Imp-losion is great card because it can turn the tables all alone. Kill their only minion and create several for you. And remember, zoo has a lots of minions that buff, so little 1/1s are actually better than they seem. Also there are great synergies with Knife Juggler and Sea Giant. I like Dark Iron Dwarf too, but IMO the power level is lower than on imp-losion. The big thing is that you always need another active minion to get everything out of Dwarves.
Coming from MTG, I am control all day every day. The main reason I am playing zoo is because it's cheap. I bought Naxx and 30 boosters to get started. DE'd any non-lock, non-neutral in order to get a decent zoolock deck. Still learning the game and how to spot opportunities but it feels competent enough to grind in ranked while I learn. I may inject some more boosters if I take to the game.
EDIT: May as well share the deck:
2x Abusive Sergeant
2x Clockwork Gnome
2x Flame Imp
2x Voidwalker
2x Dire Wolf Alpha
2x Haunted Creeper
2x Ironbeak Owl
2x Knife Juggler
2x Nerubian Egg
2x Harvest Golem
1x Ogre Brute - occasionally gets around taunters
2x Imp-losion
1x Shadowflame - needed something to tidy up enemy boards, I like the asymmetry of this over Hellfire
2x Defender of Argus
1x Enhance-o Mechano
2x Doomguard
1x Loatheb
1x Sea Giant
It's a pretty standard zoo deck based on what I found on here. I think my next craft will be that blood elf that eats divine shields as those have been a pain point for me lately.
People often favor Hellfire over Shadowflame in zoo. The reason is that Shadowflame requires you to have a minion whereas Hellfire doesn't. if you have aboard then you can just trade with the minions. Also i still disagree with sea giant in zoo.
How are you doing with zoo? So far this season I got it to rank10 only. It's a real struggle. I have like a 58% win rate with it only, though I did try 3-4 variations ( including hobgoblin and mech lol ).
But I swapped the enhanco-mecano for BGH. As it turns out, you can abusive THEIR guy and bgh it, so bgh triggers on a lot more things than you'd think.
I don't know if sea giant is better than 1 extra dark iron.
With all the hunter around, you're insane to not run 2x defender of argus though. They run explosive trap now and defender completely ruins their day, making them explosive trap into a bad board that you just all save with the defender. The result is usually 6-7 extra damage plus them having to use UTH to clear the rest. Defender is also amazing at preventing you from dying to burst and amazing at enabling eggs, even if they get silenced. I often see people owl the egg and then I just taunt it to a 1/3 and kill the owl while I still get a 1/1 taunt. Really nice deal.
Implosion is just... a must now really.
I run argent squire instead of the 2/1 mech guy. The 2/1 dies to everything and the spare part is generally useless. Argent squire however kills a lot of things and can't just be pinged. It also survives aoe, which is a big deal, because zoo is all about buffing minions. The squire is extremely powerful right now I'd say. It kills webspinner and the 2/1 on its own, but when buffed it kills mechwarper, cogmaster, voidwalker, flame imp, norshire cleric and so on and so forth. The fact that it also requires 2 pings to kill is huge with explosive trap, goblin blastmage, unleath the hounds, consecration, muster for battle etc. around.
But unlike chow it does get ruined by paladins.
But I have played a lot of zoo over the last year and found that zombie chow is EXTREMELY bad in a lot of cases, outright losing you the game, even if you have the impression that you're winning the tempo war at first. The life gain is non-trivial because zoo is not a deck that grinds people down. Often your win condition is doomguard for exact lethal and the chow ruins this very often, not to mention he's an absolutely dead draw in the later turns, which is BRUTAL. Dropping a chow into aoe on turn 5 will cost you so many more games than trading with a minibot favorably will.
Anyway I'd like to see what other people think and how they are doing with zoo this season. I am mostly committed to it to get golden hero, not because I think it's the best deck.
I haven't got a chance to play too much. I've made it from rank 20 to 12 in about 2 hours time so far. Been doing ok, though the meta surely doesn't favour this deck.
I personally have found Blood Knight to be an all-star. A 3 mana 6/6 just comes out of nowhere as is great tech against Annoy-o-Trons and Shielded Minibots that would otherwise soak a bunch of damage of trade 2-for-1.
