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Zoo Is Back - Easy Climb

  • Last updated Aug 1, 2018 (Spiteful Nerf)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Zoolock
  • Crafting Cost: 4720
  • Dust Needed: Loading Collection
  • Created: 6/30/2017 (Un'Goro Launch)
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  • Battle Tag:

    Oshigawa#2992

  • Region:

    EU

  • Total Deck Rating

    66

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Work in progress for new expansion

Deck overview


Our old friend Zoo is alive and well. With some new additions, it's quite competitive too. All who played Zoo since the beginning of Hearthstone knows what's it all about - extremely low curve deck that cares little about the owners health, with a goal of overwhelming the opponent and rushing him down before he can stabilize into late game. Unfortunately, with all the board clears that have been introduced since then, our pal was having a hard time for a while. But we got eggs, and we got all sorts of activators, and we got ourselves some new friends. Let me introduce you to every one of them.

Minions

Flame Imp - You already met him a few times before, 3/2 for 1 mana is and will be unbeatable always. 

Kobold Librarian - Hey there little fella. Besides drawing us a card, new addition to the crew's got a nice aggressive stat line that's quite convenient in a zoo deck.

Possessed Villager - 1/1 that gives another 1/1 for 1 mana. Besides being utterly good, it dies twice, so our Corridor Creeper can get a lot cheaper FAST and our Knife Juggler can pop a shot which is crucial early game.

Sanguine Reveler - Egg-popper, 1 mana 3/3, great card.

Dark Peddler - When you need that extra Power OverwhelmingSoulfire or Mortal Coil, you'll usually get one of those.

Darkshire Councilman - Since you'll be using a lot of small minions whose purpose is usually to deal some damage and die very soon, why not use to to pump some meat up in the form of juicy minion. Spells doom for your opponent quite quick if left unattended.

Void Terror - Some may call it slow, some may call it old and useless, but i love this card. I don't think you'll have a lot of problems popping the eggs, but casting this besides eggs and minions with Power Overwhelming gives you a monster for a low price.

Ravenous Pterrordax - Underused pal, like a lot better Vicious Fledgling. Stealth and Windfury with a Power Overwhelming in your hand is GG in most cases. Did i mention it can pop eggs?

Knife Juggler - With so many minions that give some more minions it makes sense to use our evergreen friend. Every bit of damage counts!

Defender of Argus - Is there a more than having to waste attack just to spawn 4/4 or 5/5 for the opponent? I don't think so.

Leeroy Jenkins - If you don't have this one, than why are you even playing this game? Excellent finisher that can drop even a 14 health hero to zero if you have to Power Overwhelmings ready to roll.

Corridor Creeper - Star of the deck, newest addition to our Zoo army. Wut, it's 7 mana ffs! 7 mana my ass, if you have him in your starting hand, you'll be playing him on turn 3. Lots of salt there will be.

Spells

Power Overwhelming - Our Leeroy Jenkins finisher spell, indirect big target removal spell, egg popper, [card]Void Terror[card] feeder, what else to say.

Imp-losion - I put one of these back in the deck, imps are great target for feeder cards if you don't have enough eggs. Plus, they die easy, making our Corridor Creeper in the process. Great in combo with Darkshire Councilman

Eggs


Eggs are very important in Zoo. First, they are useful for holding back your opponent from using board clears, resulting in suboptimal plays. Second, as a target for Sanguine Reveler, Void Terror, Defender of Argus and Ravenous Pterrordax. Third, they spawn a minion, which is another shot for Knife Juggler[card]. In all situations they are meant to die, which decreases the cost of [card]Corridor Creeper even further.

[card]Nerubian Egg[card] - A simple two mana egg which gives us a nice 4/4 minion which is resistant to Priest single target removal.

Devilsaur Egg - This one is a bit more expensive, but gives you a 5/5 monster ready to rumble.

Guide

If you get Corridor Creeper in your starting hand, always keep it! As for other things, follow the curve, Flame ImpPossessed VillagerKobold LibrarianKnife Juggler and Dark Peddler are all good choices.

I'm not going to teach you how to play Zoo, but it's not all about banging face. Take care of minion positioning, trade smart and lookout for board clears. Don't overextend unless you're positive your board won't be cleared, your minions are fragile. Deck is very resilient to AoE due to eggs, so use them smart. Try baiting out removal and putting the opponent in an unfortunate situation that you have at least Nerubian or Devilsaur at the start of next turn.

Void Terror in combination with Power Overwhelmed Egg and Defender of Argus is perfect for fending off aggro since you can get from 4-6 extra health from the eggs. Ravenous Pterrordax is also fabulous against Priests because of its annoying four health, same as Nerubian, so try playing Nerubian Egg instead of Devilsaur Egg when battling Priest.

Deck can shell out ridiculous amounts of damage, especially if you discover some more Power Overwhelming, which is usually the case. As soon as the opponent is under 15 health it's usually game over.

If you have two Power Overwhelmings in your hand, try getting windfury and stealth from Ravenous Pterrordax, won me many games. 3 health+taunt is usually the best choice if you don't have stealth and you are playing against aggressive deck.

If you're playing against Priest, don't touch the attack. If you need to remove few smaller minions, opt for divine shield and windfury.

Happy climbing!