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Vampire zoo feat. fungi

  • Last updated Mar 21, 2018 (Patches Nerf)
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Wild

  • 27 Minions
  • 2 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 5320
  • Dust Needed: Loading Collection
  • Created: 3/14/2018 (Patches Nerf)
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  • Total Deck Rating

    80

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My improvement to zoo warlock. The most important change/s include Fungalmancer, which is effectively an overstat-ed charger (4 damage immediately added on board, as well as 4 health for trading/survivability). Fungal Enchanter is a hugely powerful and completely overlooked card in this set. In my opinion, it is an exceptional card in most mid-range decks that seek to control the board (exactly what zoo warlock wants to do). By healing all friendly characters, Fungal Enchanter improves board presence and heals face. This deck also has Lesser Amethyst Spellstone synergy, which provides significant large target removal and burst heal. 

I haven't played this deck enough on ladder to comment on how competitive it might be (mostly from ranks 18-13 on mobile). I suspect that it is favored against aggro paladin and control/cube warlock. However, it plays very much like existing zoo lists. It differs in its synergies, which provide extra tempo, removal, and overall value. It was built specifically to counter dominant meta decks as much as possible (I can expand more on this if there's interest).

Please let me know if you end up trying this deck out. I likely won't have enough time to personally play test to a satisfactory level, so any additional stats are much appreciated.  Theorycrafting of the list will be discussed entirely in the comments.

 

Mulligan and early game strategy:

Mulligans are fairly straightforward (with few exceptions). You want to prioritize filling your starting hand with 1-cost cards and Prince Keleseth. Mulligan everything else away. Against classes with few board clear options that generally don't contest the board early such as (weapon/miracle) Rogue, (jade) Druid, (spell) Hunter, and (secret) Mage, aim to develop your high attack minions first. This might give you the chance to get in chip damage before taking trades.

Against Paladin, your 1/3 and (to a lesser extent) 1/2 minions (Malchezaar's Imp, Void Walker, Fire Fly) do a fair job of contesting dude paladin tokens. Unfortunately, the same doesn't always hold true for Paladins playing murlocs (especially when leading with Murloc Tidecaller, a worst case scenario). Keep in mind even half of murloc paladin's 1-drops have 1 health (Grimscale Chum and Righteous Protector), so the 1/3 stat line is still probably best.

Against Priest the mulligan is difficult. You want to avoid giving your enemy a target to bump into Northshire Cleric and also play around Potion of Madness. If you choose to avoid early game development, it allows your opponent time to buff their minions. For this reason, mulligan hard for Flame Imp (contests cleric and isn't susceptible to potion) and Prince Keleseth.

Against Warlock, play aggressively without playing into Defile. Cards with 1-attack probably aren't worth keeping.

 

I will soon begin working on tips for specific matchups...