly, with Prismatic Lens and Tip the Scales, you’re fine with regards to Paladin cards - Sir Finley of the Sands and Truesilver Champion are nice extras, though.

Below, you’ll find our guide to help you navigate the wild world that is Murloc Paladin.

Early Game: You want to start with Prismatic Lens in hand. It can single handedly carry you to an obscenely early win that most enemies will struggle to recover from. Aside from this though, starting the game off with some early, cheap Murlocs is a solid choice. They’ll buff each other and start flooding the board if your opponent is complacent, so focus on this and try to catch them off guard. Remember, Murlocs on board and ready to attack can be buffed up with Murloc Warleader and Grimscale Oracle if you need that extra push for damage.

Your initial goal is to cast Prismatic Lens and draw out a copy of Tip the Scales, hopefully swapping its cost with a cheap Murloc and allowing you to cast the spell for a tiny fraction of its usual cost.

Mid Game: If you’ve cast an early Tip the Scales, you might be close to victory at this point. A lot of foes won’t be able to handle this kind of sheer aggression. Keep on playing out your Murlocs, though - you should keep your hand refilled by the likes of Murloc Tastyfin. It’s not the end of the world if you draw Tip the Scales without a discount. It remains a strong play, even at the fully-costed 8 mana. You’re thinning out your deck for later on, when you might even be able to get a bit of benefit from Sir Finley of the Sands (if you drew him before Tipping the Scales for him) or Zephrys the Great after getting all your duplicate Murlocs out of your deck.

Just stick to the plan - all these Murlocs will force some chunky board clears out of your opponent and they’ll likely end up burning through them faster than they’d like. Warriors will end up Brawling your bunch of Murlocs, whilst Shaman enemies will end up having to throw their Hagatha’s Schemes out the window early. All this is absolutely fine, as you have a seemingly endless supply of fishy friends to lob in your opponent’s direction.

Late Game: At this point, you could well be on the cusp of victory. As we mentioned earlier, a well-placed couple of Tip the Scales, especially early on, can force your opponent into a nasty position. However, if you need that extra little push, Zephrys the Great can find you lethal if he has to. Alternatively, keep drawing your deck out, with a little help from your your final Murloc Tastyfin. You can even cast Prismatic Lens if you have no spells in your deck for some quick cycle, drawing out a minion.

Once your deck is empty, you have the final gambit of Chef Nomi, who shows up just in time to be a huge smug smirk on your side of the board as your opponent realises that they wasted all their resources on a bunch of fish people and now have to face a battlefield of burning Greasefire. A board filled with 6/6 minions should normally be enough to end things for your enemy, but if this doesn’t work then they’ve played an absolutely amazing game. And hey, you’ve always got Leeroy Jenkins for a bit of extra damage if needed.

Generally though, most decks won’t be able to keep up with your constant stream of aggression, especially if you start with a Prismatic Lens in hand. Even without Tip the Scales, Murloc synergies can be scary for slower decks, so you might be able to take a big chunk off their health total without even breaking a sweat.

The only real struggles this deck faces occur when you come up against the likes of Bomb Warrior and aggressive Shaman decks. Bomb Warrior and its pesky bombs it adds to your deck ruins your Prismatic Lens, often drawing you a ‘deal 5 damage to your Hero when drawn’ and not discounting your Tip the Scales at all. The goal of drawing out your deck is perfectly countered by Bombs too, so be careful and try to finish the match early. Murloc and Aggro Overload Shaman decks are generally able to take control of the board before you can, especially with the likes of Underbelly Angler and Likkim at their disposal. Aside from these, Murloc Paladin is hugely powerful at this early stage of Saviors of Uldum, and we’d recommend giving it a shot - Above all else, it’s a fun deck!

Murloc Paladin Mulligan Guide

Unlike most aggressive gameplans, you want to mulligan for a very specific start.

1. Always keep Prismatic Lens. Cast it on turn 4 and you could have an enormously underpriced Tip the Scales in hand and win the game outright. If it’s reduced to 1 mana, you could even coin it out.

