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Mech Token Zoolock [SHAMAN KILLER]

  • Last updated Nov 23, 2019 (Shaman Nerfs)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 6660
  • Dust Needed: Loading Collection
  • Created: 11/22/2019 (Shaman Nerfs)
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Hey everyone! I'm Funki Monki and all I do is create meta-breaking (hopefully) homebrew decks!  I recently climbed with this brand new Mech Token Zoolock from rank 8-5 with a 80% (12-3) WR so I wanted to show it off so you guys can have just as much success with it as I have! This deck just CRUSHES Evolve Shaman because of Plague of Flames! N'Zoth, the Corruptor decks are somewhat easier as well because we'll just kill our opponents before turn 10 :). I hope you all enjoy this deck! 

Full write-up below.  I spent a fair amount of time on this guide to help you learn it, so if this guide is helpful don't forget to upvote to help others see it as well!

 

GENERAL STRATEGY:

This is a very aggressive deck, so we want to look for as early of a start as possible.  This means playing something on turn 1 and 2 (at least 2 if you can't play anything on 1) and then curving out from there. A lot of times, I will tempo out a Knife JugglerCard Name on 2 instead of holding it in hand to combo with a Microtech Controller, etc. Most of our damage will come from our magnetic minions since it acts as 'charge' if magnetized to an existing mech. So always try to have a mech on board, especially going into turns 4+ to hook up a Wargear, Zilliax, Missile Launcher. Because tempo is so important in any aggressive deck, I usually wont start tapping until I'm running low on cards in hand like turns 5+.

Tips: 

Against Hunter, beware of Unleash the Hounds or Explosive Trap on a wide token board and Freezing Trap against a single big magnetized minion.

Against Shaman, be cautious of Sandstorm Elemental on a board of 1/1's and playing 4+ minions. This is a token deck though, so many times we will want to go wide. If you have a big magnetized mech, either keep your board to 3 minions or go as wide as possible to reduce the chance of them stealing your big minion.

Against Druid, beware Swipe on 4 (or even 3 if they have the coin)! 

Against Priest, most are playing resurrect priest so be as aggressive as possible. Don't worry about Mass Hysteria if you have a deathrattle or two so you can keep pushing damage with magnetic minions.

Against Mage, be cautious of Flame Ward and to go wide and be under 10 total health on turn 6 (Reno the Relicologist) or if you do, make sure you have deathrattles that you can keep magnetizing onto

Rogue, Warlock - board control, board control, board control.

Warrior, you don't have to worry about Dyn-o-matic because we have so many mechs so Warpath is the strongest card to be aware of at all times

 

MULLIGAN:

Always Keep: Flame Imp, Mecharoo, Knife Juggler

Sometimes Keep: Plague of Flames (against Shaman), Soul Infusion (if no other 1 drop, and can coin a 3-drop into another 3-drop), EVIL Genius (if you have Mecharoo), Galvanizer (if you have 2+ mechs in hand), Imp Gang Boss (if you have a 2-drop), Microtech Controller (if you have Knife Juggler), SN1P-SN4P (if you have a 2-drop)

 

REPLACEMENTS:

Leeroy Jenkins -> Sea Giant

Zilliax -> Sea Giant

 

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)!

Watch me stream homebrew off meta decks live - https://www.twitch.tv/funkimonki

If you like homebrew off meta decks, subscribe to my Youtube -  https://www.youtube.com/channel/UC5JSDPfmvo1bfpG6438Qg8w