I'm surprised people can hit legend with Zoo. It's such an easy deck to counter now and there are plenty of decks that kill both Zoo and other Meta decks so this is interesting to know. Congratulations lionspawN7.
Low ManaCurve and consistent opening hands make this deck a beast in early game. Mid-Game, the attrition game and board control from Zoo can put a lot of decks in Burst damage range.
If your deck is designed to shine Late-Game, Zoo has bad news for you. Even if you have counters for ZooLock, you have to draw into it and hope it will be enough. You don't have the raw draw-power from ZooLock nor the resiliency from AOE/wipe effect.
That's why I do think ZooLock is Legend worthy : you don't have really bad draws/start, and prey on your opponent's weakness or hole in their own draws/curve. Not all decks are that consistent.
As a F2P player, last season was my first in HS world, still I made Rank5 with budget Aggro/ZooLock. This season, I'm Rank4 and only got my Leeroy yesterday. I think that the additional burst could put me to Legend Rank, and I'm sure there are better players around that have already reached Legend with any iteration of ZooLock (and not only Reynad's pet/netDeck). ie :lionspawN7
You guys are hilarious. Theorycrafting over this deck. You are rambling on for 7 pages what card can be exchanged and what not and on ladder all you do is flooding the board without any hesitation.
But i have an advice for all of you: Stop copying the deck of others and maybe, just maybe craft your very own deck. Crafting your own deck is most of the fun in games like hearthstone. And by crafting your own deck i dont mean you to copy reynads deck, swap one or two cards in and out and start calling it my own self made deck.
Today i encountered a Druid Token Deck with a great usage of Mark of the wild, or a shaman with his freezing spells.((rank 2-3) I lost to both of them but this is what makes the game fun: creativity and talking afterwards what ideas are behind their decks. Hearthstone could be so much more but zoo is completely destroying this part.
You are all missing out on that important part of hearthstone + you aggravate everybody else on ladder with your deck, it´s just not fun to play against, even a after a victory you are glad it´s finally over. I dont know, if "success" on ladder is really worth all this.
You might find the fun in deck building, not all people do. I don't find fun in running a race for 26 miles, but others do. You may have crafted your own deck, but that does not mean that there is not already a deck like that out there. If I create my own deck and it runs similar to zoo, I'll be called for netdecking whether I did or not. I actually don't mind netdecking, as I pretty much know what they are going to play every turn. It makes the game really easy. I either draw what I need or don't. The skill in this game is less than other games, because they want people to get lucky and win sometimes even when they are not as good as their opponent. There was a brilliant game called Vs. that had much less RNG and much more skill to win. People still netdecked, but without a great pilot, they often crased and burned. I know that I'm as good as almost every other player, but my natural unluckiness at life translates to fewer wins in this game. I do much better at a more skill based game like Vs.
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There are 3 kinds of people in the world. Those that can count and those that can't.
I tried to climb up the ladder to get leg but it didnt really work out. I startet from 5 yesterday and made it to 5 star rank 4. But then I went down again to 5 again after about 100 games.
My deck is the same as Wolfy23s deck now but didnt improved anything. My win rate was at 80% yesterday and now Im at 50% so basicly the last 20-30 games were nearly 40%. Any tips?
Like mulligan? Do you usally keep a soulfire or not? It is better to start playing 2x 1mana or 1x 2mana at first round with coin? I have the feeling if I coin for knight jugler it gets killed immediatly
Like mulligan? Do you usally keep a soulfire or not? It is better to start playing 2x 1mana or 1x 2mana at first round with coin? I have the feeling if I coin for knight jugler it gets killed immediatly
Only ever coin out Jugglers against Pallys. Possibly against Locks, if they didnt put anything down.
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Omar Little: "Look man, I do what I can do to help y'all. But the game is out there, and it's either play or get played."
I'm surprised people can hit legend with Zoo. It's such an easy deck to counter now and there are plenty of decks that kill both Zoo and other Meta decks so this is interesting to know. Congratulations lionspawN7.
Low ManaCurve and consistent opening hands make this deck a beast in early game. Mid-Game, the attrition game and board control from Zoo can put a lot of decks in Burst damage range.