I also still feel that Imp-losion is just too inconsistent to run as a 2x. If I'm behind and I need to catchup, I'd rather have a Dark Iron Dwarf since it is a better body and can help you make a value trade to start climbing back up.
I agree that Argent Squires are better than most other 1-drops since they don't die for free and they give extra value to our buff cards.
Im actually only at 17 because ive been trying out so many different zoo lists. Including Hobgolblin, Wisp Sea Giant things, and other stuff. I don't consider its a bad draw late game to be an argument against chow. So is Flame imp and its one of the strongest zoo cards. its also even worse in most scenarios late game. Chow has better stats and trades more favorably. Its very rare where that +5 health puts me out of range because i never have chow out that late into the game.
Im curious as how Argent squire has been working. do you really think its strong enough to play. Note i dont play any 2/1 1 drops.
Also currently my deck has 2 implosions 1 argus and 1 dark iron. these number will be shifting around a lot.
The thing about chow is you play it turn 1. its generally dead by turn 3. Odds are your not missing any damage because you haven't deal any damage yet.
When I play against zoo I love it when they play Chow! I can almost always take it out and it gives me more time to use higher value to take back board control. Implosion on the other hand is a nightmare much of the time. Because my life tends to be dipping against zoo early, I more or less have to chase down those imps to stay alive while zoo is over there drawing more cards to throw at me. And if they can drop Juggler with the implosion on turn 6, ugh!
On paper implosion isn't that special but in practice it's really strong.
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Im curious as how Argent squire has been working. do you really think its strong enough to play. Note i dont play any 2/1 1 drops.
Well I don't know yet if it's better than chow, but it's definitely a lot better than clockwork gnome. Here's why: - Knife juggler, muster for battle, annoy-o-tron, webspinner, cruel taskmaster, shielded minibot, goblin blastmage, fan of knives, hero powers, unleash the hounds, consecration, holy nova etc. etc.
What's it better against? Like... erm... armorsmith?
I am basically stuck at rank10 with zoo lol. I have tried a bunch of tech cards.
defender of argus = automatic 2-of, no question
Kezan mystic = useless. It worked in one game where it stole ice block. That's it. You'd need to be playing hundreds of games for this guy to trigger a couple times. The only situation I can imagine it being good is against freeze mage or against mech mage, turn 4, stealing a mirror entity that they paid mana for. Maybe hunter if they get a lucky explosive trap, but I find half of them don't even run it and their other traps are generally only mild inconveniences for zoo.
bgh = acceptable, especially with 2x dark iron and 2x abusive. crucial against handlock and does get the stupid baron geddon.
implosion = randomly broken or terrible. I just HATE the random aspect of it. Generally though as long as it's not 2, it's fine. But 2 is backbreakingly terrible.
enhanco = crap. The only time you have enough minions out is when you're winning a LOT or when they're all 1/1 imps or spiders, in which case the buffs are almost inconsequential
sea giant = crap. Everyone is running ( and topdecking perfectly ) bgh. On top of that, it dies to all the hard removal. It's only good against mech mage, in theory, but even then it's hard to have a big board because you never want to leave them with any mechs out since blastmage is absurdly broken and wrecks you in the midgame. So seagiant just becomes a slow crap
loatheb = really good. If you manage to play him while you're ahead on turn 5-6, it's a massive tempo boost.
owl = I would never remove the one owl and consider playing 2 at this point...
power overwhelming = I would never remove 1, maybe 2 is even correct. It ends a ton of games I would otherwise lose and enables eggs hardcore
Blood knight = generally not been lucky with it but considered running it because of paladin and mech mage. I will try again. Maybe worth running enhanco- mecano? I just don't know what to cut for blood knight.
Black Knight = haven't tried. Seems it only would ever kill sludge belcher
Hellfire = Seems bad. Kills only about half of mechmage minions, if that. There's literally no zoo around to play hellfire against. I think in 90 games I have faced 3 zoo decks lol.
Most of what I have learned after playing 90 games with zoo this season is that it sucks a lot now lol. barely above 50% win rate from rank 17-10. That's trash.