2. Early on, you’ll want to keep hold of strong Murlocs too. Murloc Tidecaller is a solid choice here.

3. Oddly enough, Sir Finley of the Sands is not a great card to keep here, so mulligan him away in the hopes of drawing him later or as a solid Murloc body for Tip the Scales.

Murloc Paladin tips, combos and synergies

Keep in mind the card synergies and combos to best play Murloc Paladin. It’s a deck you’ll need to get the hang of, but should be able to learn quickly:

- Prismatic Lens is the most important card here, but occasionally it’ll just draw your other Prismatic Lens. If this happens though, it’s not usually a problem, as you can cast the drawn copy of it for a reduced cost and draw a copy of Tip the Scales anyway.

- Tip the Scales fills your board with Murlocs, but remember that it doesn’t trigger Battlecries for them, meaning you won’t receive the extra card from Fishflinger or the upgraded Hero Power from Sir Finley of the Sands.

- Truesilver Champion is a good way to consolidate and keep board control when you have Murlocs already there, as well as being solid for staying alive while you wait for your Tip the Scales turn.

- Chef Nomi requires your deck to be completely empty for it to fill your board with 6/6 Greasefire Elementals - don’t just play him when you feel like it!

- Murloc Tastyfin draws 2 cards as a Deathrattle, meaning you receive the benefit from this even when the minion is put in play through Tip the Scales.

- Leeroy Jenkins can offer the extra reach needed to close out a game - sometimes that extra 6 damage is all you need.

- Zephrys the Great will find lethal if it’s at all possible with a card from the Basic or Classic set. Keep an eye out for interesting combos that’ll get you over the line once you’ve got rid of all your deck’s duplicates. Bloodlust is one pick that’s won us more than a few games.

- Coldlight Seer’s Battlecry adds 2 health to all of your Murlocs, which can enable some great value trades if you can get them to survive.

- Murloc Warleader buffs your fellow Murlocs’ attack by +2 whenever it’s on board. It isn’t a Battlecry or Deathrattle, so however it goes into play, the buff will apply until it dies.

- Bluegill Warrior’s Charge ability works when it’s pulled out of your deck by Tip the Scales - don’t just hit the ‘End Turn’ button before checking for a bit of free damage!

- Sir Finley of the Sands only upgrades your Hero Power once you’ve rid your deck of all duplicates. This means the upgraded Hero Power you’re after will be a tough choice to make - perhaps you’ll usually be going for Hunter’s 3 damage to face as it’s often a good way to get that extra chip damage towards the end of a game.

- Murmy buffs Murloc Tidecaller’s attack both when it’s played and when it’s resummoned through its Reborn effect.

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  • grobson #1 A year ago
    @grobson I should revise, maybe a tier 3 deck. Save your dust.
  • grobson #2 A year ago
    I spent quite a bit of dust filling this in and I doubt it's a tier one deck.
  • Bedders #3 A year ago
    @Nazzul I take no credit for the deck list but Murloc Paladin is definitely disgustingly powerful right now! Good luck with the climb and let us know how you get on with it - John.
  • Nazzul #4 A year ago
    So a few days ago I wanted to fix up my old crappy murloc paladin and googled for a good one. I found this article. I didn't really know how good this deck was until I started winning.....a lot. I have never gone past rank 20 but have only lost 2 games so far and I feel I am on the way to legend.
  • Twistlegens #5 A year ago
    I think we should also keep Righteous protector right?
  • Bedders #6 A year ago
    @lasombrauk Hey I'm so sorry about that. I've been sick for the second half of this week and so was in a rush (a bit too much of a rush) to get the Top 10 decks squared up for the new month before I crashed out.

    I did Aggro and Murloc Paladin one after the other which is why I've got my wires crossed in the intro. The deck ID should also be functioning correctly now. Let me know if you have any more problems.

