**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)
- Schonse
- Registered User
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- 2
- 13
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
5
"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.
Please leave comments and rate. Thank you for reading
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