Top 3 eu Legend Zoo deck
- Last updated Mar 10, 2015 (Undertaker Nerf)
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Wild
- 27 Minions
- 3 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 1820
- Dust Needed: Loading Collection
- Created: 3/7/2015 (Undertaker Nerf)
- user-17981021
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Total Deck Rating
278
Legend Zoo Deck
Hi guys this is the deck I used exclusively to ladder from rank 11 to legend rank 4 its a variation to the deck giantkiller uses with some significant changes.
Although "Zoo" is considered a 4th tier deck right now I find it to be ridiculously strong in the current meta of midrange hunter / druid. Mech mage. The hardest match for this deck is most definitely rogue ofc, paladin is a coin flip.
Changes to the deck:
-1 Mortal Coil
+1 Harvest Golem
-1 Dark Iron Dwarf
+1 Loatheb / +1 Enhance-o-Mechano
-1 Dark Iron bomb / +1 Void Terror
EDIT #1
Shattered Sun Cleric is out so is Coil for 2 Harvest Golems. Win rates gone up with these sticky 3 drops in. Great synergy with taunting up turn 4. Finding druids who boom turn 7 much easier to finish with them in.
I also sometimes play around with a hellfire or a second bomb depending on the amount of rogues I am running into
EDIT#2
Currently playing around with dropping loatheb completely and picking up Enhance-o-Mechano and im absolutely loving the results!!!! Feeling less restricted when it comes to trading, rather than have to avoid triggering your death rattles you can pop them all on a boom and slap this little fella out.
Out of 13 games tested and drawing him in only 5 of those, I won all 5 he was drawn. 3 of those directly because of divine shields/taunts. Will test more and let you know
EDIT#3
Ok after tinkering around all evening ive decided to drop my copy of dark bomb and in replacement add a void terror.
Both are solid choices, dark bomb offers more utility on bigger value trades its awful when your behind as you lose tempo not playing a minion. With that said its fantastic when trading sludge belchers etc.
Void Terror- Basically the amount of times ive been falling behind on board with only a few petty 1/1's left and a very awkward turn coming up having to play a dire wolf into certain death is noticeable. and void terror fills this gap perfectly! As long as your not greedy and don't try and POW / eat 2 minions for no reason other than to see a big void its a fantastic 3 drop. eating just 1 spider its a 3 mana 4/4 which you just cant complain about.
I swapped out a harvest Golem for Baron Rivendale due to the Knife jugglers to allow for a multiple knife play when you have two haunted creepers on the board. This lets you get 5 knives out, plus the damage from your hand (if obtainable) and board damage. I found this very helpful and got me up 6 ranks in no time. In all, great rushed down deck and plays very well against other Warlocks, but has a very hard time to go up against Handlocks. It's also an amazing combo against Mage and hunter. Hope this helps ;)
Have you had any success with Power Overwhelming and Winfury from Enahnco Mechano? May be enough to make it worthwhile doubling those two. Not just a great way to double trade, but could actually give zoo some finishing power.
Ok, this deck is awesome! One of its strengths is that is not that "luck of the draw"-based. Thanks for sharing!
I'm almost at Rank 12 using this deck (I am now rank 10), had to craft the doomguards using the dust i was saving for molten giant. I started climbing with my half assed handlock, got to about rank 17 got stuck, then made it to 15 with murlocadin (http://www.hearthpwn.com/decks/185031-murlocadin really fun deck, probably the hardest aggro to play, can be inconsistent with bad draws. Snowballs out the ass though easy turn 5 wins) But this deck is the most solid thing I have played so far. It takes a some smarts sometimes. It has elements of control so playing the coin early to throw out turn 1 knife juggler because "it's an aggro deck" is a bad idea. throw out a flame imp or something that can take it's place for removal. you want to lay minions strategically and read the possibilities of what could happen as a consequence. That knife juggler means nothing when it is removed turn 2, but can be a bitch if you save it for later. Doomguards should be saved for when they are necessary, I keep drawing sometimes even after I get one just to save it and use something else (alot of the time you want to empty your hand before playing them and get them out so you don't draw the second one and discard it... this is what you should do the great majority of the time. get rid of it asap. it is a game changer and you want to use it at minimal cost and before you get the second one in hand) but it's all about the game plan of maintaining countrol by having a field that is out of control. Taunts and field clears are a bitch but this deck has the capability to play around them. saving up for black rock to try gangbosses and voidcalles, but this is doing me right in the meantime! almost to rank 12 and the climb has been pretty steady. This is the best I've done in the two seasons I've played ranked. Voidterror is amazing in this deck but I agree with only having one.
