+9
Favorite this Deck

Lackey Attacky - Competitive Zoolock

  • Last updated Jul 11, 2020 (Twin Slice Nerf)
  • Edit
  • |

Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Lackey Warlock
  • Crafting Cost: 5920
  • Dust Needed: Loading Collection
  • Created: 7/10/2020 (Twin Slice Nerf)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    9

BBCode:
Export to

Intro:

I'm a long time Free-to-Play and occasional legend player and this is the deck I've been climbing with recently.

Despite being an aggressive/tempo deck, it's got really good reload and surprising value with Tekahn and all the lackeys. Even more surprising for an aggressive deck it's interesting to play with tough decisions and a great Hail Mary option of Shadow Council.

It's an effective and not too pricey deck to climb with, and with the upcoming nerfs its hopefully only going to get better. Still, probably see how the meta shifts before committing to crafting anything.

Strategy: 

This deck usually aims to win from around turn 7ish. It's Zoo, not pure aggro though and gets its damage in through quickly building strong boards and rapidly reloading them (aka face is not always the place). There's a difficult balance to get between making really big minions in hand (Scrap Imp, Shadow Council etc) and the loss of tempo this gives - my rule of thumb is "will this action make my opponent concede?".

When it's not possible to win early then the lackey synergies will give you a great amount of quick value which most decks wont be able to keep up with. Erkh being able to pump out a board full of 4/4s is great and can sometimes be a useful card to duplicate with the Expired Merchant.

Mulligan:

In general, mulligan fairly aggressively for Imprisoned Scrap Imp, though keeping hold of a good one-drop like Flame ImpShadow Council, and maybe Blazing Battlemage. If you get the Imprisoned Scrap Imp, draw/ card generation and Shadow Council becomes a higher priority.

Expired Merchant should also be kept if you get the Hand of Gul'dan as well.

Key Cards:

Imprisoned Scrap Imp - Yeah obviously this is a key card. Great for all zoo decks.

Shadow Council - Feels strong in the deck and I'm glad to have it, but also it's there because it's fun and cos it's always interesting to try and prove the crazy Papa Trump right about rating this 5 stars. Playing this the turn before the Scrap Imp awakes always feels great.

Hand of Gul'dan / Expired Merchant / Nightshade Matron - The main card draw engine of the deck. One important note to consider is to try and avoid dragons and spells from your lackeys above 5 cost as this will mess up this combo.

Dark Pharaoh Tekahn - Not necessary in purely aggro matches, but gives a really important win condition for longer games.

Other Cards to Consider:

Deck feels pretty tight as it is, but definitely worth considering:

 Kanrethad Ebonlocke (reluctant to put more legendarys in but would probably work pretty well)

Evil Recruiter (a little bit inconsistent and didn't seem necessary as lackeys are often 4/4s anyway)

Other good one drops like Beaming Sidekick and Voidwalker (neither of these seemed aggressive enough for me)