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Legendary Paladin Combo Murloc OTK No Kara Standard Deck

Last updated on Jul 11, 2016 at 16:29 by Sottle 7 comments

Table of Contents

The following guide outlines how to play OTK Murloc Paladin. This is a unique deck that most closely resembles a Control Paladin deck, but plays numerous Murloc cards in order to activate a one turn kill with Anyfin Can Happen. It is one of the more simple Combo decks to play and is curated based on various experimental builds.

Time will tell whether the loss of Old Murk-Eye and key defensive cards such as Sludge Belcher will force this deck out of the meta, but for now at least it is offering positive results.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Paladin Combo Murloc OTK No Kara Standard Deck

Our deck costs 7,160 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve


3. Strategy

The following deck is based around the powerful shell of a Midrange or Control Paladin deck, but includes a selection of specific Murlocs in order to activate a potential one turn kill using Anyfin Can Happen on turn 10 or later.

Your early-game is much more passive with this deck than with most current Paladin builds. With none of the usual collection of strong early-game cards, you will be reduced to Hero Powering quite often in the early turns, but you should also not be afraid to simply drop a Doomsayer on the board in the early turns to delay the game for a turn. Remember at all times that the goal of the deck is simply to stall the game for as long as possible.

Since you have OTK potential in your deck, damage to the opponent is almost entirely irrelevant. You should focus entirely on board control and maximising the amount of minions you can retain on the board. By building a big board presence you can increase the potency of cards like Solemn Vigil. These cards are vital, as cycling through your deck is very important to ensure that you draw into sufficient Murlocs, as well as the all important Anyfin Can Happen to revive them.

Past the opening turns, you can continue to control the board with high quality cards like Truesilver Champion and Aldor Peacekeeper, but at some point, you will find your curve interrupted by the need to play Murlocs onto the board. Trying to get the most out of your Murlocs, which are generally pretty poor cards, is important in maintaining a balance with the deck. Bluegill Warrior can be used as a 2 damage removal spell to trade with a minion like a Knife Juggler, or to help you to trade up with a larger minion. Murloc Warleader should ideally be used to buff other Murlocs and increase their value, but can also do a job simply as a 3 Mana 3/3. Remember, the goal with these Murlocs is simply to play them out onto the board, get whatever value you can from them, and have them die.

Murloc Knight is not included in the deck, despite being perhaps the best Murloc card in the entire game. The reason for this is that it adds no value to the eventual OTK combo, which is the entire purpose of the deck. If you wish to play a Murloc deck that includes Murloc Knight, you should focus more heavily on overall Murloc synergy.

As well as the card draw cards to help you cycle through your deck quicker, the deck also plays numerous healing and survival cards like Forbidden Healing and Lay on Hands. This combination of card draw and healing allows you to extend the game for the maximum amount of turns which allows you maximum time to draw into the necessary combo pieces to end the game. Despite this, it is usually correct to simply use Lay on Hands as soon as you can, if it does not give you the full healing value since cycling through your deck is extremely important.

When it comes time to activate the final combo, you will need to have kept track of exactly how many of your Murlocs have died throughout the game and calculate how much damage you have. This can be tricky at first, but will come with practice. If you judge that you have enough time to cast both Anyfin Can Happens after all your Murlocs have died then you will almost certainly have the damage to win the game since the second Anyfin has two potential damage outcomes, one dealing exactly 30 and a second that deals 32.

3.1. Synergies & Combinations

The Murloc cards in the deck all naturally synergise with each other to create more value on the board.

Anyfin Can Happen will summon every Murloc that died during the game which allows you to unleash huge burst combos of up to 32 damage.

Equality can be combined with Consecration or Wild Pyromancer to serve as a powerful board clear.

Solemn Vigil synergises well with the token focused style of the deck to allow you to draw numerous cards and get you closer to your combo pieces.

3.2. Mulligans & Matchup Specific Strategies

You should mulligan for Loot Hoarder as well as Doomsayer in most matchups. Equality is also such a key card in this deck that it should be kept in your opening hand in most matchups as well. On top of this, Bluegill Warrior and Murloc Warleader can also be kept in a lot of situations.

Truesilver Champion with The Coin is also a fine keep as long as you already have at least one high quality early-game minion.

The key point in playing this deck in different matchups is recognising your different win conditions. Against aggressive decks, from Face Hunter and Shaman, all the way up to aggressive Midrange decks like Hunter, the goal is simply survival. You need to stall the game for as long as you can using removal, healing and Taunt until they are simply out of pressure. This is much harder to do against Hunter than it is against decks with a lower curve, but can still be achieved.

Against slower decks like Priests, Control Warriors, and Control Warlocks, the goal is simply stretching the game out to the point where you draw through most of your deck. If these matchups last long enough for you to draw both your Anyfin Can Happens, then you will be almost certain to win the game against most Control decks. Warriors can be problematic however since they have the ability to armor out of range of your eventual max damage combo meaning that fighting for the board and achieving some chip damage with your minions and weapons is very important.

3.3. Card Swaps

A single copy of Humility can be added to the deck in place of a Loot Hoarder.

4. ChangeLog

  • 11 Jul. 2016: Moved to Unique Decks.
  • 23 Jun. 2016: Deck Added.
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