+1
Favorite this Deck

Zoo-a-din (Heroic Highlord Omokk)

  • Last updated Apr 20, 2015 (Blackrock Launch)
  • Edit
  • |

Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: PvE Adventure
  • Deck Archetype: Unknown
  • Boss: Highlord Omokk
  • Crafting Cost: 2120
  • Dust Needed: Loading Collection
  • Created: 4/16/2015 (Blackrock Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Terribleness

  • Region:

    US

  • Total Deck Rating

    2

View 1 other Decks by Terribleness
BBCode:
Export to

 

How To Play. 

This is deck pretty straight forward in its gameplan.

Zoo the board so that his hero power can't keep up and use Divine Favor to refill your hand. Use buff cards to trade efficiently or for combos with Echoing Ooze. Omokk has a lot of card draw and a lot of armor gain to deal with, so be careful of losing your board from going at his face too hard. 

Board control is the most important key to victory, if you establish board control, you generally just win the game from that point on (barring the worst possible luck).

Another key to victory is making sure that you have at least 15+ hp once the board stabilizes. If you can't create board control fast enough, Omokk can rekt you with Charge combos if your health is too low. Luckily, Omokk really likes to charge Ogre Ninja over other cards, making them a bit easier to deal with with their 50% chance to miss.

Mulligan.

Ideally you want either Avenge or Redemption (strong/only turn 1 play) in your opening hand with a Haunted Creeper (these are amazing 2 drops, especially if you played Redemption on turn 1) or any other 2 drop in this deck but Knife Juggler with a Muster for Battle to play on turn 3.

Things you don't want to hold on to are the buff cards, Knife Juggler, Sword of Justice, Aldor Peace Keeper, Big Game Hunter, Divine FavorTruesilver Champion,  Consecration, Piloted Shredder, and Quartermaster.

Things To Watch Out For.

His hero power (ME SMASH) is always used at the start of his turn, so use your hero power along side playing minions to make his a 50/50 at best. If you can't, Redemption and your deathrattle minions can instead be used to create board presence.

When buffing minions, try to find the right balance so his hero power doesn't rekt you in that 1 in 7 chance. The rule I go by is to have as much fodder minions as it takes that there is at best a 1 in 3 chance of losing a buffed minion/key minion like a Knife Juggler

I included a Big Game Hunter to deal with Mogor the Ogre as he can completely ruin your board. Seriously, he can singlehandedly ruin an otherwise successful attempt. BGH is also useful for when he use Charge on Ogre Ninja and other charge combos when you can't otherwise deal with it.

Omokk has a lot of card draw so Divine Favor's should always hit at 5+ cards easily. If it's not, try to wait until he draws a bigger hand. 

Why only one Truesilver Champion?

Mostly because, as amazing as Truesilver's are for clearing his minions, it's 4 mana not spent on flooding the board, we already have 3 weapons. and we can't afford to clog our hand with weapons. I have subbed out the Truesliver for a Seal of Light and managed to still beat Omokk quite easily so they are not a required card by any means.

Why only one Consecration?

Omokk doesn't tend to flood the board with minions too hard, so I found a single consecration sufficient. If he has enough board control by turn 4 that you'd need a consecration, you've normally already lost. A single consecration can let you trade efficiently so that few (or ideally none) of your own minions die while not clogging up your hand.

 

Omokk's Card List.

Note: this list is based off of my battles with his thus far, thus most values are not confirmed.