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.
http://www.hearthpwn.com/decks/129065-spark-mechanical-zoo-gvg I'm 6-2 with this deck, with very understandable losses against Priest with a double Pyro, Holy Nova hand, and a Hunter which killed me with an Arcane Golem topdeck. I replaced the Soulfire with Darkbomb. I've also seen full Hobgoblin super aggro decks and also that Zoo deck with Anima Golem on the front page. They're worth testing out.
Honestly i respect this comment so much. Its a lot better to be honest than to cover up your decks with some ridiculous win loss like 24-2.
Just to give you an idea. Just now, my first turn Undertaker lost (against hunter) to: Coin, Stonetusk Boar, Stonetusk Boar. GG.
Maybe it's just the current metagame, but this deck is absolute trash right now. Not even counting the games where I have to scoop on turn 1, I've had an empty board against me by turn 4, 10 out of 10 times. Everyone is running anti-mech, anti-Zoo kinda decks right now. You need such a miracle to not be beaten immediately.
I'll give it this: it's a consistent deck. It has three different ideas, and it does them all horribly.
I think this too. Zoo strength is that every card scale with each other and can take out enemys with much higher mana cost through Abusive Sergant and
Yes, Hobgoblin screams for Zoo, but if he gets removed you sit on a lot of 1 attack-minions that trades very bad. A belcher and you can Concede.
Well if you take the eggs out, I would rather take blingtron In for extra finishing dmg than one defender. There are like 100 ways where they out taunts or whatever and with blingtron you would have more value for going face than when you sacrifice all your minions for one taunt or? On the other hand, when your opponent has to defend himself, he must attack your minions by face and you can also kill more of these damn little enemy minions :).
ps: damn these leper gnomes their value is too rare
That's not how this works. You shouldn't judge a set because you don't like playing against it. Clearly this deck works and works very well. Thanks Fox! <3
Dark Iron Dwarf
Alright, so this deck does have a lot of potential, but it's failing people because cards that have synergy with hobgoblin, undertaker, and mech support simultaneously don't necessarily synergize perfectly with zoo strategy. Your card choice is also not perfect.
The solution to the former problem is pretty simple - don't run it like zoo. Hold back a little for hobgoblin and play your under-statted creatures like you would anything in a midrange control deck. The extra four stats more than make up for the early loss of tempo, and will let you flip the game quickly in a pinch.
As the "midrange" comment may have clued you in, that means Leper Gnome is a bad card here. It doesn't synergize well with anything but undertaker, and undertaker isn't really the focus of the deck to begin with - it's more there for good synergy with haunted creeper and the deathrattle mechs. A better choice would be elven archer, which I already recommend running over mortal coil in standard zoo. If you do want one more deathrattle in there, an explosive sheep might do the trick - it's good against aggro, it synergizes AMAZINGLY well with hobgoblin, and the extra health on your creatures usually keeps them out of its blast range.
Also, the deck DESPERATELY wants Jeeves. It plays midrange well, which is where you'll be able to get the most value out of his effect, and sticking an extra four stats on the little robot butler is INSANE. as a 3/6 he's a serious threat, but your opponent will be hesitant to remove him out of greed. He'll also be essentially immune to silence, because a smart opponent will throw everything they have at hobgoblin (and a less smart opponent will die, especially once two goblins hit the field).
With Jeeves in the deck, Soulfire is inarguably better than darkbomb. Yes, it sucks to discard something you need, but when you play it with jeeves on the field it more or less guarantees two draws, and in games like this the player who goes through their deck fastest almost invariably wins. Conversely, I like to run one loatheb in place of doomguard, but that's a matter of preference.
I'm not entirely convinced that warlock is the best class for this deck either. Webspinner, Mana Wyrm, and Northshire cleric would all make great targets for hobgoblin, and jeeves (and possibly novice engineer) provide all the card draw you really need. Mage and priest have good midrange hero powers as well.
Took your advice and its so far the best deck I've played. Here's the current line-up:
I'm 7-0 at the moment and still climbing. Wish me luck!
Didnt win a single game with that mage deck. To many removals out there atm. Midrange ist crap.
Really? so far my only problem is early rush when I don't pull the right cards. Anything that I can make last till turn 6 I've won.
This seems like a very level-headed critique to me. I tried the deck for a while right after launch, with much amusement. Occasionally it synergized beautifully. Usually it just lagged behind and fell apart. Several of the cards fall short for Zoo proper, and the hobgoblin is just a liability on board if he can't combo with at least 2 minions. I have been playing a straight-up MechRattle Zoo since and been performing much better, climbing right up past 10 and still going. Nevertheless, the concept for the deck is very cute. I would like to see it work. It's a shame that hobgoblin only grabs cards, otherwise, he would have a real roll for Paladin or Shaman.
if you want to have some fun playing around with hobgoblin, I suggest mechwarrior with some control warrior bits and bobs mixed in. Hobgoblin is a very effective glue between the good low-level mech cards and stuff like Unstable Ghoul, Acolyte of Pain, and Armorsmith. Pushing any of those three cards out of AOE range is a huge boost, but they're good enough to be run on their own, and Warrior has some of the best mech support in the game to boot. Jeeves is still the star of the deck and for his sake you have to keep your curve on the low end, but the mechs allow for a really fast aggro strategy, and execute makes one damage high health minions far less of a liability.
here's the build I'm currently tinkering with:
I'm sorry, but I'm finding this deck to be awful. It's way too inconsistent. It's too spread out between death rattle and mech synergies. I'm not sure that even focusing solely on a mech deck will do much good.
Awesome deck! I've been thinking about the idea of the tripple threat myself, but I always came to the conclusion, that you would end up trying to play on too many horses at once. This deck looks very promising though, and I'd imagine it to be very successful! Looking forward to trying it out tomorrow, and I'll try to come back and leave some feedback :-)
+1!
From a 3-0 start, I am now at 7-5, which is still fine, but nothing to knock your socks off. I kept the Dark Iron Dwarfs instead of the defenders, as I found them more situationally helpful. However, I am definitely losing to combos and other situations where the other deck suddenly clears and seizes board control. That new paladin card that summons a bunch of 1/1s and gives a 1/4 weapon combo'd with quartermaster was one such example. With this in mind, I have swapped out a cogmaster and a creeper for 2 shadowflames. I'm not sure that's precisely the right swap, but cogmaster definitely seems more situational here than some of the other minions, and Haunted Creeper is, in my opinion, the most iffy card in the deck. FWIW:
Warrior: 2-0, Mage: 1-1, Hunter 1-1, Rogue 1-1, Shaman 0-1, Warlock 1-0, Paladin 0-1, Druid 1-0
Shaman seemed like the worst matchup.
Don't you think Jeeves would be good here??
What do you think?
With so many Annoy-o-Trons and Shielded Mini-Bots ... that's not such a bad idea. Although I do worry that it will be too situational. This deck needs more consistency if anything.