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Egg/Lacky Zoo (70% winrate below Rank 5)

  • Last updated Aug 23, 2019 (Saviors of Uldum)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 7300
  • Dust Needed: Loading Collection
  • Created: 8/17/2019 (Saviors of Uldum)
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  • Total Deck Rating

    228

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EDIT: With the addition of the new nerfs that were recently announced, this deck will get much stronger. All the new nerfs greatly benefit this deck, since Warrior will have to wait a few extra turns to play their win condition Dr. Boom, Mad Genius, Mage will have a tough time coming back from behind with the nerf of Luna's Pocket Galaxy, and Priest will have a tough time getting ahead on board early on in the game with the nerf of Extra Arms

Also shoutout to Khristophesaurus for showcasing my deck: 


Gameplan: This deck aims to get ahead on board in the early game with Flame ImpVoidwalker, and the two eggs: Scarab Egg and Serpent Egg. In the midgame, you usually have two swing turn options which are based on your previous turns and your mulligan. Your first option is to destroy your eggs with EVIL Genius, generate lackeys, and destroy your lackeys with EVIL Recruiter to get massive tempo plays. Most classes cannot deal with these many stats this early in the game. Your second option is to use the self harm package with cards such as Neferset ThrasherDiseased Vulture, and Crystallizer to create massive boards with over-statted minions. In the late game, you can finish off the game with Leeroy Jenkins and Grim Rally for huge amounts of burst damage, or play Dark Pharaoh Tekahn for potential tempo with 4/4 lackeys. To summarize, this deck combines two strong archetypes, self-harm and lackeys, to stay ahead on board and rush your opponent in typical zoo style. 

General Mulligan Guide: Flame Imp and Voidwalker are always a keep. If you have an egg and EVIL Genius, then keep both. Keep EVIL Recruiter if you have another Lackey generator. Crystallizer can be a consideration, but I like to save it for swing turns with Diseased Vulture. Keep Dire Wolf Alpha if you already have a 1-drop. Never keep any self-harm card, such as Neferset Thrasher and Diseased Vulture. Only keep Sinister Deal if you are also holding an EVIL Recruiter.


Druid: 3-0 (100% winrate)

I'm not seeing much Druid right now, since Control Warrior destroys Quest Druid and Aggro destroys any Malygos Druid Shenanigans. The two matches I played were against Quest Druids, and I quickly steamrolled them in the early game with my high-statted minions. Even when they played board clears such as Starfall, I usually had minions stick because of their high health and because I had played eggs. The only potential Druid deck that is a challenge for us is Token Druid, but keep in mind that our minions are stronger then theirs, and lackeys are great for maintaining board control. In both cases, Druid is an  easy matchup for us. 


 Hunter: 6-3 (67% winrate)

The main Hunter archetypes in the meta are Secret Hunter, Highlander Hunter, and Mech Hunter. Against Secret Hunter and Highlander Hunter, get ahead on board and play around their one board clear, Explosive Trap, by keeping high health minions. Be ready for Hyena Alpha on turn 4 if your opponent has a secret up, and make trades in such a way that you're ahead on board but not vulnerable to Explosive TrapSpirit Bomb is an especially great tool against Animal Companion and Sunreaver Spy, and is worth considering in the Mulligan. Always keep your health in mind, since Dinotamer Brann and Zephrys the Great can quickly swing the game in your opponent's favor. Mech Hunter is actually a tough matchup because you have to constantly deal with their board, and you're also dealing damage to yourself. Focus on using the lackey package in this matchup rather than the self-harm package as to not deal damage to yourself. Finally, beware the Missile Launcher and Venomizer combo because this deck doesn't have a counter to that. If it does happen, Leeroy Jenkins or discovering Siphon Soul or Plague of Flames are a few of your outs. 


