All Basic "Token" Zoo
- Last updated May 6, 2014 (Live Patch 5170)
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Wild
- 26 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 0
- Dust Needed: Loading Collection
- Created: 5/6/2014 (Live Patch 5170)
- Atlatrozius
- Registered User
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- 1
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- 10
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Battle Tag:
N/A
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Region:
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Total Deck Rating
28
Overview
This is an All-Basic deck that I was working on to help out some of my friends newer to the game. It functions similar to the standard zoo in that it can easily out trade an opponent early on and has ways to fix numbers to create more favorable situations. The main win condition of this deck is to be able to amass a large number of minions and drop a 7/7 or higher Frostwolf Warlord or the Stormwind Champion to generate large advantages.
Card Choices
Murlock Tidehunter, Razorfen Hunter and Dragonling Mechanic
These cards serve as the primary means of gaining "token" the cards that the deck runs off of. Those tokens can then be used with buffs or abilities to add more damage to trade up against larger minions. In the end game these tokens serve to empower your Frostwolf Warlord and Stormwind Champion.
Elven Archer and Ironforge Rifleman
Normally these low mana "pinging" minions are overlooked but in this deck they can be used to great use to trade up. Their battlecries can be paired with things like Mortal Coil to kill 2 health targets for "free" and develop the board, or they can be paired with smaller token cards to take on a variety of threats.
Bluegill Warrior and Wolfrider
The charge minions in this deck serve a purpose of allowing the player to more quickly respond and control the early board. In addition to their early pressure and ability to solve, they can be used in some cases to add the extra damage to finish of the opponent. Rushing down an opponent is not this deck's primary roll so be careful when pushing for damage as you can easily get punished for it.
Voidwalker and Sen'jin Shieldmasta
Both of these taunts are rather useful in their cost efficiency and ability to protect good trades. They become especially important when playing against Druid or Rouge as can block the hero power from hitting your one health tokens.
works even today, Bilefin Tidehunter is a nice and relatively cheep upgrade for it's basic counterpart, i also took out Wolfrider for Dire Wolf Alpha and got good results.
I swapped out the stormwind for my sea giant... I'm stiill juggling with tossing some raid leaders in here like my other cheap deck runs...when you have 4 or 5 minions out, and you drop 1-2 raid leaders, you change the game
I'm not sure it matters..if I have 5 minions out on turn 5, I'm either dominating, or about to be forced to make an unfavorable trade...in the former, doesn't matter if I drop an 8/8...in the latter, it might keep my momentum up. This instead of a 7/7 that makes everyone a little stronger.
I also have gone zoo because I have a few good pro-zoo commons... So I play a bloog imp and flame imp, harvest golem.
I've also been gambling a pit lord "cuz I have it", but it's never seen any play so far. Might go out for something more useful+light like a loot hoarder or engineer.
Yeah the Sea Giant is generally slightly better than the SWC as it is less harsh on the mana curve most of the time as it can be played with a few other smaller drops although the downside is that it is able to be Big Game Hunter'd.
As for additions the big ones that I was working with are Knife Jugglers, Dire Wolf Alpha and some sticky minions like Argent Squire and Harvest Golem. Dark Iron Dwarf and Abusive Sergeant also add a lot of potential to trade up to the deck as well.
This is a solid deck...I agree with the Sea Giant swap, also, I swapped out Bloodfen Raptor for Faerie Dragon as well for obvious reasons...