    I'm going to do a quick double check on all the other updates to make sure everything's in proper working order. Thanks for letting me know about this.
  • lasombrauk #7 A year ago
    @Bedders the import code is not the deck shown FYI. And the nerf paragraph talks about Argo paladin, not murloc?
  • Bedders #8 A year ago
    @Likereading Hi there! Thanks for the compliment, glad the article helped you out. I've just updated it for the February meta - fingers crossed you can do Legend again before the nerfs hit...
  • Likereading #9 A year ago
    Many thanks to the author! Took legend with this deck today. I may officially claim: it works :)
  • Bedders #10 2 years ago
    Hi folks. This deck list is now updated for the start of the Frozen Throne meta and is of course subject to change over time. Any comments above this one may not reflect the makeup of the current deck!
  • steve360 #11 2 years ago
    Curator would draw two cards as Gentle Megasaur is a beast + Murloc.
    Too many big cards would slow the deck down but if you do not have Finja you could use Curator instead.
  • loganotto85 #12 2 years ago
    Would The Curator be good in this deck? It only will ever draw one card, and if so, what should I replace?
  • loganotto85 #13 2 years ago
    Would The Curator be good in this deck? It only will ever draw one card, and if so, what should I replace?
  • Pierce115 #14 2 years ago
    This article is very informative, but I think there is so many more specific details that you add with this article. I'm not sure how big the metabomb team is, but I think they could maybe spend more time on diving deep into the details. Example of specific detail: Noble Sacrifce combos great with Steward of Darkshire because the Defender receives a Divine Shield before taking damage.
  • steve360 #15 2 years ago
    Great deck.
    I have got legend with it.
    I did take Grimestreet out of the deck and added sword of justice.
  • BetaMomb #16 2 years ago
    @murlockpalasucks Username checks out.
  • murlockpalasucks #17 2 years ago
    DONT BUY THIS DECK!!! ITS SUCKS HARD!!!
  • Shuggy99 #18 2 years ago
    works really well, good combos and brilliant early to mid game, only critisicm is that it lacks reliable end game burst. But that can be overlooked as most of the time you can end the game pretty early.

    Great deck :)
  • PS4Gaming #19 2 years ago
    definitely not tier 1
  • MeltedWater #20 2 years ago
    @lgemmr It's actually BAD to have more than just those 5. Bluegills and Warleaders insure the most damage from your second Anyfin. In fact, if all you had were Warleaders and Bluegills, then you'd do either 30 or 32 damage from the 2nd Anyfin, assuming all 4 both died twice and you have a clear board to summon them on.

    However, throwing Finja into the mix actually makes the 2nd Anyfin a lot worse. Fortunately, it's very unlikely to actually cost you the game. Quite the contrary...I've won many games just from Finja's amazing board presence he brings.
    @eviletwiz Bloodmage A second Forbidden Healing is the obvious answer here. In fact, I use 2 of them AND Rag, but you absolutely need that healing.
  • eviletwiz #21 2 years ago
    I don't have rag the light, and am f2p, what's a good replacement?
  • lgemmr #22 2 years ago
    @Bedders thanks. I overlooked the first anyfins effects in terms of killed murlocs. Haven't played murloc paladin basically at all- which definitely should change
  • Bedders #23 2 years ago
    @lgemmr Honestly it's enough given the rest of the power of the deck. I've finished off plenty of matches without casting a single Anyfin.

    Don't forget as well that any Murlocs killed after casting the first Anyfin get added to the pool for the second.

    No one can say right now that any deck is fully optimised obviously, but this is a concern that comes up every time and I promise you you will not be stuck for Murlocs*!

    (*On average, and over many games - there will always be outlier situations with any deck.)
  • lgemmr #24 2 years ago
    Five murlocs doesn't seem like a huge effect for Anyfin. Why only five?
  • Bedders #25 2 years ago
    Just a quick note that if you're here looking for the Gadgetzan version of this deck, swing on over to our round-up of the best Gadgetzan decks - we've got a very aggressive version of Murloc Paladin listed there, but we're not committing to it until a bit more time has passed.
  • Bedders #26 3 years ago
    @joekertesz48 We had a good discussion about this in a previous edition of this feature. Basically, the ones that die as part of the first Anyfin push become part of the "death pool" for the second casting of it.

