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Aggro Zoo

  • Last updated Aug 20, 2015 (Blackrock Launch)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1200
  • Dust Needed: Loading Collection
  • Created: 8/19/2015 (Blackrock Launch)
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This deck is a more aggressive variant of the common Zoo deck. It has brought me more success during the August 2015 season than the more midrange variant so I would recommend trying it out if you face a lot of aggro and feel that you have to race them to the win.

While quite aggressive, this deck still favors board control, at least during the first few turns. It is not a face deck, but a hybrid of aggro and midrange Zoo. You should only ignore the enemy board if you are setting up lethal or you know that they don't have the tools to race you or clear your board with their current minions.

A few words on the selection of cards:

Acidic Swamp Ooze : This is a tech card because of the high number of hunters and patron warriors in the current meta. Not really part of this deck's win condition.

Ironbeak Owl : Having double owl might seem like too much but it helps a lot to gain the lead against aggro decks. It should fall on Nerubian Eggs and Mad Scientists most of the time. However, in a tough spot it can be used even for a small taunt minion just to make sure you get all the good trades. If you know that the opponent is playing a slower deck you have to keep at least one owl for a heavy taunt or a minion that has to be silenced like Sylvanas Windrunner.

Wolfrider : This card is not very common in Zoo but it helps a lot in the current meta. He can win the pressure war against other aggro decks, provide the extra boost for lethal or make a favorable trade, keeping your smaller minions that are already on the board alive.

Doomguard : This card is obviously a staple for this kind of deck. I would like to note, however, that this build does not contain the also commonplace Voidcaller, meaning that the Doomguard has to be played from the hand. This means that it will be mostly used for lethal, but at certain points in the game you have to evaluate whether you need him earlier on and plan ahead so as to not waste any useful cards when you drop him. eg you might have to refrain from tapping, or make a play that uses the cards you don't wish to discard during the previous turn.

In 10 games all at rank 4-5 this deck currently has a winrate of 60%. I will update with a list of match ups when I get more data.