Spiteful Summoner Zoo!
- Last updated Dec 22, 2018 (Level Up Nerf)
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Wild
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Zoolock
- Crafting Cost: 5840
- Dust Needed: Loading Collection
- Created: 12/18/2018 (Rastakhan)
- Vision136
- Registered User
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- 4
- 18
- 47
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
131
So Spiteful Summoner has been tried in zoo before, but that was a while ago. I thought that with the new Rastakhan card Demonbolt it deserved another try, and turns out it's pretty good!
You might ask what the point is in including Spiteful Summoner instead of the usual package. I think that it adds just enough late game to close out more evenly matched games, and having Demonbolt isn't the worst thing in the world, especially because it's zoo. Twisting Nether can help in certain situations as well, especially if you fall behind.
If this deck gets like 8 upvotes I'll try to write up a general guide with mulligans.
Well, it seems like people really like this deck, so here's my attempt at a guide!
Edit: I swapped out the Void Contract for Twisting Nether, because all combo decks except for OTK Paladin and TTK Mage were nerfed to smithereens.
KiwiinBacon made an awesome video on this deck, check it out!
User Khristophesaurus also made a video on this deck, check it out!
Basic Strategy:
So Zoo has always been an aggressive deck, but this particular version adds some late game by including Spiteful Summoner. You want to play just like you would any other Zoo deck, playing for board control early and going face when you need to close the game out.
Basic Mulligans:
In general you want to keep Flame Imp, Kobold Librarian, and of course Prince Keleseth. The early tempo plus being able to damage yourself early is great!
Against Aggro:
You want to keep all previously mentioned cards along with Voidwalker and Happy Ghoul+Voodoo Doctor. Being able to help control the board easily is one of the most important things you can do as Zoo. Despicable Dreadlord is also just so important against Even Paladin or Even Shaman in order to regain control if it's lost in the early turns.
Against Midrange:
Vicious Fledgling is an incredible card if you're going second as you can steamroll the entire game just from that one card. If your curve works out you can keep Fungal Enchanter along side Happy Ghoul and Lightwarden. Those cards can lead to the insane tempo turns needed to close out close midrange matches.
Against Control/Combo:
Usually you don't want to keep anything other than cards which can be used against Midrange decks, because sometimes if you keep Spiteful Summoner you draw all your big spells before you can play it. Vicious Fledgling is pretty much always a keep against control decks due to being able to win you the game.
Bad Matchups:
Now that the meta is going to be turned upside down by nerfs, I'm not entirely sure what matchups you can expect to run into, but Secret Hunter was the definite worst matchup before nerfs, so look out for that.
Odd Rogue also gave me some trouble, but it is winnable if you can draw well.
I didn't meet many Odd Warriors, but I assume that it would also be a difficult matchup, depending on hands.
This deck does ok against most other decks, but we have no idea what the meta is going to be, so good luck!
Card Choices:
Coming Soon.
Thanks for checking out my deck and the guide if you got this far, and if you want to make a video on it, go ahead, and I'll add it to the guide!
did someone hurt you?
Awesome deck with an awesome twist! I love the addition of new cards and people don;t expect zoo to run spiteful in the slightest!
I made a video showcasing the deck in action for you all, I hope you enjoy :D
Looks like a great deck to try.
Thanks for sharing,i will try now :)
You get my +1 vote for the neat idea, I don't see this performing any better than standard Zoolock, though, with 3 likely dead cards that are only there for Spiteful Summoner, which is itself a dead card until the mid to late game. As Zoo is a board control deck, having a powerful play on turn 7 is not playing to the strength of that deck at all.
And then we get to the fact you're missing 4 and 6 drops which poses even more problems and can't run The Soularium... It's problematic.
I agree with most of what you are saying, but Demonbolt isn't a dead card at all! Sure it's not as good as some other removals live Doomguard but for the fun of having Spiteful Summoner I think it's worth it.
I just wanted to bring a fresh new take on Zoo for once, and I think I accomplished that. :)
Saronite Chain Gang still applicable after nerf?
From what I've experienced, yes! It's a lot of stats in general even if you don't get the extra +1/+1 buff from Prince Keleseth.
Since this deck doesn't run Soul Infusion the Saronite Chain Gang doesn't have too much synergy, so the nerf doesn't affect it too much in this deck.
Overall I still recommend it.
Idk I swapped them for Doubling Imp
Maybe LifeDrinker would be a good sub for ChainGang. Sure you lose the nice follow up from Fungle but it works with the heal package.
I dusted my golden ones and kept the normal in all decks that use it. It's still premium stats and 2 bodies with taunt. The only decks that would have a problem are ones that use Soul Infusion and handbuff decks (which already have a problem because they rely on handbuff)
really fun deck
You should throw in a Void Contract..
-More 8-cost spells in your deck
-Denies many combo decks
Good idea! I just recently opened one of those too, so I'll let people know how it goes!
What would you swap it for?
I was trying out replacing a Firefly, but with the nerf to Odd Paladin I might replace a Despicable Dreadlord now.
Demonbolt, the current spell amount should not be increased