P.S. Don't flood the board too quickly. you never know when field clears are coming, but you want to prepare like the are coming on the first turn they can be played to see if your opponent has one (for instance turn 3 lightning storm turn 4 hellfire and turn 7 flamestrike). you can usually life tap in place of unnecessary summons to keep hand an advantage when the flamestrike, lightning storm, consecration, blizzard, hellfire. shadowflame, brawl, holy nova, arcane explosion or even the improbable twisting nether comes.
EDIT: It gets hard around the 12 rank for this deck. you have to make really wise choices. I'm still learning and I have lost games because of 1 mistake. Let's see how far this goes when I get a little more experience.
I also replaced enhanceo with an owl because of annoying taunts around this rank and i kept enhancing shit minions and it was super random. I like mechano, but he's not stable enough. also, when and opponent throws a big taunt out, loatheb and sea giant, mechano etc are slow, conditional answers to the taunt compared to the owl. they are not guaranteed. the owl also allows me to slow down secret mages and hunters by using them turn 2 on a haunted creeper or mad scientist. it can really slow them down while you maintain a momentum. having two allows you to use them less selectively. you can use one on the scientist or w/e and still have one for a sludge belcher if the game gets to turn 5, which it often does.
Disclaimer:in this update I talked about using shadowflame. I tried out shadowflame and got it in my first hand that game. definition of momentum killer. it was too late by the time it had helped me. It was gone from my deck quicker than it came, but I leave this following "update" so you can see my reasoning. It was something to the effect of "that's so crazy it might work" but it didn't it's worse than using hellflame. I highly reccommend void terror. it won me 2 games in a row after adding the second one, and i drew into both. one guy gave up like turn 4 or something (might have been higher by a coupIe) by doomhammer - ing my 12/5 (or 12/8 cant remember) twice in one turn. My field had definite kill next turn unless he could do something. works so well change with all the flimsy easy to kill minions in this deck and imp-losion, it is worth using on a minion that is no good to you because you know it will die (anything with 1 health vs a mage for instance, or something that has had power overwhelming used on it, preferably an egg ;) it is also good just for getting rid of eggs, if you have to. 3/5 and 4/4 for 5 mana? yes please. even better when you can salvage another dying minion too) remember to attack before sacrificing though if you can xD adds to doubles and consistency, and I have yet to cannibalize them but I look forward to the day that works. it's qute the swing that ppl don't suspect and really have to deal with it. this makes my useless minions highly valuable where as enhance-o gave me marginal because of the randomness of his ability and the fact that I wouldn't have anything amazing to buff a lot of the time. Also giving something taunt that you dont want to sucks, and I hate crossing my fingers and going "pls windfury ftw pls" jugglers are random enough (but awesome) I prefer having these terrors come and do what I want/need them to. Only makes me want to get blackrock so I can use my voidcallers from naxx in conjunction with imp gang boss and the demons i have.UPDATE: the voidcaller double can lose you games like drawing 2 doomguards AT TIMES. trying darkbomb instead. so that's -1 enhanceo -1 archer and added an owl and a dark bomb. trying that. considering playing sea giant in place of doomguard double, that way i have a chance of playing both if i draw them. don't see that working with BGH and other annoyhing things. 2 doomguards are good i just kept getting 2 in 1 hand. i probly won't do it. THIS IS THE MOST UP TO DAT PART OFTHIS COMMENT.
UPDATE: made it to rank 10 =D Things got hard and I kept teetering between 0 and 3 stars, but then i got some bad draws and was thrown back into 11. thinking about taking elven archer out for a shadowflame or enhance-o mechano, loatheb, or even a sea giant (though not likely the last one). The reason i say shadowflame is that it would have saved my ass in a fight with a "GET EVER HERE" warrior with grim patron filling the field. sure it doesnt synergize with nerubian egg quite as well as a hellfire arguably and slows things down a bit, at this rank people are better at delaying you anyway, and this could allow you to take care of a field of minions, even if they are a handlocks batallion of giants with a Defender of argus in the mix possibly. shadowflame could be a good unexpected tempo swing/maintainer mid game especially with all the buff is in this deck, and it is less conditional than hellfire in that it will not clear your field too and can be used in the late game without fear of taking your life down by 3. It also works with the "always have a minion out and work toward an uncontrollable field" aspect of the deck in theory. Sometimes you need a panic button around this time as a game changer. I have seen people use hellfire for this very reason, with mixed results. don't see how it could be as favorable. plus, if things are going your way, it's and easy discard for your doomguard. haven't tried it yet but will provide updates, not sure i will unless i see a pattern of similar problems. this deck doesn't plan for the late game much because if things go right the game should end fairly quickly, so maybe it was just my draws or mistakes I made. we'll see.
anyway, to the OP, you have made another happy nooby =D never would have thought i would have made it to the "top 9%" of players after playing for 2 months. hope i can break the single digits!
