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Hobgoblin Flood Zoo (Updated for WotOG)

  • Last updated May 7, 2016 (Old Gods)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Demonlock
  • Crafting Cost: 1900
  • Dust Needed: Loading Collection
  • Created: 2/22/2015 (Undertaker Nerf)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    41

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Hey everyone, I've been crafting a Hobgoblin Zoo since the release of Goblins vs Gnomes and finally decided to post it here. The main goal of this deck is to be equally fun to play and seriously viable in ranked play mode. I also want each viewer to be able to specialize this deck to his or her play style as well. I've experimented with many different cards myself, and this iteration of Hoblock is what I crafted over time. The current style of the deck is much more aggressive than previous iterations. It's main goal is to flood the board with cheap minions that synergize with Hobgoblin and tempo your opponent out.

There is plentiful synergy overall between the cards in this deck. I'll explain the importance of each card by using a tier list. Each card is paired with a summary of it's purpose and synergies between other cards in the deck. Core cards are basically an auto-include. Cards categorized as important provide strong synergy with the core cards. Last but not least, replaceable cards are the best options to exchange for a situational card.

Please note that I've recently completely redone this deck. The slower, midrange style of Hoblock is simply not as efficient or powerful as the aggressive Flood style Hobgoblin deck. The older version is still accessible from the Deck Changes section. I will be updating the rest of this article including the card tierlist as I get more of a feel for the new deck.

 

Core cards: these following cards should certainly be in your deck.

Hobgoblin is the true core card of this deck. It turns your one attack creatures into formidable opponents with a simple buff. There are a total of fourteen creatures that can potentially combo with Hobgoblin; however, this number can vary slightly on your preference for situational cards. For a more detailed explanation on this card, check out the deck tips section below.

 

Power Overwhelming has multiple uses in this deck. It can be used to secure lethal or trade if necessary, but can also be comboed with Shadowflame for a strong board clear. Using this spell in conjunction with a Mistress of Pain results in huge heals.

 

Mistress of Pain is a great card to buff with Hobgoblin and Power Overwhelming. One buff from Hobgoblin makes this card a 3/6, and allows for basically free life taps each turn. The healing stacks nicely over time and can help you survive against aggressive decks.

 

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Imp-losion is a good removal spell that also places tokens on your board. Combining this card with Knife Juggler is optimal, but it can also synergize with Defender of Argus.

 

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Defender of Argus is a core card in any Warlock Zoo Deck. It can be used to trade upwards or stall the game out until you can regain board control. Although the Defender is a core card, a second copy is not completely necessary.

 

Emperor Thaurissan is a great fit into this deck. It is a great tool to use in any Combo or Tempo style deck. This card will make your Hobgoblin tempo turns even stronger, as it allows you to pump out one attack minions at a faster rate.

 

Important cards: the cards included in this tier provide key Hobgoblin and other core card synergy.

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Voidwalker and Annoy-o-Tron are the main shields of this deck. These Taunt creatures are decent against aggro early on, but are best saved to combo with Hobgoblin.

 

Echoing Ooze and Argent Squire round out the rest of the low cost one attack minions. Echoing Ooze allows for 2 buffs at the cost of one card slot, while Argent Squire can two for one against three health creatures. However, they are not as valuable to your Hobgoblin as the Taunts mentioned above.

 

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Replaceable cards: these cards have their uses, but they aren't the best fit in the deck. Some of these cards still have synergy with the other cards above, but the synergy isn't as strong. The other additions are technical / situational cards.

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Knife Juggler is mainly used as a bluff to trick your opponent into thinking that this is a standard Zoo deck. While it has it's own uses (mainly comboing with Imp-losion), it is not the most effective card used in this deck. Additionally, the effect from this card is heavily RNG-based; therefore, it can be inconsistent. For that reason, this card can be removed for a technical card depending on your play style.

 

Acolyte of Pain is pretty self explanatory. It helps improve card draw and becomes a 3/5 when buffed once. This allows the Acolyte to trade with cards like Piloted Shredder and survive with one health. While this card has potentially strong synergy with Hobgoblin, it is underwhelming and slow on its own.