I haven't got a chance to play too much. I've made it from rank 20 to 12 in about 2 hours time so far. Been doing ok, though the meta surely doesn't favour this deck.
I personally have found Blood Knight to be an all-star. A 3 mana 6/6 just comes out of nowhere as is great tech against Annoy-o-Trons and Shielded Minibots that would otherwise soak a bunch of damage of trade 2-for-1.
I also still feel that Imp-losion is just too inconsistent to run as a 2x. If I'm behind and I need to catchup, I'd rather have a Dark Iron Dwarf since it is a better body and can help you make a value trade to start climbing back up.
I agree that Argent Squires are better than most other 1-drops since they don't die for free and they give extra value to our buff cards.
When it gets right down to it Zoo feels like it should be stronger then mech Mage purely because life tap but it just isn't. Have you tried playing a zoo decks thats basically mech mage but as warlock?
This is something i was thinking about. Maybe its doomguard thats holding the deck back. sure is doomguard great with no hand of course it is. But thats the issue when you play it you either have no hand or 1 card in hand. Meaning you immediately lose to board clear. I think maybe we need to figure out a replacement for doomguard tht works just as well.
When it gets right down to it Zoo feels like it should be stronger then mech Mage purely because life tap but it just isn't. Have you tried playing a zoo decks thats basically mech mage but as warlock?
This is something i was thinking about. Maybe its doomguard thats holding the deck back. sure is doomguard great with no hand of course it is. But thats the issue when you play it you either have no hand or 1 card in hand. Meaning you immediately lose to board clear. I think maybe we need to figure out a replacement for doomguard tht works just as well.
Doomguardis too strong to replace with anything. Argent Commander can't kill Sludge Belcher and costs 6. He is an on curve answer to Belcher and is just too good at what he does to get replaced. Nothing comes close to his power level.
Mech Mage pretty much gets carried by the brokeness that is Mechwarper. Turn 3 Annoy-o-Tron + Mechwarper into Goblin Blastmage is pretty much gg. It doesn't match our card advantage but is just better at getting ahead early. They also have a lot more burst which gives them an edge over control decks and Zoo decks since we have to keep tapping to stay in the game.
When it gets right down to it Zoo feels like it should be stronger then mech Mage purely because life tap but it just isn't. Have you tried playing a zoo decks thats basically mech mage but as warlock?
This is something i was thinking about. Maybe its doomguard thats holding the deck back. sure is doomguard great with no hand of course it is. But thats the issue when you play it you either have no hand or 1 card in hand. Meaning you immediately lose to board clear. I think maybe we need to figure out a replacement for doomguard tht works just as well.
Doomguardis too strong to replace with anything. Argent Commander can't kill Sludge Belcher and costs 6. He is an on curve answer to Belcher and is just too good at what he does to get replaced. Nothing comes close to his power level.
Depending on your deck Demonheart can work as a substitute for Doomguard if your deck has a high concentration of Demons.
If you have a Demon on the field it's essentially a 5/5 with charge that you don't have to discard 2 cards for.
Worse case scenario, unlike Blessings of Kings, it's a 5 mana burn spell to kill a Sludge Belcher just leaving the 1/2 token left.
6/8 Voidwalkers are terrifying and you'd be surprised how many times the opponent will leave a 1/1 imp lying around.
That being said, the card is certainly more effective if you skew your deck more towards Demons which some are...not so great.
I am running this exact list but with 2x blood knight instead of 1that and 1 terror. How's the terror going for you?
Since the blood knight change, I am now 8-1... pretty random. I stole 2 games with it against paladin. Wrecked him. Muster for battle is still brutally unfair though lol.
I have a question. what do you consider to be your good and bad matchups overall?
Ramp/Taunt Druid is probably the worst. Paladin and Rogue can be brutal is they get their early game and clears in time, but almost anything else is manageable.
I am running this exact list but with 2x blood knight instead of 1that and 1 terror. How's the terror going for you?
Since the blood knight change, I am now 8-1... pretty random. I stole 2 games with it against paladin. Wrecked him. Muster for battle is still brutally unfair though lol.
