Imp ZooLock (Nathria Theorycraft)
- Last updated Jul 31, 2022 (Castle Nathria Launch)
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Wild
- 19 Minions
- 8 Spells
- Deck Type: Theorycraft
- Deck Archetype: Zoolock
- Crafting Cost: 6000
- Dust Needed: Loading Collection
- Created: 7/15/2022 (Castle Nathria Pre-Patch)
- Nidnam1252
- Registered User
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- 2
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- 33
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
6
July 23rd, 2022:
-1 Rustrot Viper
+1 Piggyback Imp
This deck should be fast enough to smorc down most decks before any really powerful weapons (like from Cariel's hero card) can make a difference.
--------added deck walkthrough--------
July 15th, 2022:
Will update deck as new cards get revealed, deck walkthrough will come after all cards are revealed, deck guide will come after expansion releases.
DECK WALKTHROUGH
2x Flame Imp
2x Flustered Librarian
2x Wicked Shipment
2x Bloodbound Imp
2x Imp Swarm
2x Impending Catastrophe
2x Vile Library
2x Fiendish Circle
2x Imp Gang Boss
2x Piggyback Imp
2x Mischievous Imp
1x Dreadlich Tamsin
1x Imp King Rafaam
All of the cards above were chosen simply because they are the best cards in the "Imp package" which is the whole theme of this deck... They are also relatively low cost, even your "finisher" cards (Rafaam and Tamsin) are only 6 mana, which makes this feel like an old-school demon zoo lock deck.
That leaves us with 6 cards left to build the deck and given that we are building this as a hyper aggresive zoo lock, we fill out the remainder of the deck with the following;
2x Voidwalker ---- Solid stats for a 1 drop, it's a demon for Bartender/Amalgam synergy and with taunt it can protect your face or your imps on board (especially if you buff it with Vile Library).
2x Amalgam of the Deep ---- Decent stats for a 2 drop and it lets you discover a demon (you have a 33.3% chance to discover an "Imp" card). It's also a demon itself for Bartender synergy.
2x Shady Bartender ---- Just a nice big buff for all your demons on board, simple as that.
POTENTIAL OPENERS & COMBOS
Turn 1: Flame Imp or Wicked Shipment or Voidwalker
Turn 2: Amalgam of the Deep
Turn 1: Flustered Librarian
Turn 2: The Coin + Fiendish Circle
Turn 2: Vile Library
Turn 3: Fiendish Circle
Hand Refill: Fiendish Circle + Impending Catastrophe = Draw 5
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Finally, here's a couple of synergy cards I chose NOT to include and why.
Seeds of Destruction ---- while it does have Imp synergy, it's just too slow.... 2 mana to do nothing and then maybe get some 3/3 imps later in the game doesn't help with an all out aggro strategy.
Impfestation ---- while it can be powerful and has Imp synergy, it's too situational and costs too much mana.... 6 mana to deal 3 damage to every enemy minion and MAYBE get a couple of 1-2 health imps on board is just not worth it.
Sire Denathrius ---- Seems like it could be a powerful finisher, but the goal of this deck is to essentially smorc your opponent down by turn 6-7 (earlier if possible). A 10 mana card doesn't help with that goal. This deck also has no way to tutor Denathrius out, so you can't guarantee if and when you'll draw him.
If you really want to run Denathrius as a secondary win condition, you could however just remove 1 of either the Imp Gang Boss or Piggyback Imp (those are likely the weakest of the Imp cards in the deck)
Patch just came out and imp lock is already pure cancer lol. 2 mana draw 7 and 4 mana for 3 3/3s are really balanced cards. /s
EDIT: I somehow forgot about the 2 mana give a minion +7/7 two times lmfao you can't make this shit up.
Feel like the Voidwalker and Amalgam of the Deep aren't a good fit.
Voidwalker is a more passive body that doesn't further the SMorc gameplan. Still, it could help with preventing early trades into your imps, so it's not a total dud. It's a pretty lame topdeck, but you're already losing if you're depending on topdecks.
Amalgam of the Deep has a fair body, but the Demon pool is not very good, so if you whiff on getting an imp, it's pretty underwhelming.
I think Sea Giant has good synergy with the board flood gameplan, despite not being an imp or demon itself.
For the other 2, it's kinda a flex spot to tech what helps with the meta. If taunts are a problem, maybe a removal spell like Unstable Shadow Blast or something or targeted silence like the tradeable Royal Librarian.
I think you can argue keeping the Voidwalker, but I'd definitely suggest:
-2 Amalgam of the Deep
+2 Sea Giant
There's also an argument that Murlocula is better for board refill after a clear vs. Sea Giant as a win-more.
I think you do keep the Voidwalker, even if it just blocks 1 attack or eats up 1 spell... that could be the difference between a win or loss. it also helps beat other aggro decks... get a few imps on board and hit it with Vile Library and now it's a 6/8 taunt.
You could be right about Amalgam, will have to playtest to see how consistent (or inconsistent) it is.
If I were to replace it, I would probably go with Murlocula.... easier to get to 0 cost, helps refill the board after a clear, and the Lifesteal can help you recover any HP you lose from Life Tapping or attacking with Bloodbound Imp.