Zoo Algorithm
- Last updated Aug 11, 2014 (Naxx Launch)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1280
- Dust Needed: Loading Collection
- Created: 7/11/2014 (Live Patch 5506)
- Pyrolistical
- Registered User
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- 3
- 4
- 12
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Battle Tag:
N/A
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Region:
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Total Deck Rating
293
Zoo is easy to play, but it is often poorly explained to new players on how to actually play it. While climbing ladder I've repeatedly seen misplays when my opponent is playing Zoo.
There are very few decisions that need to made when playing Zoo. There is generally a single correct play. While I cannot describe all situations you will encounter, I have attempted to write down the general Zoo algorithm.
I use this deck to rush to Rank 5 every season. I believe anybody following this algorithm will be able to do the same.
While the algorithm applies to any Zoo variant, the details below will be talking about my Zoo variant (which includes double Hellfire).
Good luck, and see you at Rank 5
Strategy
Snowball your board to lethal by keeping their board clear with smart trades. Surprise your opponent by buffing your minions into trading range.
Deck Breakdown
Primary One Drops
Buff Minions
Charge Minions
Direct Damage
Indirect Damage
Mulligan
With Coin
If at least 2 Primary One Drops
then keep Dire Wolf Alpha
otherwise throw everything away except for Primary One Drops.
Without Coin
Throw everything away except for Primary One Drops.
Tapping
Tap if you can play you entire hand and still have 2 mana remaining. Tap first. You need to be careful not to tap below certain health levels against some match ups. For example never tap 14 HP against a Druid who is running the combo at 9 mana.
Main Algorithm
- Lethal check incrementally using
- direct damage
- played minions
- charge minions
- buff minions
- indirect damage with additional minions
- Clear the board best you can
- Use Hellfire if their board is way better than yours
- Almost always use Soulfire to clear 3+ health minions
- Use Buff Minions to bring played minions into range
- Try to match damage to enemy minion health exactly if possible
- When trading, favour keeping few strong/undamaged minions over many weak ones to avoid AoE clears
- Keep in mind of the increased damage with Dire Wolf Alpha when trading
- Consider order of play when Knife Juggler is in play
- Doomguard is typically used for trading, definitely use when discarding some 1 drops. Consider carefully when discarding 4+ mana minions.
- Avoid trading Young Priestess and Dire Wolf Alpha
- Build the board
- Place weaker minions in the middle with strong ones on both sides to maximize Defender of Argus and Dire Wolf Alpha options
- Buff weaker minions such as Shieldbearer and Argent Squire to realize their true value
- Avoid buffing Young Priestess and Dire Wolf Alpha
- If the opponents board is empty, play non-taunts first
- Avoid playing Buff Minions if the buffed target cannot attack this turn
- Play taunts and Defender of Argus if opponent is likely to have a lethal next turn
- Otherwise, maximize mana usage
- Attack the face with board
- Goto step 1
Naxxramas Update
Where are the Naxxramas cards? I tried replacing Shieldbearer and Young Priestess with Nerubian Egg and Haunted Creeper, but I really didn't like it. Losing two Primary One Drops is a huge problem. You need early 1 drops so you can snowball the game. If you are dropping a single minion at 2 mana as your first minion, you've lost the game.
Yay another zoo deck on Hearthpwn. That's exactly what we needed!
what about felgaurd as a possibility as i find myself drawing into a one drop that hurts if the game gets slow due to trades / board control through turns 3, 4, & 5. What to drop is the next question? Perhaps Elven Archer or Argent Squire? I agree with most suggesting to run Shadowflame over Hellfire. What about a single Shadow Bolt ?
Felguard is probably the worst warlock card. Unless you can play it without using it's battlecry.
One thing I have always struggled with... when I have a Soulfire and a Doomguard in my hand, how do I know when to use one, and when to use the other? I often find my self confused as to how to prioritize them, especially if I have a Doomguard and other critters in my hand, or I have a Doomguard but it isn't turn 5 yet. Can you help?
I am following your basic logic, but including something in the write-up that shows priorities for early hands with both would be useful. For instance, if I have a turn 4 with no remaining mana with Doomguard and Soulfire and I have another value card (like Dark Iron Dwarf) that I know is going to get eaten by Doomguard, I would essentially trade 6 damage with a 4/4 body for 5 damage and a 5/7 body. This is a play that I often struggle with understanding which decision I favor. Soulfire has advantages as it can always hit the face if needed. Doomguard's cost is pretty steep, although as you said I can simply tap in later turns (although the power of this deck really rests with ending the match by turn 7 at the latest, so tapping isn't as efficient as most people make it out to be).
The bottom line is that every other play really is as straightforward, but this is the one area where I think a lot of people make mistakes with this deck, and I am curious about how the OP would tackle this situation.
The write up is great....to bad this is the most over made deck on hearthpwn....but great write up
Nice writeup! You've earned my upvote.
Really like this decklist! I replaced the 2x Hellfire with 2x Shadowflame, and it seems to be working more in my favor.
Another question. Has anyone tried out felguard in a zoolock deck? I know it destroys a crystal but a 3/5 turn 3 is still really powerful I feel enough that the three mana next turn can still spit out at least one creature and possibly 2.
If you're going to run Zoo with an AOE, then Shadowflame is definitely superior to Hellfire. Due to the low cost of your minions, you're almost guaranteed being able to play it on any turn. Plus you have the ability to do much more than 3 damage at the cost of only a single minion. And you don't run into a situation where you wipe out your entire board.
The point of hell fire is that it also do damage to the hero wich can be very helpfull in some situations to finish the game
In some situations. But I think overall, Shadowflame is going to be the superior card to Hellfire. (Granted, I would run neither in a Zoo deck, but for the sake of the argument and all that jazz.)
Can you put leeroy in this deck, and what about replacing hellfire with shadowflame?
Doomguard is still slightly better despite its discard mechanic simply bc it's a 5/7 body. If you don't have enough lethal, playing Doomguard will force your opponent to deal with his 7 health the next turn while you search for more damage, it's much more durable than Leeroy.
Thank you sir
Why two hellfires and not one? I have saw pros and cons and people use it and not use it but I have never saw two. Im not saying its wrong I just want to see your reasoning vs 1 and say leper gnome or sword smith ect
I dont know how I feel about the hellfire. Seems extremely situational and most likey will be a dead card in your hand. You may have to sacrafice your whole board if they get a jump on you. Seems to just hurt you to much to be a staple in the deck. I would probably take one or both out and add in master swordsmiths to boost attack power. When you got the master and the prirstess out and they cant remove them then your minions get boosted real fast. Also they become targets for removal so that offers favorable trades your way and potentially buys you extra time and turns to set up your plays.
I always complained that there was no good write up on proper zoo play. Thanks for this!
Very useful and good guide!
One of the best write up's I've seen so far. Very neat and organised. Great job!