+2
Favorite this Deck

He reek? No, Hir'eek!

  • Last updated May 3, 2019 (Rise of Shadows)
  • Edit
  • |

Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 3980
  • Dust Needed: Loading Collection
  • Created: 5/4/2019 (Rise of Shadows)
View in Deck Builder
  • Miambo
  • Registered User
    • 8
    • 25
    • 35
  • Battle Tag:

    Miambo#1602

  • Region:

    US

  • Total Deck Rating

    34

View 8 other Decks by Miambo
BBCode:
Export to

Why is Spirit of the Bat so bad?

The main issue is it loses you initiative by forcing you to trade instead of going face. This deck aims to resolve that by having the minions you play be so impactful after a few Spirit of the Bat hits that they can quickly steal initiative back when you play them. This means duplicating cards like Doppelgangster, Echoing Ooze, Doubling Imp, Omega Agent, and of course massive nut Hir'eek, the Bat.

An issue with Spirit of the Bat in other zoo decks was that having all these little zoo minions means your Spirit of the Bat hits were rarely useful. To combat this, we run spells like Implosion, Forbidden Ritual, and Rafaam's Scheme that summon our little guys as opposed to actually having them in our hand eating up our Bat buffs. Imp Gang Boss is the one exception. This guy just has so much potential to summon more imps for the Spirit and he's a good tempo tool.

As a result of being incentivized to trade with out Imps, I'm currently not running any AOE, but I would like to fit some in somewhere, just in case.

Plot Twist? Aranasi Broodmother? We run Plot Twist in order to make sure we have impactful minions in hand that can benefit off of our Bat buffs, and we run the Broodmother because our deck tends to be slower than the average zoo and could need the heals. 

Weak links and replacement opportunities:

This deck is a work in progress, and any fellow members of Hir'eek's Bats who want to help refine it would be highly appreciated. The following are cards I'm not certain about and could be replaced.
Tar Creeper is run because the tar family of minions really like being buffed, and it can defend out Spirit, but it's not incredibly impactful.
One of either Echoing Ooze, Doppelgangster, and Doubling Imp. I feel like we have one too many replicators, but each have their strong suits. Echoing Ooze is particularly good with Soul Infusion on turns 1 and 2, and Doubling Imp is basically another opportunity to hit the soul infusion nuts. Dopplegangster meanwhile can close out games by getting really big and being unanswerable. 
Darkshire Councilman is there to work with our imp summoning cards, Vulgar Homunculus is there to help against aggro and possibly protect the bat, and Kobold Librarian is there for early draw and tempo. All of which are fine cards but don't really service our Hand-buff game plan.
Hi'reek, the bat: No, I'm serious. I feel like Omega Agent does what Hir'eek does better most of the time the more I play the deck. 

Cards I want to fit in:

Loatheb: I think he'd be good at shutting down attempts to clear out one of our smaller replicators if played in the same turn.
Vicious Scalehide: Rush Lifesteal is just good with hand buff.
Defile: Defile is just good.
Demonwrath: Good at fighting aggro while keeping Imps alive to die another turn.
Fiendish Circle: I'm less certain about this one, but maybe a one of could work to get our Spirit of the Bat more fodder.

Comment with suggestions, and together we can make Bats great (or at least playable)!