I don’t think there is any point in playing the game versus the Paladin Murloc quest.
It really is just wasting time for both of the people.
Maybe the game should just give people who have enough dust to make the deck Legend by default and we can skip all these games?
Everyone would be happy; normal people wouldn’t have to play against quite literally unbeatable deck and the “people” playing quest paladin can enjoy their nice achievement.
It’s a win-win scenario.
Once you get out of silver/gold ladder, you will face a lot less Murloc Paladin decks.
I have only faced like 4ish Murloc paladins in standard in the last 3 days (I’m in dumpster legend).
The deck is frustrating to play against if you try to beat it like its a traditional aggro deck.
The way to beat is to just Rush face and do smart trades that denies him taking control off the board, and protects your minions.
Most murlocs list don’t run healing nor armor, so, basically you are on a timer to beat him. before he outscales you or takes over control of the board. In lamer terms, you need to kill him before or at turn 6.
Don’t go for killing everything soon as they drop it, sure Tyranogill looks scary, but most of the time they drop it for the 3 murloc summon to advance the quest.
Basically ignore the early murlocs and go face and they’ll clear their own board to make room while you’re beating on them
Murloc paladin is the token brainless minion vomit deck of this set. You just toss out minions, go face, and hope that you win before your opponent can stabalize or take control of the board away from you or just smashes your face in with his own minions/spells/weapons. It seems like it would be a very boring deck to play imo.
Maybe if you’re playing against one of the meta control decks, sure, wouldn’t know, never played it
But if you’re playing murlocadin against aggro/tempo/board decks, you wanna trade cuz you outscale anything and you’re the one who’s weak to early aggression
Which is why you just wanna rush that crap down while its vomitting 1/2 murlocs, rather than 6/7 ones
Thank you for your wise guidance, mister Altair. We can only aspire to be on your intellectual level, defending an obviously broken deck from being nerfed, because “just win before turn 6”.
Perhaps you should create a PSA for everyone losing to murloc paladin, that being over sixty five percent of people playing against it?
It’s been said in other threads, I’ll just repeat this: sleepy resident and Bob messes up murloc paladins bad. They can fit in both offensive or defensive strategies.
Mind you the rest of your deck/strategy has to be solid so that you can take advantage of those extra turns resident/Bob buys you. Though even without the most solid deck, luck is also a thing.
Like just now I beat a murloc pally with my quest lock. My deck was built without rushing to finish the quest in time (I built it more for endurance), but I lucked out and was able to finish my quest fairly early. Still wasn’t as fast as murloc paladin, but that’s where sleepy and Bob came in, buying me the time to hit his face first. Last turn was funny cuz he had full board so I froze it, meaning he can’t even play any additional rushes to stop my board from going face for lethal next turn
This isn’t new science. It’s basic dynamics of super aggro (very fast) and mid-range (“combo”) and slow (“control”). That pala deck is somewhere between aggro and mid-range so the super aggro want to be fast to not die by its mid-range power and the slow decks want to survive until they become even more powerful than its max potential.
Don’t forget the murloc deck has a hard limit. Those minions are big for aggro decks if they go round ~8 but they eventually run out of cards to play entirely.
I’m just really bored and wanna occupy my mind with something, and although I don’t see you online, in case you are, or soon come to be, why don’t you post us your deck here so we can suggest ways to make it stronger against murlocadin?
When you pass the wall of Pallies, you will have to switch to something else, but it might make your life easier and you might learn a thing or two from the process
well Ive given the quest pally murloc deck a spin and Im pleasantly surprised by it. It has gotten me to Plat 8 so far. all time high score for me. Im loving it. Ive adjusted a couple of things along the way to see if my thoughts improve it or make it worse. such as the murloc that casts a spell that costs less than 2 in the deck (actually taking it out of the deck itself and not just casting a copy). which usually ended up with a turn 2 or 3 of that murloc casting the 1 cost spell for discovering a murloc, if i play what i pick, grab 1 of the others i didnt pick. well when it casts that with 0 mana its a total waste… lol. and trying to save it for later turns just made it too slow to build the quest progress… so i just bailed on it in favor of a 2nd weapon copy and the terran murloc lol.
Update: now ive reached platinum 5! woot! yeah i think losing those 2 murlocs that cast a spell out of deck is making this perform way smoother. the extra weapon gives me 2 discovers anyways but now i have agency in them unlike the murloc i dropped lol. I forget what else i swapped out but i found having 2x of the board-wide 2 dmg to all enemies spell has been a life-saving feature against the leech warlocks ive been losing to a lot. they can typically hold me in a position where I would lose whatever board presence i had to where I couldnt deal with their leeches the following turn they appeared… not so much now lol.
Actually “just win before turn 6” is not a single way. I can beat such a weak deck like Paladin after nerfs with any slow deck.
But people who still have problems probably can’t play anything that is more dufficult than Murloc Paladin, so it is useless to recommend them control decks, they can’t pilot them anyway. Launching a starship and triggering its deathrattle ~ on the turn 7, for example, seems to be very hard and unbearable for them. More likely it requires IQ a bit higher than 100. So Altair doesn’t recommend this way.
I’ll need some of that crack you’re smoking if you consider that one murloc being changed a real nerf. Please do recommend your supplier.
My deck also has a hard limit of boardclears and my hero’s HP.
By the time it’s round eight the enemy has discovered 4 new murlocs that were not in his deck and summoned an additional 12 that didn’t start in his deck.
All counting for the quest too.