I think Void Terror is one of the most underrated cards in Zoo. He's similar to Blood Knight in that it is a solid 3/3 for 3 but the upside he gives you is insane. You can get some crazy board swings on turn 3 or 4 with Nerubian Egg and PO. It is also great against control decks since you can sac your weak 1 health minions (which would've died anyways) and use them to get some beef.
I have a question. what do you consider to be your good and bad matchups overall?
Well I am tracking stats. Let's see...
Priest = 60% win Warrior = 62% Warlock ( all handlock ) = 45% Mage = 50% ( mech mage is favored, freeze not favored ) Druid = 50% ( just bad luck here and they are running mctech, the biggest piece of shit card to ever be designed for this game. ) Hunter = 73% Shaman = 75% Paladin = 47% Rogue = 75%
Chpw trades with stuff on turn 1 and doesn't require you to have Deathrattle. its also trades 1 for one with shielded minibot. Chow > UT
Imp-losion is great card because it can turn the tables all alone. Kill their only minion and create several for you. And remember, zoo has a lots of minions that buff, so little 1/1s are actually better than they seem. Also there are great synergies with Knife Juggler and Sea Giant. I like Dark Iron Dwarf too, but IMO the power level is lower than on imp-losion. The big thing is that you always need another active minion to get everything out of Dwarves.
Coming from MTG, I am control all day every day. The main reason I am playing zoo is because it's cheap. I bought Naxx and 30 boosters to get started. DE'd any non-lock, non-neutral in order to get a decent zoolock deck. Still learning the game and how to spot opportunities but it feels competent enough to grind in ranked while I learn. I may inject some more boosters if I take to the game.
EDIT: May as well share the deck:
2x Abusive Sergeant
2x Clockwork Gnome
2x Flame Imp
2x Voidwalker
2x Dire Wolf Alpha
2x Haunted Creeper
2x Ironbeak Owl
2x Knife Juggler
2x Nerubian Egg
2x Harvest Golem
1x Ogre Brute - occasionally gets around taunters
2x Imp-losion
1x Shadowflame - needed something to tidy up enemy boards, I like the asymmetry of this over Hellfire
2x Defender of Argus
1x Enhance-o Mechano
2x Doomguard
1x Loatheb
1x Sea Giant
It's a pretty standard zoo deck based on what I found on here. I think my next craft will be that blood elf that eats divine shields as those have been a pain point for me lately.
People often favor Hellfire over Shadowflame in zoo. The reason is that Shadowflame requires you to have a minion whereas Hellfire doesn't. if you have aboard then you can just trade with the minions. Also i still disagree with sea giant in zoo.
How are you doing with zoo?
So far this season I got it to rank10 only.
It's a real struggle. I have like a 58% win rate with it only, though I did try 3-4 variations ( including hobgoblin and mech lol ).
I just have no idea what is better.
This is the list I am running: http://www.hearthpwn.com/decks/181008-zoo-rip-undertaker
But I swapped the enhanco-mecano for BGH. As it turns out, you can abusive THEIR guy and bgh it, so bgh triggers on a lot more things than you'd think.
I don't know if sea giant is better than 1 extra dark iron.
With all the hunter around, you're insane to not run 2x defender of argus though. They run explosive trap now and defender completely ruins their day, making them explosive trap into a bad board that you just all save with the defender. The result is usually 6-7 extra damage plus them having to use UTH to clear the rest. Defender is also amazing at preventing you from dying to burst and amazing at enabling eggs, even if they get silenced.
I often see people owl the egg and then I just taunt it to a 1/3 and kill the owl while I still get a 1/1 taunt. Really nice deal.
Implosion is just... a must now really.
I run argent squire instead of the 2/1 mech guy. The 2/1 dies to everything and the spare part is generally useless. Argent squire however kills a lot of things and can't just be pinged. It also survives aoe, which is a big deal, because zoo is all about buffing minions.
The squire is extremely powerful right now I'd say. It kills webspinner and the 2/1 on its own, but when buffed it kills mechwarper, cogmaster, voidwalker, flame imp, norshire cleric and so on and so forth.
The fact that it also requires 2 pings to kill is huge with explosive trap, goblin blastmage, unleath the hounds, consecration, muster for battle etc. around.
