DemonRush (86% WR from 10 to 5)
- Last updated Dec 5, 2017 (Marin's Treasure)
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Wild
- 23 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Zoolock
- Crafting Cost: 6780
- Dust Needed: Loading Collection
- Created: 12/1/2017 (Marin's Treasure)
- jayelt777
- Registered User
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- 4
- 21
- 31
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Battle Tag:
NoName#1773
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Region:
US
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Total Deck Rating
109
Update: Thanks so much for all the support guys, I didn't expect this to blow up at all, and to reach front page for the first time is an absolute blessing! :D
Also, yall make this deck look good, flexing a strong 60.6% win rate on HSReplay, keep it up!
Stats
Just a quick demon-based zoolock deck I threw together in order to charge up the ranks with ease. Incredibly consistent deck as long as you mulligan well, and a blast to play. Took me from 10 to 5 in about 2 hours of playtime.
Overview
I'm pretty sure all of you have seen how zoo decks play out, but just in case, you just maintain constant board pressure, and shove damage to the face when necessary to win the game.
Mulligans
Always Keep: Prince Keleseth, Voidwalker, Malchezaar's Imp, Flame Imp
These 4 cards can almost never steer you wrong if you have them at the start. Low cost, high value minions, especially Keleseth, which makes the deck run. You will typically mill with the aim of having those cards in hand, with a few exceptions.
1) Bloodfury Potion: With the coin, if your initial mulligan has a 1 mana demon in it (Imps/Voidwalker), this card is perfectly fine to keep for a t2 4/6 or 6/5, which is hard for a lot of decks to answer. This can also be kept if your hand curves to it nicely without the coin.
2) Southsea Captain: Also a viable keep on coin in order to get Patches the Pirate out the deck sooner, as well as playing 5/5 of stats on turn 2.
Card Choices
In the comments a couple people have asked why I chose to include a certain card or not to include a certain card, or even if I think a card I excluded could fit in here well. So, here's my explanation for some of my more out there choices.
Included
Mortal Coil: Seems like a weird card to run in a zoo deck, especially one that doesn't even run what many consider to be the best neutral 1 drop in the game right now (Fire Fly), but I chose it to make it easier to get through my deck, set up Despicable Dreadlord kills even behind taunts, and win out on very specific trades, in matches versus other zoo/tempo decks.
Not Included
Blood Imp: For people who have seen other variants of this deck that do run this card, I'm sorry that you like low tempo cards. :P In all seriousness though, I felt that Blood Imp offered so little to the deck besides that tiny boost in health that I could still just get from Crystalweaver or Bloodfury Potion
Cairne Bloodhoof and The Lich King: Both of these cards are absolutely phenomenal in decks like this. My reasoning for not including them in this specific list is because I built this list to be dominant early and to never let up, while Cairne and The Lich King are more oriented to win in the mid-game and make sure you don't lose value. I'd consider teching both of them in (-2 Mortal Coil) if you run into too many midrange/control decks and find yourself losing to being outvalued not something else.
Replacements
Patches the Pirate: Not gonna lie, I don't think Patches can be replaced. He's very high tempo, especially out of a Southsea Captain and/or buffed by Prince Keleseth. If you really want to try replacing this, I'd suggest adding 1x Saronite Chain Gang and 2x Fire Fly.
Prince Keleseth: Given the structure of the deck is built around having him in here, you'd be adjusting a lot more than just not having this card.
Bloodreaver Gul'dan: Unique hgih tempo card that also doesn't really have a direct replaement, but you always attempt to swap him out with another high value legendary (such as The Lich King), or just add a second Bonemare to the deck.
Southsea Captain: Subbing this card out will hurt the power of the Patches swing (also Keleseth boosted Captains screw Priests over), but you can replace this with Bloodsail Corsair to get a similar effect.
Malchezaar's Imp: Well, not having this card is going to suck a ton. You lose a bit of early demon power as well as the ability to draw while playing Soulfire/Doomguard, but it's manageable. Play Fire Fly or Bloodsail Corsair in its stead.
Change Notes
- 12/01/2017: Posted
- 12/04/2017: Cards, Mulligans, and replacements done
- 12/05/2017: Added more replacements
Ease up Pinapo mate was just comparing decklists lol it's all irrelevant in about 8 hours anyway when the new expansion hits..
This almost feels more like an aggro deck than anything...how often would you say you get to sucessfully play and utilize the Gul'dan?
Almost every matchup against control decks that can answer the aggression. Playing Bloodreaver Gul'dan after your board is wiped against a control deck is great to not only reestablish board position but to give you the ability to win the battle of attrition too since his Hero Power is busted.
Has anyone recorded themselves playing this yet?
Aside from footage I have of myself playing, not that I know of. I would love to see some you all post videos of you all playing it though! I'd post myself, but my recording is largely for analytical purposes and I also lack editing skills
Yeah. It's a great deck but I know I'm making bad decisions in certain areas which is making me struggle to get past rank 16.... but then again all I seem to get matched against are Jade Druids and Tempo Rogues (who I can beat if I get Prince before they do) :-/
I have faith that you can take the deck higher :D
It is a bit harder right now since this deck did its dynamic climb at the end of the Nov season, so people are still condensed in the 17-15 range, but you can definitely do it.
Thanks! :)
2x Fire Fly, 1x Saronite Chain Gang
This deck is a beeeeeeeaaaaaaaast
I trade one of the mortal coils for one demonfire (versatile) (just care with prince activation )
This might come off as aggressive, but that's just an outright horrible idea. While the deck can perform with or without the buffs from Prince Keleseth, you don't ever want to put yourself in a situation where you might need to hold a drawn Keleseth until you find that one random Demonfire in your deck, since you're just stifling so much of your power, and holding a card you can't get full value from.
FeelsBadMan copy.
Deck uses both Soulfire and Doomguard so as to enable Malchezaar's Imp.
You can run the deck without the imp though, just replace it with like, Fire Fly or another high impact 1 drop that you like.
Also edited the guide because I forgot that Imp is a card people often may not have, good question!
Primarily, Archerus Veteran brings a lot more to an existing board than Fire Fly does.
Also, ia 2/1 or a 3/2 for 1 is a bit more offensive pressure and therefore fits the deck's aggressive playstyle well.
My screen has it labeled as a Zoolock deck o.o
That's 100% a situational question. Ask yourself "Will I need this card later?" in each match.
Against very aggro matchups (aggro hunter, murloc pally, ramp druid) you will most likely be racing to have board dominance and will be racing to melt their face. The chances of either player living until Gul'dan is viable (which isn't ALWAYS turn 10, if you've played few demons thus far) is slim.
If you are against a mid-range or control deck, then you will most likely want to avoid discarding Gul'dan as he gives you a large second wind, refreshing your board, giving you armor, and of course, a very strong hero power.
Of course, the above advice is never 100% right, as there may be times that you HAVE to risk discarding Gul'dan in order to stop the opponent, but I'd say it's a good starting point.
I agree very heavily with what xFire said. Sometimes things work a bit differently than normal, but as a general rule it isn't always necessary against aggr and it's generally a huge swing card against MR/Control
another bonemare deck, good meta blizz