I don't like the name zoo and I thought I'd come up with something new to play. (and with a cooler name)
An all out minion deck called Hell's Legion. (no spells involved)
With the new un'goro deck mixed with some of my old-time favorites, this deck provides the answer to almost all "OP" decks that are currently begin played by aggro races.
As I am mostly mobile and play on the go, I cannot give you specific win ratios. Neither can I tell you how good it will hold up on rank 5 or higher as I have been tweaking and refining this deck for the past month with a lot of fail combinations taking me back down and up again. I can tell you that between 6-7 out of 10 rogues I play, lose to this deck. And stands up to virtually most races quite easy.
In the past 2 days though I finally think I have the best balance to take me to legend without too much effort. As with any other deck also this is not fail proof and relies on statistics.
To support the warlock community I would like to share my deck in order to see more results and to get some feedback. As I'm fairly new to the game and board I can always use a soundboard for more ideas.
My deck consists of the following :
2 x Blood imp 2 x Abusive sergeant 2 x Fire Fly 2 x Void walker 2 x Flame Imp 2 x Possessed villager 2 x Dire wolf 2 x Knife juggler 2 x Ravasaur runt 2 x Sunfury ... 2 x Darkshire councilman 2 x Devilsaurus 2 x Ravenous ... 2 x Frostwolf ... 2 x Sea Giant
I have fiddled around with cards like Void terror and some other mixes but the drawback was to grate seeing as this deck is based on minion placement and masses.
2 main drawbacks of the deck are that you have to think 2 moves ahead as this is not a brain-dead aggro build. Each class its removals and you have to carefully outweigh laying frostwolf and sea giant. Time this right and the chances of winning are quite good.
The opening hand is the path to winning with this deck. Flame imp & blood imp + coin on the first turn Flame imp and other 1 drops. If not make sure you have as many 1 drops as possible to start out with. The fact that there are 4 minions big finishers (frost and sea giant) means you will draw it almost always when you need them.
Cards you might consider depending on opposing race... Runt on the second turn if you coined with blood and flame. Devilsaur against mage & shaman.
etc etc... Difficult to explain the entire strat (and I'd rather let people play it like they see it).
2 main drawbacks of the deck are that you have to think 2 moves ahead as this is not a brain-dead aggro build. Each class its removals and you have to carefully outweigh laying frostwolf and sea giant. Time this right and the chances of winning are quite good.
pretty sure 2 main drawbacks are: you're playing warlock and using shit cards Kappa
ok I will genuinely criticize the decks weakpoints. It is not horrible but it is worse than zoo, zoo is actually a viable deck in the meta though it is low tier 2 or tier 3. It can get legend but it lacks the kind of power of token druid or rogue quest, both of which act similarly except rogue is slower and does less until the midgame where it instantly wins. both these decks run on the principal that you have to control the board and they have more power than zoo. Your deck adds power to zoo at the cost of having strong early plays and snowballing off certain effects which is zoos one advantage. It snowballs harder than anything else off a good start. you don't have doomguard which has been a staple in almost every warlock deck that wasn't control and will continue to be, you don't have argent squire which is one of the best one drops. the ravasaur runt is often worse than a golakka crawler or hungry crab, especially at high ranks. sunfury protector is worse than defender of argus. Never do I say to myself while playing zoo that I want to give tuant to my turn one or turn 2 plays, and nothing else. Once you hit turn 4 you can easily afford the extra 2 mana that defender of argus costs for the actually significant buff of plus one plus one to two minions. after turn 4 it continues to be generally better, since the point of the card in zoo was mainly to buff things, not the taunt. Taunt helps but it was never the main point. on sea giant, it works but there are arguably better cards for the game right now. Sea giant is a card that wins you a game if you have a board, and if the enemy has a board you can play it, but arguably if that happens you just lost. other cards win you games that you have a board but also push towards a win without a big board. I do think this deck is zoo, and your name of the deck is weird because, it is just zoo, but it has some choices that aren't perfect. Getting to legend with it can happen, people have used worse decks, but I would not call this better than a more standard zoo list.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
Useful thoughts. I might swap out rava for golakka. The only downside is that the card only becomes powerful is when people are playing pirates. The rava can sometimes turn a game around with poison or taunt. Especially because there are no removals in this deck.
Hence the reason for the sunfury. Provides needed cover in later stages. I supposed I could go back to argus but the cost is to high to combine with other later minions.
As far as the one drop argent goes. That card highly depends on buffs for it to be useful. I'd rather use villager to have the respawn effect. But perhaps might swap out another 1 cost minion for that one as well.
