Hearthstone History. Classic Zoo
- Last updated Aug 8, 2016 (Old Gods)
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Wild
- 28 Minions
- 2 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 1440
- Dust Needed: Loading Collection
- Created: 5/20/2014 (Live Patch 5314)
- user-15462597
- Registered User
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- 11
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- 25
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Battle Tag:
Noodles#2556
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Region:
EU
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Total Deck Rating
756
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I came back here after months, years even, to find the ruins of a once great deck. Midway through evolutions and heavily outdated it needed some work, but I wasn't feeling writing an updated zoo guide for the modern game. So I decided to take it back to where it all began. A piece of hearthstone history. The first deck that truly shattered the metagame. And where more appropriate than here, the resting place of the guide that started it all. My build of OG zoo that haunted the ladder right back in season 1.
R.I.P
Mortal coil is AMAZING in the mirror match. ive been legend 2 times this season as zoo, (deck profiles are up) i win almost every mirror match. how you described what to do in the mirror is pretty accurate thats why Mortal coil is so good, its like an early soulfire, but pluses. i tryed your deck its terrible. i'll play you with my deck and destroy you if you don't believe me
When i play this matchup it`s always about speed of warlock card draw, he spams minions, i try to kill them before he punch me in a face enough for doomguard kill. If he have low health and waste all his cards, its win for me. Mortal coil really help him to regain tempo and not let me 2-1 most of his zoo.
I hate to say it, if you can't beat them join them. Zoo has given all my decks fit mainly because of the draw. I can usually tell you on turn one if I lost against a zoo deck. Well, I saw this guide and had the above thought. Made the deck did a practice run against each expert AL(wanted to get a feel for the deck). Did one causal and 4 ranked. I lost my first ranked game and won the rest. A very good guide.
this deck is terrible and loses to any decent paladin/druid decks just at all so gimicky and awful with current meta
Been having a hell of a time climbing from 14. I know I have made some mistakes, but as far as I can tell only one of them cost me a game.(playing stuff before using my hero power in a turn where I would have had plenty of mana and nothing to play.
Beyond that one game I am just a hair above 50%. It seems like I am playing against random jank or bad match ups. For example I had miracle and handlock back to back.(losing both) Then I beat some crappy paladin deck that thought it was handlock only to lose to a hunter deck. Is this just a bad place in the ladder for the deck or have things shifted since you made your run? Kinda off subject, but what deck would you potentially recommend at my place in the later playing against handlock/miracle/priest mostly?
Thanks friend. Thankfully I started making some progress last night after about 20 games of going even. I just gotta hope to dodge hunter/handlock most of the time.
Thanks for the deck. Much better than the oldschool zoo deck against the current meta, and no need to craft legendaries. What do you think of 2 coils for mirror matches and fighting other rushes pre-legendary? What about siphon soul for anti-anti zoo?
Hey, thanks for the excellent guide! I was struggling at like rank 15 with paladin, and this list got me to rank 10 very fast. However, I was having some difficulty (most notably against druid and the occasional handlock), so I started looking at zoo variations. What's brought me from 10-7 quite fast (still on the win streak) was the following tweaks:
REMOVED: Shieldbearer x1, Amani Beserker x1, Dark Iron Dwarf x2
ADDED: Mortal Coil x1, Elven Archer x1, Argent Commander x1, and Spellbreaker x1.
I kept coming across situations where the +2 'charge' as it were from the DID was being wasted, or the card was holding me back from getting Doomguard out as early as I needed. Also, it was very hard to take out 1 health units with any decent value-- part of zoo is its snowbally nature, so having to waste a turn *not* hitting face, or only getting to hit once (giving them a valuable trade) seemed silly, and I kept missing the 1 damage from archer/coil. While the beserker was powerful (and worked well with the archer), oftentimes having 2 in hand/on the field at once ended up being no more useful than having 1. Spellbreaker has a similar effect (dealing with Taz Dingo, weak Argus'd units, etc) while being more consistent--as amani needs to take damage, live a turn at 1/2 health, and then attack again for full effect, where Spellbreaker affects the field immediately while also leaving a 4/3 body, which is arguably more useful than a 5/2. The Argent Commander for the 2nd DID is pretty simple--sometimes the 4 damage charge is more useful than the 2 damage pseudo charge, and I like having a late curve creature.
