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)
- DirtyCasual
- Registered User
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- 4
- 10
- 20
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
80
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...
I took out x2 Chittering Tunneler for x2 Happy Ghoul because the discover options were screwing me over (at least in my experience), and most of the time I didn't even have Lesser Amethyst Spellstone in hand to buff it.
Also removed x2 Crystalweaver for x2 Saronite Chain Gang. More taunts is always nice and they're decent targets for Fungalmancer the following turn (or together on turn 9).
Overall, I'm having a blast with this deck! Now if only we could get Doomguard to stop choosing Bloodreaver Gul'dan as a discard target >.>
Match Highlights
Miracle Rogue: https://hsreplay.net/replay/RHkswEXvR8dBSowG6RPfnd
Big Mage: https://hsreplay.net/replay/UkvYdgi7nFHmhri8LWyHhe
I like this deck. It's fast and most of the time it works. What do you think about using two Shrieking Shroom? It's one of those cards that needs to die fast so it helps your other minions live longer. I'm thinking to remove both Fungal Enchanter since I rarely have seen the need for 2 health.
Shrieking Shroom wouldn't be very good. If you meant Spawn of N'Zoth instead, it's still not very good. It is a very slow in tempo (poor stats and deathrattle) and is susceptible to Potion of Madness.
Well those Fungal Enchanters need to go because I'm not finding a use for the 2 heal unless you meant it to be a weak heal on yourself.
I am finding I'm grabbing Bloodfury Potion from the tunneler more often than not. Keeping with the 3 cost replacement, sub in two of those for the +2 heal dudes.
Bloodfury Potion is a reasonable replacement. Other options include Glutinous Ooze, Dragonslayer, and Mind Control Tech.
Interesting deck, love trying variations on archetypes like this! Played some games with reasonable success, check them out;
Tunneler is a card I've been wanting to play for a long time and this may be the best shell for it. Thanks for the list and write-up, I really appreciate the effort!
Nice deck! Do you think there is any room for Hooked Reaver? It looks like it should work with the deck's synergies, but I'm struggling with what to remove.
Honestly, if your health is below 15 you've probably lost the board and are inevitably going to lose. A 7/7 taunt probably isn't going to save you (especially given how common silence is in this meta). Would not recommend using Hooked Reaver.
Why is it called "vampire" zoo?
I suppose it's a little gratuitous. It was meant to be a reference to Lesser Amethyst Spellstone, with parallels to the Lifesteal mechanic. I didn't want to outright say this is a Lifesteal deck. It's not. There are only three cards that have Lifesteal effects (inlcuding Bloodreaver Gul'dan).
Very interesting and original take on midrange zoo. 2 thumbs up! My only question is how beneficial is Malchezaar's Imp when the only discard synergy is Doomguard? (Granted they also have demon synergy for Crystalweaver and Bloodreaver Gul'dan) You said this deck plays mainly on curve and by turn 6 when you could combo Imp+Doomguard your hand would probably be full of your heavier cost cards/bigger threats, none of which you want to discard. Seems like the discard synergy works better with more aggressive decks that can empty their hand and/or have more low cost cards in their hand that they don't mind discarding going into the mid to late game.
discard synergy is neat but its also just a nice body. 1/3 demon for 1. target for crystalweaver. target for any demon buff spells u might get off of chittering. not sure about this deck but in zoo in general I like imp a lot. a lot of times I would just play a 1/3 demon for 1 with no other text
I think the point is the imp is one of the best 1 drops in the game, which is what zoo needs, strong early game minions (especially with keleseth it needs 1 drops!), statline is good, it has the demon synergy, and you can possibly play doomguard without losing cards or even intentionally get rid of cards that make your hand to heavy or of small minions to get more value. true the discard mechanic is itself not always beneficial, but you would play doomguard even without the imp and you play the imp without doomguard as well, so no reason not to include it. especially in firefly versions you can trade the second card you get from firefly for a new one.
well as I see it my favorite imp is gonna die (leave meta) in about 20 days.
rip malchezaar's imp 2018.
The 1/3 is great in certain matchups and yeah a 2/4 with Crystalweaver is nice. Honestly the 'synergy' with Guldan isn't really a thing, there's better things to res than a 1/3, it kinda dilutes your pool of Demons
I understand your hesitance to craft Chittering Tunneler which clearly isn't considered meta. If the deck wasn't dependent on Chittering Tunneler for Lesser Amethyst Spellstone synergy it would be a simple matter of substitution. Unfortunately, that is not the case. Please give me some time to consider what changes would need to be made for this accommodation.