But unlike chow it does get ruined by paladins.
But I have played a lot of zoo over the last year and found that zombie chow is EXTREMELY bad in a lot of cases, outright losing you the game, even if you have the impression that you're winning the tempo war at first. The life gain is non-trivial because zoo is not a deck that grinds people down. Often your win condition is doomguard for exact lethal and the chow ruins this very often, not to mention he's an absolutely dead draw in the later turns, which is BRUTAL. Dropping a chow into aoe on turn 5 will cost you so many more games than trading with a minibot favorably will.
Anyway I'd like to see what other people think and how they are doing with zoo this season. I am mostly committed to it to get golden hero, not because I think it's the best deck.
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I haven't got a chance to play too much. I've made it from rank 20 to 12 in about 2 hours time so far. Been doing ok, though the meta surely doesn't favour this deck.
I personally have found Blood Knight to be an all-star. A 3 mana 6/6 just comes out of nowhere as is great tech against Annoy-o-Trons and Shielded Minibots that would otherwise soak a bunch of damage of trade 2-for-1.
I also still feel that Imp-losion is just too inconsistent to run as a 2x. If I'm behind and I need to catchup, I'd rather have a Dark Iron Dwarf since it is a better body and can help you make a value trade to start climbing back up.
I agree that Argent Squires are better than most other 1-drops since they don't die for free and they give extra value to our buff cards.
Im actually only at 17 because ive been trying out so many different zoo lists. Including Hobgolblin, Wisp Sea Giant things, and other stuff. I don't consider its a bad draw late game to be an argument against chow. So is Flame imp and its one of the strongest zoo cards. its also even worse in most scenarios late game. Chow has better stats and trades more favorably. Its very rare where that +5 health puts me out of range because i never have chow out that late into the game.
Im curious as how Argent squire has been working. do you really think its strong enough to play. Note i dont play any 2/1 1 drops.
Also currently my deck has 2 implosions 1 argus and 1 dark iron. these number will be shifting around a lot.
When I play against zoo I love it when they play Chow! I can almost always take it out and it gives me more time to use higher value to take back board control. Implosion on the other hand is a nightmare much of the time. Because my life tends to be dipping against zoo early, I more or less have to chase down those imps to stay alive while zoo is over there drawing more cards to throw at me. And if they can drop Juggler with the implosion on turn 6, ugh!
On paper implosion isn't that special but in practice it's really strong.
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Well I don't know yet if it's better than chow, but it's definitely a lot better than clockwork gnome.
Here's why:
- Knife juggler, muster for battle, annoy-o-tron, webspinner, cruel taskmaster, shielded minibot, goblin blastmage, fan of knives, hero powers, unleash the hounds, consecration, holy nova etc. etc.
What's it better against? Like... erm... armorsmith?
I am basically stuck at rank10 with zoo lol.
I have tried a bunch of tech cards.
defender of argus = automatic 2-of, no question
Kezan mystic = useless. It worked in one game where it stole ice block. That's it. You'd need to be playing hundreds of games for this guy to trigger a couple times. The only situation I can imagine it being good is against freeze mage or against mech mage, turn 4, stealing a mirror entity that they paid mana for. Maybe hunter if they get a lucky explosive trap, but I find half of them don't even run it and their other traps are generally only mild inconveniences for zoo.
bgh = acceptable, especially with 2x dark iron and 2x abusive. crucial against handlock and does get the stupid baron geddon.
implosion = randomly broken or terrible. I just HATE the random aspect of it. Generally though as long as it's not 2, it's fine. But 2 is backbreakingly terrible.
enhanco = crap. The only time you have enough minions out is when you're winning a LOT or when they're all 1/1 imps or spiders, in which case the buffs are almost inconsequential
sea giant = crap. Everyone is running ( and topdecking perfectly ) bgh. On top of that, it dies to all the hard removal. It's only good against mech mage, in theory, but even then it's hard to have a big board because you never want to leave them with any mechs out since blastmage is absurdly broken and wrecks you in the midgame. So seagiant just becomes a slow crap
loatheb = really good. If you manage to play him while you're ahead on turn 5-6, it's a massive tempo boost.
owl = I would never remove the one owl and consider playing 2 at this point...
power overwhelming = I would never remove 1, maybe 2 is even correct. It ends a ton of games I would otherwise lose and enables eggs hardcore
Blood knight = generally not been lucky with it but considered running it because of paladin and mech mage. I will try again. Maybe worth running enhanco- mecano? I just don't know what to cut for blood knight.
