Saviors of Uldum Guide
Good deck, obviously. As someone who doesn't have many Adventure cards, I've had to be creative and if you are in my boat I'd recommend the following substitutions:-2 Imp Gang Boss+1 Imp Master+1 Spawn of N'Zoth-2 Defender of Argus (if you don't have Gang Boss the value of DoA in this deck goes way down. You can certainly keep them or keep 1 but you'll typically be beefing up Squires and Voidwalkers. To me that's not worth crafting these if you don't have them).+2 Sea Giant-1 Gormok the Impaler (good card but I don't want to craft him, and Soulfire has the same effect)+1 Dark Iron Dwarf good card and personally I'd put 2 in and take out either a Voidwalker or the Argent SquireIf you really want to diverge from this deck, remove the other Voidwalkers and/or Argent Squire (whichever 2 are left if you followed the Gormok swap advice) and add Doomguard and Void Terror. I have won a lot of games because I've been able to drop 11 damage from my hand (Leeroy + Doomguard) on turn 10. And Void Terror, although definitely not in the current Zoo meta, is just a good followup when using Power Overwhelming to keep your tempo up.Good luck!
The only reasonable substitution you made is dark iron dwarf for germock
The other replacements decrease deck quality too much . Getting Imp gang boss isn't even that hard . you can get him in 2 weeks or sooner by saving gold .