Anyfin Can Happen: A Paladin Deck Guide
Have Murlocs finally found their place in the world? Find out in this deck guide!
Have Murlocs finally found their place in the world? Find out in this deck guide!
In the history of Hearthstone many have tried to make a working Murloc deck but few had succeeded. The reason it was so hard is because Murloc decks were notoriously inconsistent. However, since the release of League of Explorers a new deck has surfaced that is consistent and today I bring it to you. Welcome to the Anyfin Can Happen Paladin deck.
The way this deck works is basically as a control deck. All you need to do is survive until you can get off your big finishing combo and the deck is built around that. All game what you want to be doing is controlling the board while surviving, all the while playing Murlocs for your finishing combo. Of course the finishing combo of your deck being the wonderful new card, Anyfin Can Happen.
The way this combo works is actually quite simple. The only Murlocs that exist in your deck are of two varieties, either charge or buff Murlocs. Once all of the Murlocs in your deck have died, you play your Anyfin Can Happen and summon them all at once for a sweet instant twenty two damage. The crazy thing is the combo doesn’t even stop there.
The real crazy starts upon the second time you play Anyfin Can Happen. The unfortunate thing about the core card of this deck is that it costs ten mana. A very steep price for twenty two damage. One thing you can however use that damage for is board clear. While twenty two damage is very nice and could win you the game, the likelihood of you getting all of your Murlocs out before the first time you need to play Anyfin Can Happen is quite low so it can be better for you to bring back a few Murlocs earlier back to clear the board. Not only does this allow you to survive the game longer it sets you up for your real final combo, the second Anyfin Can Happen.
The second time you play Anyfin Can Happen you not only summon the first Murlocs that died, but also the second wave of them from your first Anyfin Can Happen. In doing so, your max Murloc count rises from five to seven and your maximum potential damage rises with it. To simplify the math, a combination of any seven of the Murlocs in your deck equals a minimum damage of thirty and a maximum of forty two. That amount of instant burst is insane. No longer do you need to fear the full heal of Reno Jackson because you can easily outburst a full health bar. Of course, first you need to get to that point and that is where the rest of the deck comes in.
The rest of your deck is dedicated to keeping you alive. Not only does it include obvious cards like Antique Healbot and Sludge Belcher, but it also has Doomsayers in it. Doomsayers plus the Wild Pyromancer/Equality combo gives you a massive amount of board control, not to mention the staples of Consecration and Truesilver Champion provide absurd levels of board clear and control. All you need to do is play your cards effectively and wait for the right moment to strike.
Hopefully this deck guide has been of some use to any of those secret Murloc fans. I believe that the existence of this deck is a hopeful sign that soon we will see a much better Murloc deck or one that doesn’t need a silly card combo to be viable. The meta is always changing and you never know what new deck could be lurking around the corner waiting to surprise someone and the anticipation of that is what I live for.
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