MechHobRattle Zoo - Triple Synergy
- Last updated Dec 11, 2014 (GvG Launch)
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Wild
- 28 Minions
- 2 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2360
- Dust Needed: Loading Collection
- Created: 12/5/2014 (GvG Prelaunch)
- FoxDit
- Registered User
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- 4
- 8
- 18
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Battle Tag:
Fox#11804
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Region:
US
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Total Deck Rating
162
EDIT (12/11/14): Okay guys, I get it -- this deck is terrible. I made it before GvG was released, and lots of people including me thought it would work, but it didn't take much testing to find out it doesn't. I have no idea why it's remained popular despite it's ineffectiveness, but it has. If anyone has an amazingly effective Zoo deck, let me know via PM or here -- I will make it popular by replacing all the cards listed for this deck with the ones from yours, so a good deck can be played by thousands of people and not this crap-tier one. Please provide statistics on your deck, preferably from a Hearthstone tracker.
Cards that synergize with Mechs: 17
Cards that synergize with Undertaker: 8
Cards that synergize with Hobgoblin: 10
The thesis of this deck is Triple Synergy. Most of the cards synergize in multiple ways. Playing stand-alone value cards just doesn't cut it in Hearthstone anymore. Great decks these days are full of cards that combo and interact with each other to gain value out of thin air. This deck presents 3 mechanisms and makes each card played likely to get synergy value.
This deck is incredibly aggressive, with the stampede starting quite early.
Early Game: Develop Undertaker & Mech Synergy
Mid Game: Develop Hobgoblin Synergy.
Late Game: Buff/Finishers.
Mulligan for Undertaker and cheap Deathrattles. Over 50% of the time, on turn 4 you will have drawn Hobgoblin (1/15 chance, 8 cards drawn, 8/15 > 0.5 > 50%), so unless you have coin I wouldn't keep Hobgoblin as a mulligan pick. Keep Hobgoblin if you also have Undertaker and a Deathrattle for him.
Card-by-Card breakdown:
2x Clockwork Gnome - Undertaker fuel & Mech synergy. Spare Parts are extremely useful due to Zoo being so good at board control. You will always find utility in whichever part you get.
2x Cogmaster - Hobgoblin fuel & Mech synergy. If you play this with Hobgoblin and a Mech on the board, Hobgoblin buffs this first and then +2 Attack gets applied from the back on top, making this a 5/4 for 1 mana.
2x Leper Gnome - Undertaker fuel. Solid aggro-focused 1 drop.
2x Annoy-o-Tron - Mech synergy & Hobgoblin fuel. This harasses and kills any early game drop with 2 health. In a lot of ways it's a mini Sludge Belcher, so even lategame it's a good card if you need a turn to stabilize.
2x Undertaker - A central theme of the deck, Undertaker has 8 targets to get buffed by, and almost all of those targets are 2 mana or less, making early game ALL about Undertaker.
2x Darkbomb - Replaces Soulfire. 1 less damage, 1 more mana, no discard. Seems fair.
2x Haunted Creeper - UNDERTAKER AND HOBGOBLIN FUEL. Easily one of the best cards in this deck as a result. Really sticky minion, battle tested to be great in Zoo, and now it's even better.
1x Ironbeak Owl - I have played a LOT of Zoo, and have found the utility of a silence to be very important. Also, if you're getting TOO much value out of Hobgoblin, you might want to have mercy on your opponent and silence him ;)
2x Mechwarper - Mech synergy. No one doubts the power of this Mech. Probably in the top 5 of strongest GvG cards.
2x Micro Machine - Hobgoblin fuel & Mech synergy. Plays as a 3/4 with Hob, and if it survives until your turn again, comes back to you as a 5/4.
2x Harvest Golem - Undertaker fuel & Mech synergy.
2x Tinkertown Technician - Mech synergy. If you don't have a mech by turn 3, I'd be shocked. This card gets so much value on average that it had to be included.
2x Defender of Argus - This will vitally allow you to protect your Hobgoblins and make the board more difficult for opponents to trade into.
1x Enhance-o Mechano - Mech synergy. You'll often get this out turn 3 or turn 4 and buff two other minions. As long as you buff 2 minions, this card gets great value. Especially with one getting Taunt and another getting Windfury.
