Wild Tomfooladin (secrets, murlocs, recruit madness)

Class: Paladin - Format: wild - Type: aggro - Season: season-47 - Style: fun

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Deck Import

Mulligans

General Mulligans

You never want your secrets in hand however it's almost impossible to avoid with 1/3 of the deck containing them. Your best opening hand cards are going to be mysterious challenger (MC) and finja. MC is going to pull 5 cards from your deck and put them into play for free. So a 6/6 at 6 mana plays like its 11 mana and it provides a 2/1 blocker and if that triggers it will revive and make MC a 9/8 and if both survive to your 7 mana turn they both become a 10/9 and 3/2. The last secret, sacred trial, is there to help keep your opponent's board in check.

Don't be too aggressive with finja, if you can't kill something with him, keep him stealthed until you can.

Call to arms is going to pull out your 2/1 charge murlocs, draw cards, dirty rat, and your pirates if you werent able to draw them. It gives quick board presence and cuts your deck down.

Bloodsail corsair is good for turn 1 presence. 2 mana for the price of 1 and pull a card directly out of your deck.

This deck is very speedy. Your entire deck should just about be empty by the time you have 10 mana. Perfect for dropping 2 Anyfin can happens in a row. The patches nerf hurt how useful he is, but I kept him in for the deck milling. You want cards like bloodsail corsair, call to arms, finja, and mysterious challenger in your opening hand. This deck looks to bypass drawing cards and rather play them for free straight from your deck.

I suggest using redemption to try to get your murlocs revived when possible, preferably the ones with charge. I’ve had tons of fun playing this deck and I hope you enjoy the tomfoolery as well!

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