I'm using Boisterous Bard and fits very well for me... easily climbed from 15 to 12 even without playing Prince Kelesath
I have two recommendations to choose from:
1.) Replace Chittering Tunneler (x2) and Lesser Amethyst Spellstone (x2) with Dragonslayer (x2) and Saronite Chain Gang (x2)
2.) Replace Chittering Tunneler (x2) and Fire Fly (x2) with Dragonslayer (x2) and Emerald Reaver (x2)
Between the two options, the first would be my preference. Emerald Reaver isn't very good, but would be necessary to justify keeping Lesser Amethyst Spellstone.
I get that you're trying to make a different "flavour" of zoolock, but I can see some issues with the deck:
As a zoo deck, you should remove threats on the board with your own board. Imagine that you played say, Chillwind Yeti instead of Lesser Amethyst Spellstone. Against aggro and control, both can be used to deal with the board, but only one to pressure your opponent, which is something you want to do every turn since you're playing an aggro deck. I'd replace it with Saronite Chain Gang since you run keleseth.
Also, wouldn't you rather run Soulfire instead of the spellstone? One costs 1 and can deal with minions and face, and the other costs 4 and can only target minions.
What do you want to find from Chittering Tunneler? More control tools? To deal with the board, which you should be able to deal with without them? Is that better than running, say, Darkshire Councilman or Vicious Fledgling?
Fungal Enchanter: I can give this one a slight pass, but again, is it better than councilman or flappy bird?
You're misunderstanding the intentions of this deck. It is NOT aggro. It is midrange. To address your specific concerns:
Chillwind Yeti is not comparable to a removal card. It is not reactive. You have to wait a turn before you can use it to trade. It does not work through taunts. Soulfire also isn't desirable. The mana curve ensures a reasonable hand size, making the discard effect unavoidable (Soulfire with discard is worse than Shadow Bolt). As a midrange deck, you benefit less from immediate on board tempo. The overall value of Lesser Amethyst Spellstone far exceeds it's 4 mana cost, and the deck has enough synergy to fully buff the spellstone by midgame (when you encounter targets you want removed).
I dislike Saronite Chain Gang in the current meta. Without Prince Keleseth buff, it dies to Hellfire, Duskbreaker, and Rallying Blade. Darkshire Councilman doesn't belong in a deck that plays on curve. Vicious Fledgling is often a win more card, since you generally need board presence for it to stick.
To emphasize the point of this list, I'll start by quoting you: "As a zoo deck, you should remove threats on the board with your own board." I agree entirely. And this deck is built to optimize trades by keeping minions that have been played on the board. You're able to provide direct buffs through Prince Keleseth, Crystalweaver, and Fungalmancer. Consider Fungal Enchanter to be an indirect buff. It provides up to 2 health to damaged minions. This is not negligible. By healing your own minions, you increase the number of favorable trades where your minions survive. It also makes your board more resilient to removal/board clears. Maintaining board presence through buffs/heals is better than playing cards from hand. Also keep in mind that minions on board are free to attack immediately, where those played from hand must wait.
I hope I have convinced you that I am not trying to merely create a new flavor of zoo warlock. The deck synergies are intended to serve purpose. I understand that the deck is unusual, so please let me know if you have any additional questions.
Edit - You do not outright lose from being behind on board (say following a board clear) when piloting this deck, since you don't fully commit your hand to the board (as aggro would). I neglected to address your question specifically about Chittering Tunneler. My response from a previous post should largely address your concerns. The deck already has 4 cards (2 duplicates) that synergize with Lesser Amethyst Spellstone and are also standard in zoo Warlock. Adding Chittering Tunneler makes the interaction more consistent. Chittering Tunneler is also a solid minion in decks that don't contain many spells (Prince Keleseth and Spiteful Summoner decks). The discovery pool has improved since Chittering Tunneler's initial release. Most spells are situational. In general, Demonfire and Bloodfury Potion are ideal. Corrupting Mist, Defile, and Hellfire for removal. Mortal Coil, Soulfire, Shadow Bolt, and Lesser Amethyst Spellstone for single target removal. Keep in mind many of these cards also serve to heal you or damage the opponent, making them fairly versatile. Also note that you have to take damage from the discovery in order to buff Lesser Amethyst Spellstone (spells must cost more than 0). When Lesser Amethyst Spellstone is drawn through Kobold Librarian or discovered from Chittering Tunneler, it is also buffed.
In that case, have you considered increasing your mana curve for a smoother transition to gul'dan? I know that keleseth is a factor, but do you really need 10 one drops in a midrange deck? (Warlock has some of the best one drops, but still)