Hearthstone Decklist Guide: Murloc/Anyfin Paladin

Anyfin Paladin is one of the Paladin decks that was born during the expansion of League of Explorers. During the Year of Kraken season, these decks are one of the few Paladin decks that can survive competitively.

As the name implies, the big idea of ​​this deck is to use the Canfin Happen card as a late game finisher. With the effect of reviving Murloc that has died throughout the game, Anyfin Can Happen can produce very large damage especially if used twice.

But because it has a cost of 10, of course you have to survive to get to the late game and issue the ultimate card.

Decklist


Main Card
There are six main cards for this deck: two Anyfin Can Happen, two Murloc Warleader (3 where 3/3), and two Bluegill Warrior (2 where 2/1). Yup, even though it's centered on Murloc, you only need two types of Murloc cards for this deck.

When two Bluegills and two Warleaders are revived with Anyfin, you will have a total of 12 damage from the two Bluegills who get buffs from two Warleaders. When using Anyfin Can Happen for the second time, you will have a total of 30 or 32 damage depending on the Murloc combination you have, three Bluegill plus four Warleader (30) or four Bluegill and three Warleader (32).

Other Important Cards
The rest of the contents of your deck are cards to balance your opponent's initiative and also survive, while you try to find your combo pieces with card draw.

Cards such as Consecration, Equality, Wild Pyromancer, and Doomsayer are AoE cards that are important for dealing with aggressive decks that rely on large numbers of small minions. Facing a larger minion, you have a combination of Kodo Peacekeeper and Stampeding Aldor, and Truesilver Champion's flagship weapon.

In order to survive, you need several experts such as Ragnaros Lightlord, Forbidden Healing, and Ivory Knight.

Then for card draw, you can use Solemn Vigil, Loot Hoarder, Acolyte of Pain, Azure Drake, and / or Lay on Hands. Which one you can use depends on the opponents you often meet and also preferences.

Tech Choice
In addition, the decklist is intended for opponents who decklist mid range and control, use cards like Curator, two Ivory Knights, and also Ragnaros Firelord.

If you often encounter aggressive decks, pull Ivory Knight or Ragnaros Firelord and enter the second Loot Hoarder to compensate for your opponent's early game and also another Forbidden Healing to last longer.

If it turns out you often encounter super heavy control decks that have lots of big minions, pull out the early game cards like Loot Hoarder and enter another Kodo Stampeding. Even so, I myself feel the decklist on the side is enough to compensate for the deck control.

Gameplay

When using this deck, your job is to survive in the early game as much as possible, do a draw and setup in the mid game before finally entering the late game. Don't forget to also play all the Murloc cards that you have. Even if you want them to die in the game, make sure you also use Murloc efficiently.

Once it got into the late game, if the Murloc saver on the deck was dead before, twice Anyfin Can Happen should be able to finish the game easily. But the task of "staying in the early game and draw cards in the mid game" is not easy.

Vs. Aggro and Mid Range
Facing aggressive decks, you must have an early game card, AoE / clear board, and heal. The opponent will try to finish you before you can even reach the late game. Cards like Doomsayer, Consecration, and Forbidden Healing will really help you to survive throughout the early and mid game.

If you can handle opponent aggression, you should be able to excel in the late game because you have big minions like Ragnaros Lightlord before you finish off your opponent with Anyfin Can Happen. Even sometimes you have won with only big minions without the need to use Anyfin Can Happen.

Vs. Control

Although made to tend to play survive, these decks are faster than general deck controls (eg Control Warrior). Give pressure to your opponent early to repay your opponent or inefficient fishing removal. This will make your big minion more difficult to handle, and in the end make you more free to use Anyfin Can Happen as a finisher.

One thing you need to pay attention to is whether you will play for a long time until you touch fatigue. If so, don't do card draw too often unless you are sure you can defeat your opponent immediately. Also, use the heal card that you have as effectively as possible, because it can give you an edge in fatigue.

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