Legend 6 Demon Zoo
- Last updated Sep 5, 2015 (TGT Launch)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3200
- Dust Needed: Loading Collection
- Created: 8/7/2015 (Blackrock Launch)
- kohnanlol
- Registered User
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- 4
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- 18
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Battle Tag:
Kohnan#1405
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Region:
US
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Total Deck Rating
365
The deck I used to climb from rank 9 to rank 6 legend this season(s17). Fairly standard with a few changes.
This deck had a very high win rate for me with very few weak match-ups.
I've made a few changes to make the deck stronger in the current TGT meta. This deck is still very strong and perfectly viable with TGT release.
General tips:
1. Try to only use your void terrors on deathrattle minions or your 1/1 Imps and Spectral Spiders unless you have no other choice. If you are expecting a board clear soon, prioritize using it on your 1/1 minions. If not, prioritize using it on your deathrattle minions. Always attack with your minions before playing the void terror and, if possible, combo it with power overwhelming.
2. Always place your deathrattle minions on the same side of the board adjacent to each other. This allows you to make the most of your Void Terrors and Argus. As a general rule I always place my deathrattles on the right side of the board. If I have multiple deathrattles I keep my Haunted Creepers closest to the middle so they will spawn the 1/1 spiders in the middle of the board.
3. Plan out your play before playing any cards. If you are going to life tap, do it first UNLESS you are planning to trade in a Voidcaller and you already have the demon you want it to spawn in your hand. If you tap first in this situation you could end up with a weaker demon being spawned. Also, play your weaker demons first when you are in this situation to ensure that you get the strongest demon possible from your Voidcaller. The only other situation where you shouldn't tap first is if you're playing a Doomguard from your hand.
4. If you're expecting a board clear, play as many deathrattle minions as you can. If you have a lot of pressure already you can hold off on playing your other cards until after a board clear. If you don't have board pressure already you'll still have to play your minions even if it could be playing into a board clear.
5. Force your opponents to waste removal on early Void Terrors. This will make your Mal'Ganis a lot stronger when you play it later in the game.
6. I like to always play my Imp Gang Boss on the far left side of the board because it spawns 1/1 imps on its right. Having the imps in the middle allows me to place my Dire Wolf Alpha in the middle and use my now 2/1 imps to trade. Once the imps die it will also buff the larger minions on the edges of the board.
7. If you're playing against a fast deck, prioritize heavily on board control early on. If you can control it until the game turns into a top-deck war, you will almost always win as a warlock.
8. If you're playing against a slow control deck, try to get in as much early face damage as you can. Apply as much pressure as you can so that they will be forced into inefficient trades later on to save their hp. Try to use your 1/1 minions to trade when you're expecting a board clear soon. Otherwise force your opponents to trade unless you can trade very efficiently or they have taunts up.
I switched wolf and coil back for two abusives, still having a great winrate on rank 7 eu, mostly farming mages. Lack of boom is no big deal.
Two Abusives are a great call, but I would take out of Bane of Doom before the Dire Wolf.
I was thinking about replacing the 2 creepers with Abusives. It feels like creepers can be such a liability later game against Patron.
Any room for Lord jaraxxus?
isn't jaraxxus to slow for this deck?
Pretty standard Demon Zoo lock. The only different thing I see missing is the lack of Abusive Sargents. But your tips are actually pretty good. For a new player trying to climb you are spot on, specially on your recommendation on board positioning. It's very hard to think about positioning when you basically just trying to flood the board with minion, positions of deathrattles becomes essential.
If you feel like completing this guide further and talk about matchups and mulligans, if you give the same insight as you gave in your tips, I think that would be pretty helpful (specially to new ladders climbers).
Congratz on the Legend.
Nice explanation of the deck, it is fair to say that it is a pretty standard zoo, but still i'd thank you for the effort and clear writing :)
replacement for Mal'Ganis??