I don't like the name zoo and I thought I'd come up with something new to play. (and with a cooler name)
An all out minion deck called Hell's Legion. (no spells involved)
With the new un'goro deck mixed with some of my old-time favorites, this deck provides the answer to almost all "OP" decks that are currently begin played by aggro races.
As I am mostly mobile and play on the go, I cannot give you specific win ratios. Neither can I tell you how good it will hold up on rank 5 or higher as I have been tweaking and refining this deck for the past month with a lot of fail combinations taking me back down and up again.
I can tell you that between 6-7 out of 10 rogues I play, lose to this deck. And stands up to virtually most races quite easy.
In the past 2 days though I finally think I have the best balance to take me to legend without too much effort. As with any other deck also this is not fail proof and relies on statistics.
To support the warlock community I would like to share my deck in order to see more results and to get some feedback. As I'm fairly new to the game and board I can always use a soundboard for more ideas.
My deck consists of the following :
2 x Blood imp
2 x Abusive sergeant
2 x Fire Fly
2 x Void walker
2 x Flame Imp
2 x Possessed villager
2 x Dire wolf
2 x Knife juggler
2 x Ravasaur runt
2 x Sunfury ...
2 x Darkshire councilman
2 x Devilsaurus
2 x Ravenous ...
2 x Frostwolf ...
2 x Sea Giant
I have fiddled around with cards like Void terror and some other mixes but the drawback was to grate seeing as this deck is based on minion placement and masses.
2 main drawbacks of the deck are that you have to think 2 moves ahead as this is not a brain-dead aggro build. Each class its removals and you have to carefully outweigh laying frostwolf and sea giant. Time this right and the chances of winning are quite good.
The opening hand is the path to winning with this deck.
Flame imp & blood imp + coin on the first turn
Flame imp and other 1 drops.
If not make sure you have as many 1 drops as possible to start out with. The fact that there are 4 minions big finishers (frost and sea giant) means you will draw it almost always when you need them.
Cards you might consider depending on opposing race...
Runt on the second turn if you coined with blood and flame.
Devilsaur against mage & shaman.
etc etc... Difficult to explain the entire strat (and I'd rather let people play it like they see it).
Anyway would be nice to have some feedback :-)
Cheers.
What a troll..
wtf? How many days playing this deck did you need to reach legend? I doubt it is really possible with this deck.
that guy is obviously trolling
:-)
ok I will genuinely criticize the decks weakpoints. It is not horrible but it is worse than zoo, zoo is actually a viable deck in the meta though it is low tier 2 or tier 3. It can get legend but it lacks the kind of power of token druid or rogue quest, both of which act similarly except rogue is slower and does less until the midgame where it instantly wins. both these decks run on the principal that you have to control the board and they have more power than zoo. Your deck adds power to zoo at the cost of having strong early plays and snowballing off certain effects which is zoos one advantage. It snowballs harder than anything else off a good start. you don't have doomguard which has been a staple in almost every warlock deck that wasn't control and will continue to be, you don't have argent squire which is one of the best one drops. the ravasaur runt is often worse than a golakka crawler or hungry crab, especially at high ranks. sunfury protector is worse than defender of argus. Never do I say to myself while playing zoo that I want to give tuant to my turn one or turn 2 plays, and nothing else. Once you hit turn 4 you can easily afford the extra 2 mana that defender of argus costs for the actually significant buff of plus one plus one to two minions. after turn 4 it continues to be generally better, since the point of the card in zoo was mainly to buff things, not the taunt. Taunt helps but it was never the main point. on sea giant, it works but there are arguably better cards for the game right now. Sea giant is a card that wins you a game if you have a board, and if the enemy has a board you can play it, but arguably if that happens you just lost. other cards win you games that you have a board but also push towards a win without a big board. I do think this deck is zoo, and your name of the deck is weird because, it is just zoo, but it has some choices that aren't perfect. Getting to legend with it can happen, people have used worse decks, but I would not call this better than a more standard zoo list.
Just fill your deck with one drops, that is creative deck design, right?
Cheers,
Useful thoughts. I might swap out rava for golakka. The only downside is that the card only becomes powerful is when people are playing pirates. The rava can sometimes turn a game around with poison or taunt. Especially because there are no removals in this deck.
Hence the reason for the sunfury. Provides needed cover in later stages. I supposed I could go back to argus but the cost is to high to combine with other later minions.
As far as the one drop argent goes. That card highly depends on buffs for it to be useful. I'd rather use villager to have the respawn effect. But perhaps might swap out another 1 cost minion for that one as well.
Building a deck with 30 cards might help you get to legend as well.
What do you mean? I count 30? =P
Yeah, forgot to include my trustworthy void... nice catch though.