 

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Optional cards: there are plenty of situational cards that can be used to modify this deck to your preference and play style. These creatures and spells will help fine tune your deck against either control or aggro. For example, Darkbomb is an early removal spell while Siphon Soul is an anti-control spell. Consider these cards your 'side deck': you can replace underwhelming spells or creatures for situational cards after every match.

Mortal Coil improves card draw while executing one health minions. Originally, I had two of these spells in my deck. Over time, I realized that Darkbomb works more efficiently in this deck. Regardless, Mortal Coil is still a good choice for this deck because it can cycle for only one mana.

Haunted Creeper is a solid early game minion because of the potential three bodies that it can have. It synergizes with cards like Knife Juggler and Defender of Argus while also having one attack. If you want to flood the board more, add this card to your deck.

Ironbeak Owl is a strong card to use against both control and aggro. It can be very useful both early game and late game. Try using one for some added flexibility / coverage in this deck.

Micro Machine is card that I experimented with during the initial stages of deck testing, but I ultimately removed it. It can faceroll opponents if they have no removal for it. After one Hobgoblin buff, the "Micro" Machine will be a 5/4 by the time it can attack on your turn. It is a good creature to bait out those early removal spells that your opponent could have.

Dark Iron Dwarf is basically a larger version of the Abusive Sergeant. It will help your smaller creatures trade upwards while providing a decent sized body on its own, which this deck can struggle with.

Antique Healbot: Sometimes, you will find yourself low on life and without a Mistress of Pain to help you heal. Antique Healbot provides a large heal and a decent 3/3 body. It is also a decent target to Shadowflame; most of the value from this card comes from its Battlecry, and it does not synergize with Hobgoblin. Removing a four mana card or a Doomguard for this card would be optimal.

Siphon Soul is a strong but slow removal spell. If you are having problems against big minions and taunts, try adding one Siphon Soul to improve your matchups versus control or midrange decks.

Kezan Mystic is an experimental card used as a replacement for other four mana creatures. Kezan Mystic is a very situational card, but it can single-handedly disrupt a Hunter or Mage's tempo. I would not recommend taking this card unless you are struggling against these classes.

Enhance-o Mechano is basically a 'win more' card, but has strategic value as well. A 'win more' card means that when you get good value from this card, you were probably already in an advantageous situation beforehand. This means that the Mechano can be a dead card in your hand when behind on board. Divine Shield allows a creature to survive a trade on your turn, Taunt is almost never bad, and Windfury allows for unexpected burst.

Bloodmage Thalnos has potential to be very strong. It can cycle for additional card draw, and the spell damage can come in handy when needed.  

Dr. Boom is in this list because hurr durr balanced card.

Loatheb is a strong creature for multiple reasons. It's strong stats and powerful Battlecry makes this card a good choice against aggro and control decks. It can be played on an empty board but is best saved for a turn when Hobgoblin is on the board. This will create huge pressure on your opponent, forcing them to spend their entire turn to use a removal spell (while having to choose between removing Loatheb or Hobgoblin) or rendering most area of effect spells unplayable. As a result, your opponent will most likely dump multiple creatures from his / her hand, which you can rely on and follow up with a Shadowflame onto your Loatheb. Removing a four mana card or Doomguard for this card would be optimal.

Sylvanas Windrunner has a similar effect to Loatheb. The second this card is played, it alter's your opponents game plan and forces them to play around it. As a result, your opponent will either use removal on Sylvanas or throw out cheap minions. Sylvanas is mainly used to slow down the game until you can make your crucial Hobgoblin swing turn.

 

 

 

Tips for this deck: These tips will help you figure out how to play this deck properly. There are some tips that should be applied to every match, while others are situational depending on the type of deck that you are facing.