Very first match with the full deck.
Pass, draw card, place Neubian. Druid silenced him. I power overwhelmed the newbian, killed the druids minion, void terrored the neubian for a 7/7 VT. He placed a Senjin, I imped it, one shot from archer and then he quit.
A nice start to a new deck.
Sir, you have just made me a very happy little newbie :)
I had A LOT of trouble getting past rank 10. Playing good old ZOO has finally gotten me there.
[img]http://i.imgur.com/1ZRqzbj.jpg[/img]
change elven archer for owl then...taunts are a problem in any rush/zoo deck list (and the deck already runs one owl)
AOE is bad, yes, but then you just play around it. If a druid swipes your board twice you've already lost, and if a mage is able to play flamestrike against a zoo deck then you've taken too long to win and might as well concede. (Not to mention cards like egg, creeper, and harvest golem, sticky minions will be your best friend)
As someone who made it to rank 3 last season (March), the vast majority of decks past rank 8 were either mech mage or face hunter, if you know how to play to the strengths of a rush deck and understand when not to hit face these decks can easily get you to legend.
PS: If you're trading when using a rush/zoo/face deck, you're playing it wrong, and should probably watch Trumps video about when NOT to go face and you might find a higher success rate with decks like this.
Every deck has it weaknesses and you just named some of this one's without even understanding the concept of playing it. I had some great time against mech mage using this deck, it sure is very good.
I used to agree that zoo was brainless but it requires a lot of forethought as you have to play around AOE and know when to trade or hit face. I know it may seem like a deck that takes no skill to play, but in reality its a deck that takes time and practice to master. I think your argument is better placed on a face hunter deck list. Respect the zoo or your soul shall suffer!
Used this deck to complete a daily quest. Won 5 out of 7 matches. Lost to filthy oil rogue and mid-range hunter. Can't believe zoo actually works.
hard to climb in Asia R11 right now
is this deck good against face hunter?
Not to be salty but , trust me. This deck is horrible in the current meta. Downvote this comment all you want. Rank 25-> 5? maybe. Higher than that? No. This deck is horrible at Legend or any rank between 5-1 . Almost every deck has counters to it. Your minions die literally every turn you used it. And you lose tempo if you don't play them.
Rogue -> Backstab , Fan of knives , agent
Druid -> zombie chow , swipe , keeper
Hunter -> explosive trap , unleash the hounds
Edit : Played around 20 games from Rank 1 , drop to Rank 6. Won like only 2 games? Only win when that opponent doesn't have removal. Met like 6-7 Rogues , all of them has backstab + agent and fan. Without a board at turn 5 is totally a lose , no doubt.
I highly doubt that you played this deck to Legend #3. Could be you using other deck to #3 and select the Zoo deck as "prove" . How did you manage to fight against all these meta?
I understand where you are coming from , but i think you should give it a more than 20-game chance to prove itself. A lot of the deck's strength results from familiarity with its play style and relative combos.
If you can't figure a deck out in 20 games you shouldn't be playing Hearthstone I think.
I dont understand the Elven Archer. I put a 2nd owl in their to get threw taunts.
Just went from rank 15 to rank 10 without losing! Very nice deck!
Thank you very much!
Considering that I just returned to the game about a year of inactivity, i have only some of the cards.
What im missing:
1x Flame Imp, Leper Gnome, Void Terror, Imp-losion, Dire wolf alpha, Knife Juggler, Enhance-o-Mechano.
2x Doomguard , Defender of argus(replacing one with sunfury protector)
Which cards should i prioritise over the others? sitting on 130ish dust now.
Much appreciated!
Trying my best to climb the ladder with this deck. I went from rank 20 to 13 pretty fast but after that it starts to get more difficult to win. But anyways I decided to see how low i can go with this deck untill the end of this season. Im going to make some videos of the games if anybody is interested.
https://youtu.be/i8CJZAKDPCc
I play it at rank 8 and it's still fine. Love this deck!
then i have to get better at playing this deck and learning the match ups because i cant get past rank 9.