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d2jsp Forums > Other Games > Other Games > Hearthstone > Is A Deck That Uses Muloc Knight And Garrison > Commander Work
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Sep 20 2015 03:25am
I played the portal brawl and ended up getting these two together and it was really fun and seemed really strong

Would a deck centered around trying to get 2 free muloc a turn work?

I'm not needing legend or anything cus bad and don't wanna grind but something like 5-10?

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Sep 20 2015 04:15am
That's an entire 10 mana. Murloc Knight is such a strong card you don't want to hold it in your hand for that long. Loses a lot of its value if you play it too late.

This post was edited by FroggyG on Sep 20 2015 04:16am
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Sep 20 2015 04:26am
it might be kind of neat to put those cards in secret pally as a sort of backup plan. After all, the Mysterious Challenger will win you plenty of games anyway.

This post was edited by jspBryan on Sep 20 2015 04:27am
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Sep 20 2015 04:46am
Quote (FroggyG @ Sep 20 2015 03:15am)
That's an entire 10 mana. Murloc Knight is such a strong card you don't want to hold it in your hand for that long. Loses a lot of its value if you play it too late.


is garrison commander a high priority target to kill? I actually don't see it much.

I wouldn't be holding the two waiting for the combo

How longs to long to hold it? is it okay to drop on 6 to guarantee a murloc? I hate dropping it and it dying before i get to untap ;/

Quote (jspBryan @ Sep 20 2015 03:26am)
it might be kind of neat to put those cards in secret pally as a sort of backup plan. After all, the Mysterious Challenger will win you plenty of games anyway.


missing so many cards to secret paladin :/
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Sep 20 2015 05:12am
I'm trying a Banana Paladin deck for low ranks (more like rank 15, not 5-10) and it's a lot of fun.

I got 2 Murloc Knights and 2 Mukla's Champions in it; the perfect situation for me is having board control early, play a Sludge Belcher at turn 5 (maybe another one with coin at 4 - or a defender of Argus on 4), Murloc Knight + hero ability (4+2 mana) at turn 6 and mukla's champ + hero ability (5+2) at turn 7.

You want board control and some taunt because people will go for those Murloc Knights and Mukla's Champs; getting hit by Flamestrike at Turn 7 (or similar stuff - or hex, polymorph, fireball...) is no fun either.

My deck is just for the sake of fun at low ranks and pretty low budget; I got 8 rares (2 sludge belcher / 2 Knife Juggler / 2 Muster for Battle / 1 Aldor Peacekeeper / 1 Defender of Argus) and no epics or legendaries in it. The average mana cost of my cards is 3.

By the way: I'm glad when people snipe / silence my Murloc Knight and not Mukla's Champion, because I got a full board easily (have to sacrifice 1-2 weak units per round quite often if I got murlok + mukla on the board) and mukla's ability (giving up to 6 minions +1/+1) helps me much more than having one additional random murloc.

Many people at low ranks ragequit when I summon a Murloc Knight with my Murloc Knight - or when I play my second Murloc knight if they manage to clear the board with flamestrike or similar spells ;)

edit: I can't stress out 2 points enough: my deck is for low ranks and for fun, not for competitive play at high ranks.

This post was edited by Bunkerassel on Sep 20 2015 05:14am
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Sep 20 2015 06:42am
Quote (XxAdrielJeremiahGreebxX @ Sep 20 2015 02:46am)
is garrison commander a high priority target to kill? I actually don't see it much.

I wouldn't be holding the two waiting for the combo

How longs to long to hold it? is it okay to drop on 6 to guarantee a murloc? I hate dropping it and it dying before i get to untap ;/


Its priority is irrelevant. It's a shit 2 drop. If you played that on turn 2 they'd laugh at you.
You'd have to leave it in your hand and have it be useless until turn 10.

Now you're some combo deck and your combo isn't even strong like a Malygos or Patron combo.

This post was edited by FroggyG on Sep 20 2015 06:42am
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Sep 20 2015 07:09am
I think it would be fine around there.
The deck is not the sort of combo deck where you need the combo to go off in order to win. Holding it to turn 10 would be wrong the vast majority of the time if you dont have other things to play.
You could easily build some sort of semi-competitive aggroish/midrange paladin with both cards included.
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Sep 20 2015 11:12am
I dunno about garrison commander but fenching coach is pretty neat with any inspire deck



I'm something like 15-4 with this deck, granted played with it in the 15ish rank last season
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