Mage: 10-6 (63% Winrate)

The only mage decks in the meta are currently Highlander Mage, Control Mage, and Cyclone Mage, and the gameplan against these decks are much the same: stay ahead on board and play eggs to counter any removal. Flame Ward and Doomsayer are the only potential problems for us, but Flame Ward is seeing less play in current mage decks because it is easy to play around and Doomsayer can be used to our advantage by playing eggs. Against Highlander Mage, always keep Reno the Relicologist in mind, as it can clear your board and put an annoying 4/6 in play. Play eggs proactively and always have ways to refill your board with Diseased Vulture or Lackey synergy. From my experience, your opponent will not play Luna's Pocket Galaxy because of the huge tempo loss, so it will usually be a dead card in their hand. For reference, I have played around 4-5 games against Highlander Mage who tried to play Luna's Pocket Galaxy on curve and I won every single one of them. 


Paladin: 5-0 (100% Winrate)

This deck absolutely steamrolls all Paladin decks, including Quest Paladin and Murloc Paladin. Quest Paladin is far too slow in the first few turns to contest the board, and they don't run many AOE spells. Murloc Paladin is a bit more difficult, but our early game minions are far stronger than murlocs which means we will most likely have the board early on. When they do waste tempo by playing Prismatic Lens, we will usually have a solid board to contest theirs and we can make favorable trades. All in all, Paladin should be an easy win. 


Priest: 3-1 (75% Winrate)

The only Priest decks in the meta are Combo Priest and some fringe Resurrect Priests. Against Combo Priest, always clear their board to prevent them from buffing their minions and from drawing cards through Northshire Cleric. Since Combo Priest doesn't run that much AOE besides Wild Pyromancer, it is better to keep a few healthy minions rather than a lot of weak ones. Resurrect Priest can be a bit tough since Mass Hysteria is a dangerous AOE against this deck, but it can be countered by playing eggs. Always have a way to refill your board by keeping Diseased Vulture or Lackeys in your hand. 


Rogue: 4-1 (80% Winrate)

Rogue can be a tough matchup, especially with all of their 0 mana cost single target removal like Backstab and Vendetta. Our plan is still the same, to get ahead on board and go wide on board instead of having healthy minions so they can't clear all our minions. Rogue's don't have many board clears and Fan of Knives is only being played in some decks right now, so it is easy to play a board full of minions without worrying about AOE. Against Tempo Rogue, keep an eye on your health and constantly play taunts like Voidwalker and Titanic Lackey to prevent any Waggle Pick and Leeroy Jenkins shenanigans. 


Shaman: 3-3 (50% Winrate)

Shaman has great board clear tools like Sandstorm Elemental and Mind Control Tech and they can also control the board early on with Lackeys. However, they lose 1 turn by playing the quest so it is extremely important to get ahead on board by playing a 1 drop. Once Quest Shaman completes the quest, it is usually game over as they have too much value and can quickly burst us down usually due to our low health. However, Murloc Shaman and Aggro Overload Shaman are the other two main archetypes, and are much easier since Murlocs aren't strong enough to contest our board and Aggro Overload Shaman doesn't put enough pressure until turn 4 where they play Thunderhead


Warlock: 3-2 (60% Winrate)

Against the mirror, it is incredibly important to play on curve since whoever establishes their board first usually wins the game. This is why it is incredibly important to keep Flame Imp and the Lackey cards since they are great for board control. If you do fall behind, keep in mind that you can have swing turns such as playing an egg and killing it with EVIL Genius. Prioritize killing the opponent's lackeys also so they can't get value off their EVIL Recruiter


Warrior: 5-6 (45% Winrate)

The stats may come off as a surprise, since historically Control Warrior has always hard countered Zoo. However, this deck is different than the others for several reasons. It's one drops, especially Flame Imp can directly counter Warrior's one drops. It runs eggs so whenever the Warrior uses a board clear, there will still be minions left. It can get on the board extremely quickly with Diseased Vulture combos, lackeys, and ESPECIALLY EVIL Recruiter. The key is to put just enough pressure on the Warrior so that they have to use a board clear in awkward situations. EVIL Recruiter is the MVP in this matchup, since it is difficult for the Warrior to deal with it so early in the game unless they have a decent bit of armor and shield slam, or they have Restless Mummy (which will still leave a 3/3 in play). I've found that I've lost every single game where the Warrior has played Dr. Boom, Mad Genius on curve, so with the help of the new nerf, this deck will be stronger against Control Warrior.