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**Wild HobZoo -- A new take on zoo**

  • Last updated Apr 27, 2016 (Old Gods)
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Wild

  • 27 Minions
  • 3 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 2400
  • Dust Needed: Loading Collection
  • Created: 4/27/2016 (Old Gods)
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  • Total Deck Rating

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Hobgoblin

"Hobgoblins are meeting next week to discuss union benefits. First on the list: dental plan."

This deck was created upon seeing the positive effect Darkshire Councilman and Possessed Villager have on zoo in standard. Recognizing that there are a large number of great 1 attack cards that just rotated out as well, I decided to try building this deck to combine zoo and Hobgoblin, which I expect to be a very powerful "wild" card as blizzard prints more and more 1 attack cards.

HobZoo was already a tier 3 deck in my opinion before OG, and I feel these few new cards will put it over the edge.

 

Card Explanations:

 

Power Overwhelming -- Staple.

Abusive Sergeant -- This card is important because it allows minions to trade when they otherwise wouldn't. On another note, this deck has 8 one drops not including Sergeant, so I would be less inclined to keep it in my hand as my only one drop.

Argent Squire -- A card I personally ran in previous iterations of zoo as well, combines well with Hobgoblin due to it's divine shield.

Possessed Villager-- Good for the same reason as squire except I trade divine shield and its synergy for better synergy with cards that require minions to summon, like Darkshire Councilman and Knife Juggler

Voidwalker -- I'm playing HobZoo.

Zealous Initiate -- A card I put in last second. I put this in because I feel it is very important to keep my deck Aggro to ensure I have a one drop on turn one. Having this many 1 drops is also relevant with Hobgoblin as it allows for more consistent turn 4 play. This card may be a little too weak.

Dark Peddler -- One of the best things that has happened to zoo recently, I think it makes the cut on sheer value.

Echoing Ooze -- Completely busted alongside Hobgoblin, and it is nice to create two bodies with this many "token-matters" cards.

Haunted Creeper-- One of the reasons to play wild alone. Busted card.

Knife Juggler -- Even after the slight nerf, this card is still great. This deck makes even more tokens then pre-OG zoo as well, which makes this card even more important.

Nerubian Egg -- Having been a zoo player for quite a long time, I strongly believe that a lot of zoo's power is tied toward doing busted things with this card. The deck has 5 activators not including Dark Peddler, which can activated it ~1/3 of the time. Also, In a world without silence, this card gets even better.

Darkshire Councilman -- One of the reasons I decided to try this deck. Completely insane synergy with the whole deck, which makes it truly shine.

Hobgoblin -- Duh.   On a more general note, something people need to realize is that after every expansion that comes out, this card will get even better. Every time blizzards prints a 1-attack minion, they need to try it with Hobgoblin, assuming they care even a little about wild. This is a card I expect to dominate the format. Not now, but perhaps in another year or two.

Imp Gang Boss -- See Dark Peddler.

Imp-losion -- Only running one copy. This is because I think this deck needs to be aggressive and constantly dumping it's hand and then tapping. Having played pre-OG zoo a lot, this card, while extraordinarily powerful, can get stuck in your hand often. Perhaps having two might be correct though.

Defender of Argus -- The reasons I don't have two of these is the same reason I don't have two Imp-losions. However, I think having one is important. It is an egg activator and it is one of my best tools against warrior (Death's Bite) and face decks.

Sea Giant -- Because this deck is even more token based then pre-OG zoo, I think that this card will be castable for cheap most of your games. I think two is one too many however.

 

Notable exceptions:

 

Forbidden Ritual -- This card isn't really what the deck is trying to do, but it may be busted enough that the card is great anyway.

Flame Imp -- I think there are enough good one drops that synergize with Hobgoblin that I there are better options.

Reliquary Seeker -- Very interesting, but I don't think I am enough token based. This would require many deck changes though.

Mistress of Pain -- Great anti-aggro tech, but not maindeckable.

Doomguard -- not good enough without Voidcaller in my opinion, and that would make the deck too slow for hobgoblin to work well.

Leper Gnome -- Me no go face. Me smart. Me trade.

Annoy-o-Tron -- Good, but I have better 2 drops I think. perhaps if I need more anti-aggro tech.

Dire Wolf Alpha -- This card simply isn't what this deck is trying to do. It doesn't synergize very well.

Brann Bronzebeard -- I have enough 3 drops, and mine have better synergy then Brann.

Gormok the Impaler -- A little too risky and too slow. Can be stuck in your hand, which is bad.

Dr. Boom -- One of the last cards I took out. Obviously busted card, especially with Big Game Hunter being much worse, however, has you can see, It would be a massive departure from my curve. One that I'm not willing to risk.

 

 

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