Mech Zoolock (Zoolock 2.0)
- Last updated Jul 19, 2019 (Rise of the Mech)
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Wild
- 25 Minions
- 5 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Zoolock
- Crafting Cost: 8520
- Dust Needed: Loading Collection
- Created: 7/20/2019 (Rise of the Mech)
- FunkiMonki
- Registered User
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- 8
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- 46
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
4278
Welcome to Zoolock 2.0 or also known as Mech Zoolock! This new version of Zoolock has magnetized its way into the meta thanks to the new mech SN1P-SN4P which has tons of synergy in this deck! Unlike the traditional Zoolock, this deck has various win conditions of being able to go wide OR tall, thanks to the magnetic mechanic and also making this deck more resilient to board clears. It has "charge" damage in the form of Magnetic. AND it can also burst through taunts easily thanks to Demonbolt. I have reached a 61% WR going from Rank 5-3 currently so if you like aggressive style decks that will perform well on ladder you gotta give this a try! Full write-up below :)
General Strategy:
This is an aggressive style of deck, so we typically want to establish an early tempo lead and maintain board control throughout the match. This deck really utilizes the 'magnetic' mechanic so keep in mind the mechs in your hand that have this mechanic so you can drop a mech that will live the turn before to be able to use the mechanic the turn after for "charge" damage. This deck fairs surprisingly well into the mid and late game as well because of the decent curve of 4 and 5 cost minions. As with most aggressive warlock decks, do not be afraid to tap either, unless it means losing too much tempo against other aggro decks. Against control decks, be careful to not overextend, unless you can follow up the turn after with good refill (i.e. microtech controller and faceless lackey). Sometimes it is better to just tap and keep the hand full of options rather than put 1-2 more minions onto an already wide board.
Mulligan:
Never keep anything over 3 mana cost, unless going second and you can curve out into a 4-drop on turn 3 (i.e. Flame Imp, into Whirliglider into Replicating Menace or Explodinator).
Always Keep: Flame Imp, Mecharoo, Knife Juggler, Harvest Golem, Microtech Controller, SN1P-SN4P
Situational:
Grim Rally - If you have a good enough early curve
Whirliglider - If your opponent can't easily clear it (i.e. hunter with Mecharoo / Springpaw or Mage with hero power)
EVIL Genius - If you have Mecharoo, Whirliglider that opponent can't easily kill (see above), or Microtech Controller
Replacements:
The Soularium -> Scarab Egg, Voidwalker, Soulfire
SN1P-SN4P -> Scarab Egg, Voidwalker, Soulfire
Leeroy Jenkins -> Scarab Egg, Voidwalker, Soulfire
Zilliax -> Scarab Egg, Voidwalker, Soulfire
I hope you like this deck and, as always, if you have any questions or have a suggestion please comment below (I respond to all comments)!
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replacement for Mech Zoolock deck -> Scarab Egg, Voidwalker, Soulfire