Top 20 NA Legend: Zoo Gang
- Last updated Apr 13, 2015 (Blackrock Launch)
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Wild
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1320
- Dust Needed: Loading Collection
- Created: 4/10/2015 (Blackrock Launch)
- thedeadgoldfish
- Registered User
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Total Deck Rating
500
^^ The all important proof ^^
Hello, everybody this is the zoo list I used to climb to legend for the first time. Basically it's classic zoo with Imp Gang Boss in place of harvest golem. The deck is favored against Druids and other aggro decks (including the dreaded face hunter) because you can more or less out tempo em'.
Standard Mull is one drops and 2 drops minus Owl and egg unless you have abusive with it . Imp gang is okay to keep if you curve into it.
Warriors: Standard mull keep. don't keep egg even with abusive. Keep Imp gang
Shaman: Keep imp Gang
Rouge: Don't keep egg or abusive
Paladin: Standard Mull. Haunted creeper and abusive are extra important in this match up.
Hunter: Standard mull + Keep Owl, Impgang, and keep egg even if you do not have abusive. Keep argus if you have coin and like the rest of your hand. Creeper and Void walker is extra important.
Druid: Standard mull
Warlock: Standard Mull keep owl, Egg + abusive combo is extra potent in the mirror
Mage: Standard Mull
Priest: Standard mull + Power overwhelming to deal with Deathlord and buffed creatures/ Your 3/2s are extra important to deal with Cleric.
What do you think about -1 Dark Iron Dwarf and +1 Enhance-o Mechano?
I don't have 2nd imp losion so I put avoid terror to help me with eggs. Is it ok or shoul I put other card?
On turn 1 with coin, and Leper/Flame Imp/Haunted Creeper/Imp Gang, what is the play?
Depends on your oponent
coin Leper and Imp, Then Creeper, then Imp Gang. That is a perfect curve, how is there question?
Nice deck. 14 - 0.
Zoo isn't about face damage, it's about board control. Doomguard does that for you and who cares about discarding if you're getting a 5/7 charge for 5...
To be honest, I don't mind losing 1 doomguard to play another copy of it. By the point I decided to play doomguard, the game is pretty much over one way or another.
That's probably because you don't use it lol. Doomguard are supposed to be used on turn 5-6. Forget about the discard.
2 Doomguards in hand is a thing that sucks, but doomguard is so much better than arcane golem it is totally worth it. It does more damage, it is way harder to remove, it doesn't give your opponent extra mana. By the time you can play one your hand will be almost or totally empty. The discard can feel bad but 95% of the time playing a doomguard on turn 5 is the correct choice, even if you have cards in hand.
Remember that Zoo is not a 100% face deck, usually it is better to trade your minions to keep their board clear. You are dropping 2 threats a turn in the mid game so if you keep their board clear, your position will keep getting better and *then* you go face.
"usually it is better to trade" - man, it is not better, since zoo is a control deck, you have to control board, and when you do, you can go face (C.O.)
Hey there, any idea on what I good replacement for Loatheb would be. I don't feel like spending the $$ for the wings of Naxx. Only card I'm missing out of this deck.
Buy em with gold
Dr. Boom viable in this deck?
Definitely
Dr. Boom is a great addition to this deck.
no
Does 1 Sea Giant Have a place in this style deck?
Could +1 Mal'Ganis -1 Doomguard work ?
Also [card]Leeroy Jenkins[/card] ?
Mal'Ganis is too slow for the deck if you get to turn 9 and not already have lethal you will probably lose anyway.. =/
But the Leeroy Jenkins could work, but keep in mind that Doomguard could attack 2 turns but Leeroy will die next turn..
sorry for the bad english