    Combine that with the sturdiness of the deck in general (it's not unheard of to finish matches without having to play a single Anyfin) and you have a very pwoerful deck for climbing the ladder with.

    I think the most memorable win I ever had with this deck involved beating a Warrior down to near zero, then down again post-Reno and with a massive stack of armour on him too - and I still had both Anyfins sitting dormant in my hand when the match ended.
  • joekertesz48 #27 3 years ago
    This deck sounds fun to play with :)
    I have one question though... how do you hope to bring back 7 Murlocks with Anyfin Can Happen if there are a total of 4 Murlocks in the deck?
  • Guzzby #28 3 years ago
    How do you get 7 Murlocs when you only have 4 Murloc cards?
  • Bedders #29 3 years ago
    @fanap Yep, you'd be surprised at how few Murlocs you actually need to make this deck work. I've won games where I've busted through a last-gasp Reno Jackson play by the opponent, then brought them all the way back down again, and while both Anyfins sat in my hand unneeded given the strength of my board!
  • ActionFlash #30 3 years ago
    @fanap So after the 4 Murlocs are dead, you play Anyfin which brings them all back. You can either play another one which will bring the 4 back again, or trade the original 4 resurrected Murlocs, then play your 2nd Anyfin and 7 of the 8 will be summoned.
  • fanap #31 3 years ago
    Am I missing something with using this deck?
    It only has 4 Murlocs but 2 Anyfin Can Happen. Is that worth it?
  • dal2k305 #32 3 years ago
    @Klck I don't think you understand anyfin's effects. It revives 7 Murlocs that died no matter what. There is no chance at play unless more than 7 dies.
  • Bedders #33 3 years ago
    @Klck Do give it a go, I've been surprised at its consistency!
  • Klck #34 3 years ago
    Ofc 2nd anyfin will be HUGE 95% of times you play it, im just not sure about 1st one. I think its better than it looks on the paper and i will test it myself today evening.
  • Bedders #35 3 years ago
    @Klck I've had no trouble getting over the finishing line with the deck list as it is but sure you could make those changes.

    I find with the extra sustain in the deck you more often than not get your double Anyfin off - and of course that multiplies the number of Murlocs that come into play yet again.

    I decided to jump into a quick casual game just now to double check the deck again. Note that this is after the Warrior had played Reno Jackson - and I've still got both Anyfins in my hand!

    (Ignore my dreadful positioning, I wasn't trying too hard...)
  • Klck #36 3 years ago
    Also warleader seems to be vanila creature if not paired with hasty one. In my opinion almost every 10 drop would be better in slot of anyfin in this build, not mentioning tens of playable 3drops in place of warleaders. Get more murlocs or resign of them at all.

    Sorry for double.
  • Klck #37 3 years ago
    I wonder anyfin is good enough with just 4 murlocs in deck. On average it will hit 2-3 of them. What if all you get are 2 warleaders? You just lost late game turn and prolly match. I would consider murloc knight and bilefin playing this archetype.
  • army-24-ranger #38 3 years ago
    I think that the MRGLGLGLGLLLL variations of this deck are horrible. This deck (the one with only bluegill warriors, murloc warleaders and old murk eye) is absolutely perfect. I hit legend for the first time season 23. Running only is deck, secret paladin and the Enhance-o-mechano Warlock Zoo. and The paladin murloc OTK had by far the highest W/L ratio.. Against other meta decks, this deck is just too stong :) but i run a Dr. boom instead of humility.
  • Gr81derer #39 3 years ago
    MRGLGLGLGLLLL ...
  • Greywolf74 #40 3 years ago
    @murlocs4life
    Yeah man, that makes more sense to me now. I felt like I was missing something and that cleared it up for me. Thanks!
  • murlocs4life #41 3 years ago
    @Greywolf74
    Hey dude, I've been playing this deck for a while now as its a bundle of fun. The reason for there being only 5 Murloc's, is the fact you only need the ones which will increase your combo when you play Anyfin can Happen. Having extra Murlocs simple decreases the guarantee of a big charge based combo.

