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[LEGENDARY] Rushino's Demolisher Zoo

  • Last updated Aug 14, 2014 (Naxx Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 5640
  • Dust Needed: Loading Collection
  • Created: 8/9/2014 (Naxx Launch)
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  • Battle Tag:

    Rushino #1601

  • Region:

    US

  • Total Deck Rating

    799

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NAXX CHANGES ARE HERE, AND DECK MAY EVOLVE AS THE FINAL WEEKS OF NEW NAXX CARDS BECOME AVAILABLE!

WARNING:  This deck is not easy to play.

I feel this deck deserves a lot of attention for its ability to really perform consistently in a diversified meta environment.  I realize in sharing a deck with a high skill cap, that not all players are going to use this deck efficiently..especially in their first 10-30 attempts.  As a result this deck may, or may not get the attention it deserves.  There are complex strategies, mulligans, and answers on every turn.  If this deck does reflect positively in the community(Via posts, thumbs up , etc) , I will go after my quest list :)  , 

Sageturk has said it best, and to quote him, he said "To everyone having trouble with it, I recommend you simply keep playing casual until you don't lose anymore.  It took me probably 20-30 games before I got the hang of it (luckily I've experimented with a semi-similar deck in the past).  Also, if at all possible, record your games - doing this about 5 times will help you see at what point you made a bad play…because almost every loss with this deck can be traced back to a single bad play (usually around turn 3-4)."   --this statement is extremely accurate on this deck.

I called it Demolisher Zoo because this deck 

1) Has Demolisher in it and was derived from my old Demolisher deck here: http://www.hearthpwn.com/decks/59316-legendary-rushinos-demolisher-druid

2) Was called Zoo because of the various cards in the deck.  This deck runs 20 Different cards, so a lot of choices can be made, and finding an answer to a board problem is much more feasible.

3) I have found myself doing interesting combos with this deck, and knowing what to play is important.  Try to catch a live stream if you wish to increase your efficacy with this deck

With all the new deck synergies and strategies out there, I noticed a lot of other Druid players were having issues with deck consistency.  The goal of this deck was to try to create consistency for Druids, when at first glance is a bit tougher to view the synergies, but when testing and playing, you will realize that this deck has a higher skill cap(mostly due to the "1 x [Obvious Card to Run Two Of Here]" 

When it comes to Druid decks, I think you will agree with me that this takes one of the highest skill caps to play efficiently.

Skill Cap Reasonings:

1) A lot of 1 copy cards gives you a ton more options in what to play.  You will realize yourself improving your win % as you learn the most effective plays to do every turn.

2) You must do A LOT of mathematics, sometimes 2-3 TURNS IN ADVANCE!  For this reason I suggest you don't hit "End Turn" without really thinking what could you draw and what could happen in the next few turns.

 

My Current Quests-

Give a complete card description

If I get enough thumbs up or feedback, I'll post every deck matchup.!

I will give tips on how to improve

I will give complex situations and detailed answers for tempo control and board control

I will show how to substitute and tech vs your own meta!

More quests to be listed.!

 STREAM IS NOW * OFFLINE * 8-9-2014  19-2 Record

http://www.twitch.tv/mark_melnick/

 

Online and have a question?  Add me:    Rushino#1601  NA Server

General Win Condition:

The win condition of this deck is most often in your games, the Force of Nature + Savage Roar combo.

Pros:  

 

• Always is fun to play, and you do indeed feel yourself improving when using it!

• Stands a chance to everything out there!

 9 cards that can potentially be used to draw, makes cycling through the deck a breeze. 

• Is a lot of fun to play!

 

Cons:

 

• High skillcap can give different results based on the skill of the individual

This deck performs great vs everything I have been up against.  My few losses have come from Warriors, in which a few of them managed 2 x Armorsmith against me while playing 2 x Whirlwind   I have beaten more Warriors than I have lost to.

Every Card- Explanations

Innervate :

Best used to put pressure early on.  Great combo's into a turn 1 Demolisher or Harvest Golem. If you go 2nd, is great for turn 1 Sen'jin Shieldmasta or even a Keeper of the Grove early vs some matchups like rush decks and Warlock Zoo, Can be a great first turn play, or can be held for a combo for a turn 7 Force of Nature + Savage Roar combo

 

 

 Wild Growth 

Must be played intelligently.  Unless you're facing rush there is no need to ever to use The Coin on Turn 1 so you could Wild Growth right afterwards.  If you have a Harvest Golem or a Demolisher you can justify using The Coin Turn 1 so you may have 3 mana for your 2nd turn.  I have found after Naxxramus that the best way to use The Coin is to use it when you need to bring out a board control play..i.e. Keeper of the Grove turn 3 to kill an enemy Knife Juggler

 

 Wrath 

I can not emphasize this enough as every game is situational.  However if you have the ability to use it for 1 Damage + Draw, and follow it up with your hero ability, it is almost always worth it for you and gives you an edge.  Unless you lost board control vs a Zoo type deck, you should almost always figure out ways to use the card draw advantage.  

