Weekly Legends: Combo Murloc! (Mrglrlglrlg)
Mrgrlgl mrgl mr gl gl mrgl glr, mrlg mrglmrgl mrg. Mrgl grl gl? Mrgl. That being said, this week’s deck comes from Thijs, a great player who built a very solid Paladin combo deck. While at first glance this may seem like an odd version of the classic Control Paladin, it’s a little more complicated than that. This deck is two different lists in one. Not only is that hard to achieve, it is very hard to achieve well. This deck is a Paladin shell from the days of old, using combos like Wild Pyromancer/Equality and excessive healing to stay along enough to combo your opponent down. However, instead of slowly wearing your opponent down until they can’t answer your finishers, you are going to win in a wave of murlocs.
So, what on Earth is going on here? The point of this deck is to play just like you are a Control Paladin with murlocs in a lot of your spots instead of some of the more classic choices. Then, you eventually want to play Anyfin Can Happen for a huge final burst of damage that usually sits somewhere between 20-25. Your two primary game modes are going to be healing and card draw. Balancing each of those is key to the deck. The other key is keeping track of which Murlocs have died. Anyfin only summons Murlocs that have gone to the grave, so you want to make sure you have the full combo (or enough of the combo to get lethal) before you actually play it out. It is a very strong card, and really brings a fresh new twist to one of the more classic archetypes in the game.