Try to mulligan for Hobgoblin almost every time. If you already have Hobgoblin in your starting hand you can aim for a Taunt to protect it. Fishing for board removal spells is also optimal. However, it is generally stronger to save Hobgoblin for a later turn. This allows multiple buffs to be pumped out in one turn. Also, try to bait out early removal spells from your opponent before playing Hobgoblin to increase its chance of survival.

 

This deck is solid on the ladder. It possesses a good amount of early removal and taunts to counter aggressive decks, which are very common on the ladder at the moment. Obtaining a strong mana curve is important against aggro decks. Try to retain board control as much as possible early on until you can swing the tempo in your favor. There are more options to specialize against aggro decks in the situational cards section.

 

However, this deck can also rush down control matchups. Your starting hand is not as vital against control decks. It will not run out of steam as quickly as other aggro Warlock decks. Due to this deck's ability to function as an aggro, tempo, or midrange deck you often are able to dictate the pace of the game against control decks. There are situational cards that can also improve midrange / control matchups.

 

While there are several situational cards at your arsenal, be cautious about how many unique cards you add to this deck. Having an abundance 'one-of' cards will generally make your deck less consistent. Keep in mind that Zoo works more reliably with less unique cards. Therefore, your situational cards should be reactive to what style of decks you are losing to.

 

Hope you guys enjoyed it, try it out for yourself. Keep in mind that this deck is always a work in process; I will attempt to update this thread at least once a day. I look forward to all constructive criticism from other players. I will be adding pictures and videos over time, but feel free to send snapshots of yourself playing this deck and I might add it to this post as well (you will also be credited for your efforts). Enjoy!

 

Pictures and videos:

 

BlameTruth, a Youtube veteran and Twitch streamer showcases my deck with his modifications to it. Huge thanks to him for broadcasting this deck out to his audience and making this video.

 

 

Revision history:

2.22.15: Created this deck.

2.23.15: Redid the deck description- added card descriptions and deck tips.

2.24.15: Further added to card descriptions and deck tips. Added a pictures and videos section.

2.25.15: Added a situational cards section. Card tierlist is now (important > situational).

2.26.15: Removed one Argent Squire for a Hellfire originally, but decided removing one Mortal Coil for Hellfire is better. Added the second Argent Squire back into the deck.

2.27.15: Added Loatheb into the situational cards section.

2.28.15: Completely redid the description. Article as a whole should be easier to read, more informative, and more organized. Added Darkbomb and Siphon Soul to situational cards. Added more deck tips. Tierlist was important > situational. Tierlist is now core > important > replaceable > situational.

3.1.15: Big announcement for the video section, added explanation to poorprae's winrate. Added Dr. Boom and Micro Machine to situational cards. Removed Abusive Sergeant.

3.2.15: 10,000 views! Slight tweaks to some card descriptions for added clarity. Added Big Game Hunter to situational cards.

3.3.15: More changes to the writeup.

3.4.15: Added decklists for anti-aggro and anti-control using situational cards. Removed Dark Iron Dwarf from situational cards.  Added Ironbeak Owl.

3.5.15: Added BlameTruth's video to the description. Added a Loatheb from situational cards into the main decklist.

3.6.15: Added Big Game Hunter into the main decklist, removed Enhance-o Mechano. Added Dark Iron Dwarf back into the situational cards.

3.8.15: Added Knife Juggler to replaceable cards. Added Bloodmage Thalnos to situational cards.

3.9.15: Removed one Power Overwhelming and the last Mortal Coil for two Darkbombs.

3.14.15: Situational cards are now called 'optional' cards. Removed two Haunted Creepers (now an optional card). Added a second Power Overwhelming and Sylvanas Windrunner. Changed the description a fair bit.

3.18.15: I will be changing this deck soon with the upcoming release of Blackrock Mountain. There may be new cards that can potentially synergize with this deck.

4.2.15: Added Emperor Thaurissan.

4.26.16: Huge change to the deck, added a lot of new cards. Turned the deck from a midrange tempo style to an aggressive Flood style of deck.

5.7.16: -2 Knife Jugglers. +2 Forbidden Rituals. Experimenting with Forbidden Ritual has had great results.