 

 Bloodmage Thalnos 

Perfect to be used with Wrath or Swipe, or Starfall.   Only play early(without the intent to use a spell) if you end up with all higher cost cards on unlucky draws and need to potentially draw other lower cost cards.

 

 Unstable Ghoul 

This card was added here to combat vs all rushy decks, from Warlock Zoo, to HUnter, To Rushadin decks, etc.  The added pressure of doing damage to all minions usually sets up your Swipe and Starfall more effectively when trying to clear an enemy board

 

 Demolisher 

 The thing has a huge target on it's face for 3 mana.  I've seen this thing be the target of SoulfireHexPolymorphExecuteSwipeEarth ShockSiphon Soul, etc.  The card draws so much aggro, it's threat level speaks for itself.

 I realize some people fear this card because of enemy Nerubian Eggs.  In my playtesting this was a rare situation that I had to be afraid of.  Also fact remains that Demolisher fires at the start of your turn, so even if the Egg gets hit, you still have a chance to deal with the 4/4 Minion before it just 1 shots your Demolisher next turn.

The thing it really does best is neutralize Zoo, and hero power abilities.  With having 4 health, it also makes it pretty difficult to take out without some force.  Works best when behind a taunt, or when you have board control.

 

 Harvest Golem 

Perfect card to drop off a turn 1 Innervate.  Messes Shaman Totems up, and helps control tempo vs Zoo and other rush decks alike!

 

 Swipe 

Great against Zoo, chewing down Giants from a Handlock deck, and great for doing finishing damage.  Combos great against Zoo Turn 6 with Bloodmage Thalnos

 

Gnomish Inventor

The ultimate question should be here, is why this card over another copy of Azure Drake?

a) It costs 1 Mana less and that makes huge differences in having an easier mana curve.

b) Draws aggro just like an Azure Drake, and can easily be taken out just as effectively....however for 1 less, you lost a  little bit "Less"

 

Keeper of the Grove 

Great against Zoo off an early Innervate or The Coin.  Try to hold this card back vs Druids, where you may want to silence a Taunt.  Also very good to silence those pesky Nerubian Eggs

 

 Sen'jin Shieldmasta 

Huge threat vs all rush decks, great to block in your Demolisher after turn 3.

 

Starfall

Great card to keep Area Of Effect pressure on the board.  Adds nicely to  Unstable Ghoul, and Swipe.  Rush decks worst nightmare withBloodmage Thalnos present

 

Azure Drake 

Gets card draw flowing! Great for turn 7 Wrath Combo, or Turn 9 Swipe combo, or Turn 10 Starfall combo.  Should be used as soon as possible in most situations to ensure healthy options in card draw.

 

 Druid of the Claw 

Vs Priests I will almost always make this a 4/4 rush(Shadow Word Pain/Death Immunity).  Vs most other decks, unless there is a huge threat on the board that needs to be cleared, I will make this bad boy a 4/6 taunt.  I will often turn this bad boy into 4/4 Charge vs Mages and Warriors who drop out an Acolyte of Pain.

 

Stampeding Kodo 

Everyone with the exception of most Miracle Rogues will have something that this bad boy could target.  Versus Rush heavy metas,  Does an excellent job in helping us regain board control and tempo.

 

Stranglethorn Tiger

Perfect card to play to add that extra damage to opponent via Force of Nature + Savage Roar.  I chose this over Loatheb, which is an excellent substitution, because if you don't have board control, Loatheb won't accomplish much.  Stranglethorn Tiger can be played on a turn where you plan on regaining tempo the next turn after...and this card can practically not be removed the turn it is played.

 

Force of Nature

 Great card to get rid of 3 Zoo Minions, and perfect card to combine with Savage Roar for the win.  If you draw 2, feel free to use 1 copy "carelessly" as you will never get use of having 2 in your hand at all times.  

 

 The Black Knight

Kills any taunt minion, and ever since Naxxramus, I feel this card has doubled in usefulness.

 

Ancient of Lore 

Extremely Versatile, and does best playing when you have an advantage on board control.  Loves healing 5 behind a taunt minion, and loves drawing 2 when board is clean, or board is yours!

 

MULLIGAN-  Section being added now :)

Rules-  

I will break down priority cards to keep vs every matchup.

#1- Keep all Top Priority Cards.

#2- Keep Medium Priority only if you have at least 1 Top Priority Card.

So in simple terms....

Top Priority- Never mulligan this card

Medium Priority- Only keep if you have at least 1 Top Priority card