MechHobRattle Zoo - Triple Synergy
- Last updated Dec 11, 2014 (GvG Launch)
- Edit
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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.
Solid deck !
I thought of a Hobgoblin combo too for a zoo deck, ! We've a lot of strong 1 ATK minions, so Hobgoblin will gonna be a thing !
Hope to find lots of this cards once GVG comes out, really wanna to try this kind of deck !
This deck looks pretty solid. I want to make something like this to start GvG. I think token Druid will be very strong as well with all the new buff cards.
If mech zoo becomes meta i will uninstall. This game does not need another hunter or zoo meta atm. I thought about the exact same deck but i would never in my life play this even tho i know its gonna be really strong.
Ok.
I just think back to when zoo first came out it was horrible ladder was ruined for a month. Mech zoo seems really strong and i was just hoping we could get at least one month of good ladder until people figure out how to make zoo and hunter mech. I know we got a lot of anti aggro cards but it will not be enough mech zoo will be op. Some aggro is fine but when ladder is all hunter or zoo its no fun for anyone. I knew this was going to be discovered at some point but i was hoping people would at least let GvG meta be varied for the first month or so. Looks like it will be the same as naxx were they introduce a lot of anti aggro cards(belcher) and people think its going to be fine but we still end up getting another 80% zoo/hunter meta.
Getting +4/+4 for 2 mana is pretty sweet, no kidding :) The only drawback is it relies on Hobgoblin to be worth very much. The other Hobgoblin fuel cards are either really good on their own (Haunted Creeper, I'm looking at you) or have multi-directional synergy (are mechs / have deathrattle too). Although it does add to the Enhance-o Mechano combo, and that's not nothing.
I think your suggestions are good, but the deck would be better off trading them for the Deathrattle wing of the trifecta. This deck is trying to be too many things at once, and the new meta is going to be unkind to Deathrattle.
Agh! I really love your suggestions, but there are a few drawbacks I worry about. The -2 Voidwalker for +2 Annoy-o-Tron is something I've been struggling with. The extra mana for Annoy is really significant to me. But I think you've convinced me. It is yet another cross-directional synergy (Hob / Mech), and that's just too good.
Personally I'm not sold on Junkbot yet, but I'll think it over. Getting the Hob buff on it would make it a truly terrifying minion. But at 5 mana, it'd be as expensive as Doomguard. I just have to think about how likely it'll be to get multiple +2/+2s out of it. If you have extra convincing ideas with it, let me know.
I don't think Jeeves will come in handy for Zoo. It takes away Warlock's advantage of card draw since the effect is symmetrical and the opponent can sometimes benefit too. A 2nd Enhance-o Mechano might be good though ... I think you and I see eye to eye on the card. It's pretty amazing.
Thanks for the suggestions!
oneseven, why do you think Deathrattle is bad in the new meta? Solely because of Lil' Exorcist?
Also, It's easy to be many things at once when the synergy overlaps :) The deathrattle cards happen to be Mechs, and happen to work with Hobgoblin. It'll be truly hard to avoid the synergies from overlapping.
That's true. I can see a turn 3 Hobgoblin, turn 4 The Coin + Junkbot type thing. Although most Zoo players will have used the coin by turn 4. I think what you're saying about Doomguard is probably true -- maybe 2 is too many. Maybe the 2nd Enhance-o Mechano or a Junkbot would be good. I just worry, because they're both dead cards if you draw them while you're losing, whereas Doomguard is an amazing card to draw when you're losing.
I already hate playing against this deck! :)
Thanks for sharing. Looking forward to giving this a shot!
Really good suggestions! I kept Doomguard and Dark Iron for fear of deviating too far from the established zoo. that said, Dark Iron is one of the best minions in the game.But I agree with you and like your suggestions
Interesting concept. My only concern is that it might end up a jack-of-all trades, master of none situation. Looking forward to trying it out!
That's a fair consideration, however I do want to make one point in contention. Classic zoo also has 8 Undertaker targets with the same mana-curve, and so there isn't really a way that the Undertaker side of this can go wrong. The Mech synergy has a very low likelihood of not synergizing, with 15 mechs in the deck, so even if Hobgoblin doesn't synergize you're still looking at two very efficient mechanics.
Thanks for your comment!