The dormant minion is awful but in all honesty, Prime one is probably good enough to throw into any Paladin deck. A 2/1 Divine Shield is already not bad in itself.
I want to be disappointed so badly (and honestly still am), but agree with Sgt. Murgur will see play in Pally decks for the same reason people ran Finley in Tip the Scales decks: not necessarily for the effect, but for the body. A 2/2/1 with Divine Shield and upside is pretty good regardless of tribes, and as much as I would’ve wanted the upside to do with anything but Murlocs, it’s what we’ll have to settle for.
Oddly enough, I feel the Dormant one is the better of the two. It’s a 1-mana Microtech Controller. It also guarantees multiple bodies to be buffed since Paladin apparently likes giving Murlocs Divine Shield.
These would also go great with Paladin’s 1-health synergy minions.
Anyways, the dormant 1 drop is an interesting answer to “righteous cause sucks if they keep clearing meh board, wut dew?”
Though with librams, this aggro murloc deck archetype along with righteous cause probably won’t be too popular (unless of course, libram tanks and pallies have to go aggro again)
The first one isn’t that bad. It’s a slightly worse Shielded Minibot with a value train attached to it. 8 mana summon 4 random divine Shield murlocs with a 6/3 divine shield is a great card. Even if you get 2/2s and 2/3s with divine shield, each of those have 2-3 mana in bodies attached to it. Highroll with cards like Warleader or whatnot and you’ve got some real threats.
This reminds me of a Paladin Dr. Boom type card where you just put Raw Stats in the form of value oriented bodies on the board. I really think people are sleeping on this one. 4/5 card.
The Sungill on Turn 1 awakens just in time for Coldlight Seer to buff your board on Turn 3. It also provides a massive buff to a Tidecaller when it awakens. A decent card for Murloc Paladin.
I like the Paladin Prime as a solid include in either Murloc Paladin or Pure Paladin. A 2-mana 2/1 Divine Shield is a solid early minion. 8-mana for a 6/3 Divine Shield that summons 4 Divine Shield minions that tend to synergize with each other is a solid board reload.
It’s an 8 mana benefit that will see play in aggro murloc for the same exact reason that Anyfin Can Happen saw play in aggro murloc paladin. It will help close out those games you can’t finish right away.
I mean, what is so bad about playing this in a mid range deck? 8 mana “Summon an almost full board of threatening minions that have Divine Shield” sounds like a pretty solid mid range game plan.
In all fairness, though, Murgurgle Prime seems very good. Depends how many good Murlocs we’ll have in Standard pool after the rotation but having Divine Shield on all four minions is a big deal.
Imprisoned Sungill… Meh. It could be decent since it’s a 1-mana card and Paladin likes to have tokens to buff. But certainly not interesting or exciting.
Flavor-wise I’m really tired of Muloc Paladin, actually I’m beyond tired of it and have grown into full on hate for the concept. I was ok with the Murloc Knight back in the day, but seeing seemingly set after set the “prime” card real estate be absorbed by the meme is deeply frustrating.
That being said, the numbers on the cards look pretty good. 4/3 in stats for 1 manna seems decent, and has some opportunities for shenanigans with side-quests & secrets.
Mugur & Prime seem reasonable, 8 manna is pricey, but it is 5 sticky bodies.
It’s definitely going into a midrange deck, but the dormant minion and the new weapon is pure murloc paladin support, something I haven’t heard anyone asking for or wanting.
We want quest support. Prelate support. Hand buffing support. Control support. I’m tired of the murloc push on paladin.
I mean, it’s probably a good thing they are printing good Murlocs for Paladin after seeing that weapon right? We don’t need another Dragonkeeper situation here, where they printed it and then added no support for it in the rest of the expansion or any after that.