2x Doomguard - Because how could you not? It may be a mistake since this deck relies so much on synergies, you may not want to play this for fear of losing your Hobgoblin that you want to get combos going for. So we'll see. If I were to replace Doomguard, I'd choose Mimiron's Head and Loatheb.
same here! i was testing with hellfire before i pulled a Shadowflame and have got to say, an AOE that only deals damage to the enemy is quite nice.
Anyone streaming this deck or a similar one on twitch? I would like to see how this deck works.
Wanted to like this, but... it struggles against any control deck. I'm not just saying it struggles like regular zoo, it super struggles. Keep updating. I like the concept.
Unfortunately I didn't get an Enhance-o Mechano so I've been using my Golden Junkbot and honestly this thing works wonders if you have a board with mechs.
thinking about replacing the haunted creeper and undertakers with something else... not sure yet though.
Try Voidwalker and Echoing Ooze instead.
Cleaning up on ladder with this at the moment hobo better than i thought also added a void walker for early protection or hobo (is that what were calling it hobo sounds weird) synergy
-------------------------------------------------Edit------------------------------------------------
Just got a friend request rager thats how good it is good
This is pretty much the same as standard zoo, just upgraded.
If you're dying to AOE you're not playing this correctly. Don't put your little 1-attack minions on the board without a Hobgoblin.
thats kinda the point, if it was completely different it wouldn't be zoo
It bothers me that other people are playing my deck before me!! I'm still at work!! Hahah
Looks solid but I think I'd rather replace the Doomguards with Defender of Argus or Sunfury Protector. How do you intend to keep your Hobgoblins alive for more than a turn without a taunt?
That's a really good point. I think that warrants replacing 2x Dark Iron Dwarf for 2x Defender of Argus.
same here =D
Can you even math? a) you can't count the starting cards because if any of them are hobgoblin, you just said you will mulligan them away. b) the overall pool of cards is decreasing each turn making successive turns have a higher probability (i.e. 2/x, 2/(x-1), 2/(x-2), etc...)
This deck is just a tiny bit slower than the current version. You would probably not play it as a super-aggro deck, but more like the zoo that was run commonly before undertaker: play stuff, trade efficiently. Zoo isn't really an aggro deck but more like a tempo deck. You always want to trade if efficient trades are possible. Right now some people play it as an all out rush deck, which is not the way it's meant to be played. You want to trade efficiently always. This deck is a little bit slower so i don't think you can play it as a rush deck and thats not a bad thing. This deck i'll certainly try and i think i like this version more than the current one but we will see tomorrow. Awesome idea man :)
I really hope/don't hope this deck works. I'll be excited to try it out tomorrow!
i think jeeves could replace annoyatron because it has the same synergy and with mech-warper you are going to be dropping your hand even faster than before
1) I'm not sold on two Hobgoblin. I could see one in this kind of deck. I think two is way too slow with how it works in-game. All 10 of the hobgoblin "synergy" cards are meant to be played before turn 3 (except maybe Annoy-o-Tron?). Yes, it makes what would normally be weak draws better in the mid-late game but it's also a 2/3 for 3 mana and does nothing to advance your board position. I think most games it will work like a Defender of Argus that you play on turn 5 that doesn't give anything taunt.
2) The deck is pretty weak to clears even by pre-GvG standards and I don't think it will cut it in a world with Flamecannon, Goblin Blastmage, Explosive Sheep, Lightbomb, and weapon buffs galore for rogues. Cards like Nerubian Egg, Loatheb, Void Terror and Defender of Argus were great for board protection. I think you should look into more minions with 5 health or throwing in some of the aforementioned classics.
3) Don't let the salty tears of reddit fool you; Soulfire is STILL better than Darkbomb in zoo. Discard is a mechanic that zoo deals with extremely well because it curves out so low and you're often playing off the top of your deck. In addition to the already problematic Dark Cultist and Misha, 4 damage is also a magic number for a ton of new aggro and midrange cards: Spider Tank, Lost Tallstrider, Goblin Blastmage, Dunemaul Shaman, and Ogre Brute.
Although I disagree with your first contention (but really I think we'll just have to wait and see), I really think you're spot on with regards to points 2 and 3. It is something we'll all have to think about if Zoo is to remain viable. I will seriously consider Soulfire again. 4 is indeed a magic number, whereas 3 damage stops working as removal after turn 3.