Mulligans
General Mulligans
High cost cards are to be replaced, since it will delay your turn 5-6 power spike. (4 and higher)
Always keep a Murloc knight, so you don't have to hope to get one later on.
An early Lance Carrier + Selfless hero combo can turn your Goldshire Footman into a death machine vs 3 drop and less, but don't waste the only Blessing of Might on him, unless you are able to close the match before turn 6-7. If you really want to buff him some way, just use a Shattered Sun Cleric, since it will boost it's survivability too.
Light's Justice and A Light in the Darkness are good keeps, the former lets you go aggressive early on, keeping the pressure on the enemy for at least 2-3 turns, or if you are lucky 4 turns, enough to stall the board with Silverhands, waiting for Truesilver; the latter will add a nice twist for just 2 mana crystals, just don't use it if you think you can gain a much greater advantage summoning minions.
Easy and cheap Murloc deck for Paladin class, great for newbies and for ranked play till rank 20-18.
This deck allows you to exploit many strategies to win:
-Frostwolf Warlord since it’s very easy to stack minions on the board with Murloc Tidehunter and your hero power,
-Bluegill Warrior + Grimscale Oracle + buffs, then use your Hero Power to rapidly create an army while keeping good board control since your Silverhand recruits can be destroyed quite easily (use them for suicidal attacks to weaken a strong Taunter o tedius Minion, and replace them with stroger options you draw); once you create your strong army, but you still have one spot, just drop your Raid Leader to increase damage dealt, keep mana for spell that can direcly hit your enemy or for Truesilver Champion
-Murloc Knight + Hero power, same as above but your Murloc knight can summon any Murloc, even those you don’t have in your deck, this is awesome when you are short on cards, especially if you are lucky and Murloc Knight summons another Murloc Knight.
This deck reduces your hand quite fast since it has many low cost minions and spells, but thanks to Hammer of Wrath, Loot Hoarder and Divine Favor you should be able to keep the pace even against a Warlock.
Tips
-Use an early blessing of might on one of your 1 mana minions, to create an early advantage, but don’t waste it against Priests of Warriors, due to their easy access to Health and Armor.
-Hand of protection is useful with most cards, but it shines when used on a Taunter like Lord of The Arena or a High damage dealer like a buffed Murloc Knight
-Aldor works almost like polymorph, dont waste it on weak minions just because 5 attack damage is high during your first 2-3 turns.
-Shattered Sun Cleric + Blessing of Might + Lance Carrier can lead to a very powerful burst for just 6 mana, you can use it midgame to ensure an advantage and to pressure your enemy, but also as a cheap finisher on your Frostwolf Warlord.
Minor Tweaks
This deck can be easily “murlocly” tweaked to take on higher ranks:
-Replace your Murloc Tidehunter(s) with Bilefin Tidehunter, to easily stack Taunters in ealry
-Replace a Murloc Rider with Murloc Tidecaller, and a Grimscale Oracle with Coldlight Seer
-Replace your Shattered Sun Cleric with Murloc Warleader.
With these tweaks you’ll be able to create a cheap and strong army, especially good against C’hun decks since you should end your opponent before his 10th turn.
Changes
-1 Murloc Rider -> +1 A Light In the darkness (Cheap spell that can lead to a strategy twist, making your murloc knights the decoys for those annoying Hex/Assassinate/Polyphorm
-1 Frostwolf Warlord -> +1 Equality ( I usually didn’t end up playing Frostwolf, either because i had already Murloc knights on the field with a low life opponent, or because i didnt have enough minion on the board to make it worth. All in all it’s still a good card, but i prefer Equality, since it can turn your already 1hp minions (Silverhand Recruit) into suicidal 1-shotters, even of the beefiests minions)