[FastClimb] Cheap ZOO - in depth...
- Last updated May 21, 2016 (Old Gods)
- 27 Minions
- 3 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Zoolock
- Crafting Cost: 2100
- Dust Needed: Loading Collection
- Created: 5/17/2016 (Old Gods)
- Registered User
Total Deck Rating
I just build a new deck and have really good winrate with it - 74%! I suggest you might want to check it out: http://www.hearthpwn.com/decks/549781-fastclimb-aggro-freeze-revolution-of-freeze
Hi, my name is Trebkiller and I would like to share some expirience with my cheap ZOOLock.
Getting bored of playing this OP deck with unending winstreaks? :D Try a really funny (but also not bad) Renounce Darkness ZOO!: http://www.hearthpwn.com/decks/540125-top-legend-forsen-s-renounced-zoo-great-fun#c58
The most important thing with this deck is to know when to trade and when to hit the face. To help with that decision, just try to always predict what will happen - this includes board clears such as Lightning Storm or Consecration etc. It is a good idea to go and check some decks here to know what can you expect ;)
You also have to learn when to trade and when to go face; you should kill key minions like Flamewaker Tunnel Trogg etc. And some other high priority/value trades. Otherwise let your opponent do it!
Never be afraid to life tap. But also, only do it if you have no minion to play - you should always use as much mana as possible. Life shouldn't matter much since with this deck you control the board, but to control the board you have to play minions whenever it's possible. Also, keep in mind that sometimes you have to sacrifice your stronger minions on board to have upper hand in the following turns. Keep in mind that all the minions are expendable. Anyway, just practice!
This deck i based on tempo! You should take board controll very early and use it as your advantage in midgame. It is very important to curve out really well, but also not to overcome the board if you don´t have to! If you have enough board presence you should never play more minions unless you can easily make a new one from your hand. You have to keep on mind that your oponent might have some board clears!
If you don´t have Sea Giant just use Volcanic Drake as it is a card from an adventure.
-1 Doomguard -> +1 Spawn of N´Zoth or +1 Dark Iron Dwarf
If you don´t have Dark Peddler I suggest you put in any other good 2 drop, something like Bilefin Tidehunter or so...
-2 Imp Gang Boss -> +2 Harvest Golem or +1 Harvest Golem and +1 Cult Master
As not all players who play ZOO are low on budget here are some "rich man" options or just some changes you might like ;)
-1 Doomguard -> +1 Leeroy Jenkins - I personally don´t like this change as I use Doomguard to make the board better against all theese shamans, but can be good as well :D
-1 Abusive Sergant -> +1 Forbidden Ritual
You can opt in Gormok the Impaler for a Doomguard or for Dark Iron Dwarf if you opted him in ;)
Here it´s simple, just keep all those powerfull earlygame cards like Flame Imp , Possesed Villager , Voidwalker , Dark Peddler , Flame Juggler etc.
Deck Synergies and Combos
I personally do like the earlygame pressure this way: t1 Voidwalker and t2 Dire Wolf Alpha but it does not work out all the time :D
Talking about Dire Wolf Alpha - it´s a really strong card in this deck. Works well with Forbidden Ritual for clearing the board (it is not a bad idea to play Dire Wolf Alpha when your small 1/1s can already attack to steal some value of potencial boar clears.
Sea Giant is a card where sometimes your Maths skills come to play. The thing about him is, that you can lower his mana cost by hitting with Imp Gang Boss and both minions survive (you spawn a 1/1 and no minions die -> it´s very rare thou). You can play your 1 mana minions "for free", but you also have to keep on mind that your opponent´s minions do count as well so always play him before trading. And last but not least, beware of being surprised by your board being full so you can´t play him. ;)
This is pretty obviously a really important thing and yet a lot of players I come up against don´t give a sh*t about it.
You should always think of potencial Defender of Argus od Dire Wolf Alpha You can use Defender of Argus to get that 1hp on your Imp Gang Boss ant get a potencial of a 1/1 Imp, to make a good trade, to get the taunt against aggro and even to get a minion out of range of Shadow Word:Pain or so...
Also keep on mind that Imp Gang Boss always spawns Imps on the right (we all know it, but it´s not a bad thing to think of) Working on it ATM
Working on it ATM!
Deck is missing something. It's a no win unless the RNG is on your side.
SO...I'm missing 1 Sea giant and 1 defender of Argus, Can I replace them with Molten Giant and Sunfury Protector good enough as replacements? (I COULD craft Defender, but I'm just a few hundred dust away from a legendary)
Molten Giant is pretty bad in this deck (and most decks atm). The reasonSea Giant works is that you can flood the board and play Sea Giant really cheap. With this sort of deck if you're low enough on HP to play Molten that often means you're about to lose. A replacement I would consider if you're making a budget deck is a simple Frostwolf Warlord. It fills a similar role in that it can be a big card that benefits from you having a lot of cheap minions.
Defender of Argus is really good in zoo, but you may be able to replace him with something like a Dark Iron Dwarf. The taunt from Argus can be useful, but most of the time you use it for the buffs.
Oh right, I forgot the nerf to molten giant.
Yeah.. before the nerf Molten was pretty much only used in Handlock, with occasional appearances in off-meta Mage or Warrior decks. After the nerf Molten Giant pretty much died, and Handlock pretty much died with it (to be replaced by RenoLock).
i like the golden animation of this deck
Deck for copy paste noobs.
Am I doing something wrong? I just can't win with this deck. I'm 7-13 and can't get past rank 17. I follow the guide's reccomendations and just keep getting wrecked, mainly by mages, hunters, and warriors which seem to be the only classes I play against. (9 of my 20 matches are against hunter, all mid-range).
I don't have Imp Gang Boss, is that a factor in my struggles?
Is there any room for a Brann in here? He can be a lifesaver in control matchups (Yes, those still exist).
First Zoo deck that's worked for me since Standard Format began, so I'm one happy camper. 70% win rate over 10 games, ranks 14-16. As an almost-F2P player, I made a few substitutions:
-2 Sea Giant -> +2 Volcanic Drake
-2 Imp Gang Boss -> +2 Harvest Golem
Yeah, that was silly. No idea why I sub'd the Imp Gang Bosses out. I put 'em back. And -- surprise! -- they work just fine.
frostwolf warlord seems simillar but definietly not as good as sea giant
Is ti a good idea to add weapon removal to the deck, because I'm that a harrison might be great because of the amount of shamans playing doomsayer and theamout of warrioir playing, axe, acenite and gorehowl, and you might use it on a hunter or rogue if you run into them. You could replace a flame juggler with ooze
Cult Master in a warlock deck? lolz the netdecking is real. It's so funny to board clear zoolocks and then watch them die to fatigue because of this single card.
Obviously doesn't have a lot of smarts in his pocket either.
AoE can bring some trouble to this deck
Personally I'm playing C'Thun druid and I have 90-95% winrate against zoos.
Deck is so bad it beggars belief. What kind of idiots are upvoting this? Every deck is running a million residentsleeper board clears and this loses to everything.