Zoo
- Last updated Apr 16, 2014 (Live Patch 5170)
- Edit
- |
Wild
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2960
- Dust Needed: Loading Collection
- Created: 4/13/2014 (Live Patch 5170)
- infamousdecks
- Registered User
-
- 3
- 10
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
49
Link:
BBCode:
Export to
This is the version of Zoo that I am currently running in constructed. I will very shortly be posting an in-depth analysis of what are good match ups and basic strategies for playing this deck. If you would like to see this deck in action please visit my stream at www.twitch.tv/infamousdecks. If you have any questions or would like any advice leave a comment and I will respond as soon as possible. Thanks for the view and happy hunting!
I often wondered the same thing when I first started running this deck. Why not just run blood imp? It doesn't get killed so easily and the stealth insures that it sticks around for a while. To be fair I have seam a lot of players run the imp and while it does make a good sub if you don't have young priestess there are several issues with the imp that make it slightly less valuable. The obvious first issue is that it has no attack what so ever. There are many reasons why this is a problem, but lets dig even deeper to get to the bottom of why this is worse. In any deck you play you should always be asking yourself "what am I trying to accomplish?". This is a very important question because it will help you determine how your deck gets to you to lethal. In this deck what we are trying to accomplish is killing our Villain as quickly as possible. Because the deck lacks essentially no late game our chances of survival after turn 8 are almost to the sum of zero. Getting the extra health buff for more turns certainly sounds good at face-value, but most of the minions it buffs are general one or two health minions which are going to die to most villains removal spells (lightning bolt, wrath, frost bolt etc.) anyway. Even though the priestess almost always only gives off one buff, it trades with most 2 drops which is good value that you cant pass up and it has the upside of being a card that your villain has to deal with, which means other minions that do more damage have a greater change or surviving longer. Keeping the imp forces your villain to attack the minions that you don't want to die because they cant attack the imp. Not to mention that the imp has many ways of being dealt with despite having stealth ( lighting storm, cone of cold, swipe, whirl wind, cleave, etc.). All in all the priestess is only slightly better, but i think it balances much better with what our over all game plan is, which is to kill our villain as efficiently as possible in the shortest amount of time.
I used to run one of each, priestess and imp, in this deck, they would replace the argent squires (two cards I haven't actually tried in zoo decks). More often than not the blood imp will last to at least turn 4 or 5 in my early ladder experiences.