Anyways, your thoughts on the changes? Again, this guide's depth was very useful for understanding how to play zoolock (most people I play the mirror against would benefit from this guide I think)!
Against Druid or Handlock, how do you deal with their taunts (I agree that usually there is a decent way to deal with taunt in other decks)? There is almost no favorable way to deal with the 5/10 Ancient of War, 8/8 taunted giant, or even a 4/x druid of the claw/twilight drake. Running multiple creatures into them is usually a game-losing move (I can't remember which streamer said this, but it's like giving the minion windfury+). If the creature's silenced, it can only kill 1 of your minions a turn (most likely a taunter that's protecting your better cards).
In the 7+ games I've played, the spellbreaker has never been a dead draw, but that isn't a large sample size, but that is why I run it over an owl--the owls body is almost never relevent.
Okay... Could you help me?
Match 1: Completely demolished by aggro priest
2: Beat (easily enough) by midrange shaman
3: Barely won against control mage
4: Lost to another zoo
5: Easily beat by control/midrange priest
I followed your guide completely and this was casual.
Thanks for the replies... I played some more with it later on,
I was able to beat a shaman, actually won against another zoo, and lost again to priest
Better hopes this time. I'll keep to it and try ranked (rank 13 currently)
Nothing new here. Same as other zoo decks.
Thank you for creating this guide, it is by far the best Zoo guide I've found. Other guides fail to mention how the deck needs to be played to be successful and why certain cards are excluded/included. Originally I was running Leeroy in my deck and didn't understand why he wasn't working out for me until I read this guide and realized that Zoo is about early control and value trading, not rushing/swarming the board.
Currently gotten me from rank 10/0 stars to rank 8/5 stars, though I haven't been laddering much. My win/loss ratio is probably around 80%, however I haven't been keeping exact track of it.
The only change I made to the deck was swapping out both young priestesses for 2 leper gnomes. The extra 4 damage has won me a good amount of my games so far, and I was wondering what you thought of it. Should I just suck it up and craft the two priestesses, or would it not have a very noticeable impact?
Hey there. I'm really enjoying your deck but I've kind of hit a wall and wonder if you have any suggestions. "Get better" might be the only thing you have to say, and that's okay.
I've only been playing 3-4 weeks, I've tried to read a lot, watched a lot of streaming, and I'm starting to get a better sense of how to sequence cards and how to line up minions, what removal options the other classes are going to have, but I know I have a lot to learn. I went 10-10 with this deck to start with, and went from rank 12 to 10 before I started dropping, which seems decent. But after that I won 3 of the next 12 and mostly feel like running off with my tail between my legs.
Shamans and Miracle Rogues have walked all over me, but otherwise it seems like the wins and losses are pretty evenly split across the classes. There more Zoolocks than anything else, and I haven't met a Handlock yet. A lot of the losses have been pretty close, with both of us down to 1-2 HP. The one thing I am seeing that's pretty consistent and feeling like might be a problem is that I'm usually out of cards by turn 4-5. Even if I've managed to control the board, I don't have anything else to bring. With the hero power I can top-deck two 1-drops a turn, but that doesn't seem to do much when the other classes are just starting to play their big cards.
Am I missing something, or just being impatient with my learning curve?
Think zoo is still viable to get to legend?
I'm stuck hovering around between ranks 2-3 and have been there for a few days now. Seem to have hit a brick wall.
It scares me that someone can make Legend with zoo and not realize they should be playing 2 soulfires lol.
And to make it worse, you allude that you removed it because you get annoyed with bad discards? *FACEPALM*
Stuff like this comment shows that you are being way too risk-averse: "I've been put of Mukla ever since I got hit by a turn 4 Violet Teacher, double Innervate, double banana, Power of the Wildcombo :'(" While I admit Mukla should rotate in the deck based on the meta, he' always going to have some risk. You can't be rationalizing deck decisions in this awful way and also trying to help others learn the game. It's rude to punish them with your own peculiarities.
I'm rank 15 loose majority of games on this deck. It's low cost for a casual player which is great but I must be playing it wrong.
Hey there,
I was wondering why you don't put mortal coil in this deck.
Young Priestess dies too easy?? I do much better with Blood Imp. Do I do something wrong?