[WoToG] New Legend Zoo
- Last updated Jan 4, 2017 (Gadgetzan)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Zoolock
- Crafting Cost: 5240
- Dust Needed: Loading Collection
- Created: 4/26/2016 (Old Gods)
- TophatDemon
- Registered User
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- 9
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- 33
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Battle Tag:
TophatDemon#11515
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Region:
US
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Total Deck Rating
1386
Thank you for all the support! OS_TophatDemon here with the guide for this new Zoo deck that I've conjured.
Twitter: OS_TophatDemon ( HIT ME UP ON TWITTER FOR COACHING OR ADVICE AS MY FRIENDSLIST IS NOW FULL)
Battletag: TophatDemon#11515
Aprox. Matchup Favorability:
Warrior (C'Thun/control) - 40-60
(Although the C'thun is more 45-55 due to the lack of as many clears)
C'Thun Druid - 70-30
Control Priest (any variation)- 30-70
Freeze Mage - 20-80
Tempo Mage- 60-40
Aggro Sham- 60-40
MId Sham - 55-45
Pleb Decks(Meta has not fully developed) - 75-25
HOW TO PLAY:
This is Zoo! Fight for board control then once you have it, keep it. Kill most high-level threat minons such as Tunnel Trogg or anything else with may pose a future/escalating risk and keep going face from there. This deck comfortably wins games by turns 5,6,7,8 Depending on draw.
MULLY:
VS AGGRO:
Get that early game baby! Flame Imps/VoidWalkers/ Villagers/Dark Peddlers are instant keeps. If you have a good hand curve and/or the coin, Spawn/Imp Gang/ Dark shire (although you really only want to keep darkshire if you can afford to keep ritual or have a lot to play) THE KEY THING HERE IS TO GET MINIONS THAT MAINTAIN BOARD DOMINANCE, You need to ALWAYS KEEP things that either already synergize (knife juggler + 1 drops) or that are super sticky (like the aforementioned Imp Gang Boss). If you might be against another zoo deck and have the coin, Sea Giant wins you the game so always keep.
VS CONTROL:
This is your unfavored match up if it's against Freeze/Control warr/Or priest but IT IS WINNABLE if you just keep calm and collected. Here you REALLY NEED Instant threats and board presence like FlameImps/Villagers/Peddlers (for options or just a turn 3)/Imp Gangs to establish and keep control of the board. SEA GIANTS ARE CRUCIAL here and are very good to keep with the coin as the sooner you play them the sooner you can win (REMEMBER BGH WAS NERFED). Also this is when Councilman shines as you can instantly start buffing him and HITTING THAT SWEET, SWEET FACE before they armor up or are able to clear your board.
KEEP YOUR CLEARS IN MIND :
Don't play into nova+Doomsayer, Holy Nova, Revenge, etc UNLESS YOU HAVE ENOUGH IN YOUR HAND TO RESTOCK. Greed gets you killed here. If your board is fat and you have a few minions that are relatively unchallenged, don't dump your hand just to have a full board because when they clear it and you can't refill: YOU LOSE.
Hope this helps you guys out. Feel free to comment (I try to read every single one) or follow/hit me up on twitter( @OS_TophatDemon) for anything else. Love y'all <3 .
Stay Legend.
CHANGES:
-1 FLAMEJUGGLER/+1 LEEROY
-1 SPAWN OF N'ZOTH/+1 GORMOK
POSSIBLE CHANGES : -1 RITUAL/ +1 ABUSIVE
THIS SHOULD BETTER YOUR CHANCES AGAINST THE EVER-INCREASING CONTROL META
What should i pick against Mage? i'm in trouble agains mana wyrm + mirror image
Don't have so much arcane dust to afford sea giants any substitute?
sorry for my bad english
I'd really love to try this deck out. Yet I have some of the cards missing. I assume it would be fine to substitute Leeroy Jenkinks with a Doomguard, but what would be a decent replacement for Gormok the Impaler?
Gormok the penetrator
I think this is self-explanatory :
CHANGES:
-1 FLAMEJUGGLER/+1 LEEROY
-1 SPAWN OF N'ZOTH/+1 GORMOK
I feel spawn of n'zoth is too slow and inconsistent. So I removed that and also did this
-1 forbidden ritual, Argent squire, defender,
+ 1 bilefin, flame juggler, frost wolf warlord, abusive. Thoughts?
I feel Frostwolf Warlord is a bad idea. You also desperately need Forbidden Ritual for Darkshire Councilman and Knife Juggler. It also helps you recover from board clears.
The rest of the edits seem fine and are similar to mine. But at the very least, I strongly suggest adding the second Forbidden Ritual back in.
Abusive is good, bilefin is ok change. But Flame Juggler and Frost Wolf Warlord are way too slow to fit in a zoo deck. Flame Juggler maybe good in some situation but Frost Wolf Warlord is just a waste in your hand because you have to wait for a situation when you can drop in.
What do u think about -1 Spawn of N'Zoth | -1 Argent Aquire
+1 Abusive Sergeant | +1 Brann Bronzebeard
I think Brann is a little slow. You have to spend 3 mana on something you might not get any values out of. I would rather play Gang boss or Councilman on turn 3 than Brann, and any card that sits in your hand waiting for an opportunity to be played in conjunction with other cards in an aggro deck is not a useful card.
Hey apocalipse, dunno if this is a good idea but I'm throwing it out there anyway. You know how some aggro decks feature big "treat" minions like Ragnaros and Dr.Boom (before standard)? I was thinking, with the current meta in which people are still trying out c'thun decks, we've seen a lot of control and I think popping in Sylvanas instead of abusive sergeant would be a great way to take advantage of that. Besides, there is no card draw in the deck (unless you've added a cult master or two) so it tends to run out of steam pretty fast, and Sylvanas would not only decrease the need for card draw but also destroy control decks while still providing great value against even aggro decks. What do you think?
Also, why no Cult masters?
You are warlock, you don't need card draw. Besides you got Forbidden Ritual which is a great flex card. Adding costly shit like sylv or leeroy just fucks up your consistent early deck which for zoo is far more important
Burst is good in many Zoos. There's a reason some of the older lists were running pre-nerf double Arcane Golem. With all of the board clears available now, it's actually a little worse than before. Leeroy Jenkins is great as a finisher, especially with Power Overwhelming. Unlike Doomguard, it doesn't potentially discard your PO, either. Even if you don't have Leeroy, I'd still recommend even just one charge minion to use as a finisher in a pinch.
frostwolf bb <3 4/4 1+1+ for each minion
Is this deck still as good if I can't afford gormok or leeroy? Thanks.
Yes
Honestly, while i agree with the Gomrok addition, i don't think it is a Leeroy deck.I am having success with the deck without either of those
I've had no problems against C'thun decks playing this one. In fact I have the easiest time with this deck. Most of the time they resign by turn 7
every time i play this on the ladder I get matched up against new C'Thun priest and the deck just cannot handle the healing from the 6/5 that heals for 10
Don't bother trading as the priest will be forced to trade into you. Try to play 2 or more big minions at once, like Sea Giant + Reliquary Seeker (which you should add at least 1 copy of), so the PW:D doesn't wipe out all your big hitters at once.
I've played a game against a Reno Paladin, who ran Eadric, Forbidden Healing, Guardian of King, Darkscale Healer etc. 3 times I got him down to 1-3 HP. It's only his good card draw that saved him (and some misplays from me). But trust me when I say even Reno will not counter the aggressiveness of this deck, let alone some weaker heals.
Of course, if the opponent have a lot of board clears then it's a different situation.