If you don't have one of the lower cost cards, and want to fit in something in I've found Raid Leader to be pretty good. It's a nice bonus with things like the Implosion
Would it be wise to swap a Flame Imp for another dire wolf? While Flame Imps are a solid turn 1 drop (with it being especially devastating if they can't manage to kill it), I often see the drawback as somewhat punishing if I don't manage to get my Flame Imps early enough . On the other hand, a Dire Wolf is often a good help, or just another proc for the egg (if optimal).
I chose not to put in 2 dire wolves because it's weak if I have to play it by itself on turn 2. In order for dire wolf to be stronger than Flame Imp stat-wise it has to buff at least 2 other minions or activate an egg, and it also costs more mana. I prefer drawing into dire wolf in the mid game when I already have minions on board rather than having it in my opening hand, which would happen much more often if I put in a second wolf.
Why no abusive sergeants?
The deck already has enough 1 hp minions and patron fodder. The Power Overwhelmings and the Mortal Coil achieve basically the same effect but are even better in my opinion.
Ok, I will try it. Thanks!
Hi, I am currently playing with your deck and having great fun with it. I replace Mal'Ganis which I don't have with Dr. Boom instead.
I find the match-up against Patron Warrior ridiculously hard. Patron Warrior just took control of the board later in the game so easily. Is it the nature of the deck or is it because I lack Mal'Ganis ?
Have you consider replacing one of the Void Terrors with Shadowflame for board-clear? Power-overwhelming combo with Shadowflame is even a better board-clear than Flamestrike for 8 Mana. Including the card has the following benefits.
1. Shadowflame can really turn the tide for a comeback.
2. Shadowflame can help to maintain board control efficiently especially when the opponent decides to go for a tempo play with big minions in the late game.
Also can you tell us a bit the logic behind adding Loatheb to the deck. I often don't find it useful.
Shadowflame isn't terrible, but most aggressive decks don't really need to run AoE, since your "AoE" is board control. It'll be a dead card in a lot of matchups.
Versus Patron, you have to kill them in the 7+ turns before their combo. Remember to deny card draw whenever possible - it's fine to silence an Acolyte since they don't have many silence targets, otherwise just try to one-shot it. Don't worry about sacrificing minions to weapons, he still has to take damage to clear them. Just be as aggressive as possible and push damage.
Loatheb is actually really good vs Patron, as you just play it the turn before combo -> laugh as they concede. He's good in any matchup since he protects you from board clear. Dropping a Loatheb onto a board you control guarantees you the win.
Pretty much everything Dustincr has said is correct. Patron warriors can easily take advantage of the many cards with only 1 or 2 attack in this deck so it can definitely be a tough match-up. If you can't race fast enough, try to trade away your 1 attack minions or eat them with Void Terror before your opponent can take advantage of them. Argus is also very crucial here. Taunt up your minions with 3+ attack to prevent the Patrons from getting to your weaker minions. If you taunt up your stronger minions and play a well timed Loatheb, you should be able to secure the game.
As for Loatheb, its effect is very powerful in most match-ups and its stats are still okay for a 5 drop. This card can single-handedly win the freeze mage match-up by protecting your board long enough to pop an ice block. Against hunters it protects you from kill command and quick shot lethal for 1 more turn. It protects against druid combo and board clears from any control deck. It's not strong in every single game, but it can definitely win you many games with its effect.
Whaaat??? Loatheb needs no logic, in a crucial moment at the point of the match where your opponent will literally either finish you or at least swing the momentum enough in their favor that conceding would be the only manageable option (especially against Mages, Druids, and Rogues), Loatheb if timed right completely throws off any chance of that combo happening thus leaving said opponent who was just a few moments ago snickering at the finishing combo he was about to pull off to then suddenly pulling his hair out. He is useful in any deck, plus a 5/5 body to go along with the ability is a solid bonus. Poor question my friend. Js.
Deck is like the other ten demo zoo decks out there and not all that special or really good.
Neither are you. As a top deck of the week thus far I'd say your opinion is, well, widely considered to be useless as was the comment which can be concluded as absolutely unnecessary. Go be salty somewhere else and leave the space you wasted on that comment for people who enjoy the deck and are interested in learning about it or praising the creators hard work. Troll.