    For example:

    Playing 1st Anyfin. If you have played one of each Murloc before turn 10, this will give you 4 and 6 instant attack. This would be the minimum I would recommend before you play Anyfin. I will use this as board clearance sometimes.

    So when you play the second Anfin, the combo will increase to 6,6,10,10. This is only increased by the second Murloc warleader which at this point we have not included :)

    So the deck is based around the ability to draw and stall until you play both of your Anyfins and OTK your opponent.

    If you check here: http://hearthstone.gamepedia.com/Anyfin_Can_Happen this will tell you exactly how the card works.

    I hope this helps you
  • Greywolf74 #42 3 years ago
    Ok, Am I missing something here? The deck is supposed to be centered around anyfin can happen but theres not even 7 murlocs in the whole deck?
  • Bedders #43 3 years ago
    @pmart1979 Yeah it can also be a little bit slow to pop up sometimes. Our tech team are looking into image-related issues in general.
  • pmart1979 #44 3 years ago
    Ack - firewall! lol
  • pmart1979 #45 3 years ago
    Am I being blind here? Where is the deck list?
  • markhertzler77 #46 3 years ago
    This deck just wrecked my Renolock... Heals don't matter when your opponent can OTK. What are good counters to this deck?
  • Bedders #47 3 years ago
    @Gloum Glad it's started working out for you!
  • Gloum #48 3 years ago
    ok I've changed my way to play it and I must say I like it a lot. Always trade minions, never atk face until anyfin, and that does miracle.

    Also I would advise to not hesitate to use the first anyfin even if you only have 3 or 4 dead murlocs, the ennemy will certainly clear them and then you can use the second one to have those sweet 7 murlocs.

    Cheers!
  • Gloum #49 3 years ago
    Hey idk why but i can't reply directly to you, so i'll just post like that.

    Yea I'm already doing it, it's just I almost never get a single murloc XD even when using x2 lays on hands!! I guess i'm just unlucky. It worked rly well like 3 times, and that was awesome.

    Also you can add in the tips that if you use a second Anyfin can happen it will resummon the dead murlocs even if they are still on the board from the first one!! (idk if it's clear, english not my native language sry XD). Was rly not excepting that when I had a second Old Murk Eye on the board from my 2nd Anyfin!

    Good day!
  • Bedders #50 3 years ago
    Hey Gloum, thanks for the nice feedback about the guides - it's really appreciated.

    The trick really with this deck is not to wait until you get maximum value out of the Murlocs you pull in the early game. It's nice to get the extra benefit of Murloc Warleader if you can, but it's also fine to play as a 3-Mana card on its own. You want them dead so they can be resurrected for that massive burst in the late-game.

    Apologies if I've misunderstood you and you're already doing that. If you're already taking this approach but just not getting the Murlocs to burn, it may just be a poor streak of luck. It's not the strongest meta-deck right now, but you should be able to do pretty well with it anyway!
  • Gloum #51 3 years ago
    Hello,

    First comment here! Before anything I want to thank the author(s) of those guides, helped me a lot.

    Now about this one I find it really cool and fun when you actualy have some murlocs. After like 10 / 15 games I'm definitly feeling it lacks some. Oftenly at turn 10 I have to wait to actualy draw more than 1 or 2 to make good use of the card. Maybe I was just extremely unlucky in all my games, idk.

    I don't have time to try to tweak the deck myself, but I'll definitly keep an eye on it.

    Otherwise it's a lot of fun and there it's so funny to see this badass army coming from the dead. When it works, it's awesome.

    Cheers!