Black Knight = haven't tried. Seems it only would ever kill sludge belcher
Hellfire = Seems bad. Kills only about half of mechmage minions, if that. There's literally no zoo around to play hellfire against. I think in 90 games I have faced 3 zoo decks lol.
Most of what I have learned after playing 90 games with zoo this season is that it sucks a lot now lol. barely above 50% win rate from rank 17-10.
That's trash.
I may try handlock later on. I dunno.
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What list are you running now?
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Here it is!
When it gets right down to it Zoo feels like it should be stronger then mech Mage purely because life tap but it just isn't. Have you tried playing a zoo decks thats basically mech mage but as warlock?
This is something i was thinking about. Maybe its doomguard thats holding the deck back. sure is doomguard great with no hand of course it is. But thats the issue when you play it you either have no hand or 1 card in hand. Meaning you immediately lose to board clear. I think maybe we need to figure out a replacement for doomguard tht works just as well.
Doomguardis too strong to replace with anything. Argent Commander can't kill Sludge Belcher and costs 6. He is an on curve answer to Belcher and is just too good at what he does to get replaced. Nothing comes close to his power level.
Mech Mage pretty much gets carried by the brokeness that is Mechwarper. Turn 3 Annoy-o-Tron + Mechwarper into Goblin Blastmage is pretty much gg. It doesn't match our card advantage but is just better at getting ahead early. They also have a lot more burst which gives them an edge over control decks and Zoo decks since we have to keep tapping to stay in the game.
Depending on your deck Demonheart can work as a substitute for Doomguard if your deck has a high concentration of Demons.
If you have a Demon on the field it's essentially a 5/5 with charge that you don't have to discard 2 cards for.
Worse case scenario, unlike Blessings of Kings, it's a 5 mana burn spell to kill a Sludge Belcher just leaving the 1/2 token left.
6/8 Voidwalkers are terrifying and you'd be surprised how many times the opponent will leave a 1/1 imp lying around.
That being said, the card is certainly more effective if you skew your deck more towards Demons which some are...not so great.
I am running this exact list but with 2x blood knight instead of 1that and 1 terror.
How's the terror going for you?
Since the blood knight change, I am now 8-1... pretty random.
I stole 2 games with it against paladin. Wrecked him. Muster for battle is still brutally unfair though lol.
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I have a question. what do you consider to be your good and bad matchups overall?
Ramp/Taunt Druid is probably the worst. Paladin and Rogue can be brutal is they get their early game and clears in time, but almost anything else is manageable.
I think Void Terror is one of the most underrated cards in Zoo. He's similar to Blood Knight in that it is a solid 3/3 for 3 but the upside he gives you is insane. You can get some crazy board swings on turn 3 or 4 with Nerubian Egg and PO. It is also great against control decks since you can sac your weak 1 health minions (which would've died anyways) and use them to get some beef.
Well I am tracking stats. Let's see...
Priest = 60% win
Warrior = 62%
Warlock ( all handlock ) = 45%
Mage = 50% ( mech mage is favored, freeze not favored )
Druid = 50% ( just bad luck here and they are running mctech, the biggest piece of shit card to ever be designed for this game. )
Hunter = 73%
Shaman = 75%
Paladin = 47%
Rogue = 75%
Most popular decks around =
Paladin - 15
Hunter - 15
Mage - 20 but split like 3/4-1/4rd mech vs freeze
Warrior - 13
Warlock ( handlock ) - 11
Druid - 10
Rogue - 8
Priest - 5
Shaman - 4
So yeah the top 3 things to tech against are mech mage, hunter and paladin.
So 2x blood knight makes sense.
Paladin is really the thing that is making zoo suck because of muster for battle. It's .. pretty stupid.
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If I had to pick any deck to play, I'd probably play control warrior right now and not zoo...yah.
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