|A match "Amnesia" will want to forget.|
The first thing in is its favour is this: it's very very cheap to make.
The deck uses one legendary and you get that for free by doing one of the game's special unique quests. The quest is to collect one of each murloc (excepting the legendary which is the quest reward). Here's a list of the murlocs in the game, look at the symbol in the centre of each cards. Some have no symbol (free cards everyone gets), some there have a blue diamond (rares) and the Murloc Warleader has a purple diamond (epic). To get the legendary you only need to make one each of:
Murloc Tidecaller (100 dust)
Coldlight Oracle (100 dust)
Coldlight Seer (100 dust)
Murloc Warleader (400 dust).
I got this dust by doing the unique quest that gives you 95, by playing arenas and by ruthlessly disenchanting every common I gained for 5 dust each. I didn't really want to melt rares and epics because who knows if and when I'll ever find that card in a pack again. In the end I melted one rare that I really didn't think I'd ever play in any deck. But one can melt commons pretty freely except ones that go in the deck.
It's still a bit of a grind to get to 700 dust if you're free and if you're losing arenas you enter but it's much more achievable than most tournament winning decks because you don't have to craft the legendary.
Here's the deck by mana cost with card analysis:
0: 2 Soulfire. Really strong and sometimes just what is needed to take the last points of life.
1: 2 Blood Imp. Key card in the deck as we're using so many 1 toughness creatures.
Power Overwhelming. Big creature removal/finisher.
2 Void Walker. Strong 1 drop and protects the fragile murlocs.
2: 2 Loot hoarder. Filler, card draw drop which will hopefully pull a murloc card out for you.
2 Novice Engineer. Filler.
3: Shadow Bolt. It's useful to have a little removal.
6: Argent Commander. Our plan B. He can rescue a game that's gone sour or help finish an opponent quickly. Feel free to use something else if you don't own this rare.
plus Old Murkeye and 16 of his friends, they can get ridiculously strong in large numbers.
Focus on board control and tempo, life tap a lot as you really need to chuck down cards in large numbers.
The best thing about this deck - you've almost always won or lost by turn 10.