If your deck is designed to shine Late-Game, Zoo has bad news for you. Even if you have counters for ZooLock, you have to draw into it and hope it will be enough. You don't have the raw draw-power from ZooLock nor the resiliency from AOE/wipe effect.
That's why I do think ZooLock is Legend worthy : you don't have really bad draws/start, and prey on your opponent's weakness or hole in their own draws/curve. Not all decks are that consistent.
As a F2P player, last season was my first in HS world, still I made Rank5 with budget Aggro/ZooLock. This season, I'm Rank4 and only got my Leeroy yesterday. I think that the additional burst could put me to Legend Rank, and I'm sure there are better players around that have already reached Legend with any iteration of ZooLock (and not only Reynad's pet/netDeck). ie :lionspawN7
I know how the deck works, I used to play Zoo, but honestly I don't think it's that good anymore. People have gotten used to playing against it and probably all the current legend ranked players can deal with it. I hit legend by basically praying for Miracle Rogue and Zoo since those are basically free wins for the deck I was using to climb with (Token Druid). F2P or not really doesn't matter when it comes to hitting legend and it's also less about the cards and more about how you play, ie: decision making in game + mulligan decisions. The deck I ran doesn't have Legendary cards and still does completely fine and wrecks Zoo pretty badly most of the time.
I tried to climb up the ladder to get leg but it didnt really work out. I startet from 5 yesterday and made it to 5 star rank 4. But then I went down again to 5 again after about 100 games.
My deck is the same as Wolfy23s deck now but didnt improved anything. My win rate was at 80% yesterday and now Im at 50% so basicly the last 20-30 games were nearly 40%. Any tips?
Like mulligan? Do you usally keep a soulfire or not? It is better to start playing 2x 1mana or 1x 2mana at first round with coin? I have the feeling if I coin for knight jugler it gets killed immediately
I think the current meta is great for Zoo. Only bad match ups are aggro hunter and aggro mage, everything else is either even or favored for Zoo. Had time to played a couple of games at legend with the same Zoo deck, and went 6 - 1, and I'm now at legend rank 172.
You probably need a little more experience with the deck. Zoo is all about consistency, so even small improvements on your play will improve your rank quite a bit over time.
Knife juggler is usually bad as a turn 2 play for Zoo. You want to save it until you can drop other minions after him on the same turn for instant value. The only time I would play Knife Juggler on turn 2 is if I have coin, and I have a 1 drop, and the opponent has a 1 hp minion on the board. Think of Knife Juggler as a mid game minion in Zoo, and not an ideal turn 2 play.
With Zoo, you generally mulligan for strong turn 1 and turn 2 plays. Pretty much never keep anything that would only get played by turn 3 or later. Note that when you have the coin, Mukla and Harvest Golems are potentially turn 2 plays, so it may be correct to keep them.
Coin is super good for Zoo, because it allows you to do the strongest openings for this deck with two 1 mana drops. The best openings are dropping one minion from the "aggressive" group (Flame Imp/Leper Gnome) and one minion from the "toughness" group (Void Walker/ShieldBearer/Argent Squire), WHILE having Dire Wolfe Alpha in your hand. If you have Dire Wolf Alpha or Abusive Sergeant on your hand, dropping two minions from the "toughness" group is almost as strong. 2 minions from the "aggressive" group is also a decent opening, but a little too aggressive, and doesn't maintain board control as well.
I keep Soulfire in my opening hand if I already have a solid turn 1 play AND if I'm facing a class that can drop something early that I would want to Soulfire. So classes like Druid, Shaman, Warlock, Mage would qualify. But if you do not have a strong turn 1 play, always always mulligan it for a better turn 1.
I tried to climb up the ladder to get leg but it didnt really work out. I startet from 5 yesterday and made it to 5 star rank 4. But then I went down again to 5 again after about 100 games.
My deck is the same as Wolfy23s deck now but didnt improved anything. My win rate was at 80% yesterday and now Im at 50% so basicly the last 20-30 games were nearly 40%. Any tips?
Like mulligan? Do you usally keep a soulfire or not? It is better to start playing 2x 1mana or 1x 2mana at first round with coin? I have the feeling if I coin for knight jugler it gets killed immediately
I think the current meta is great for Zoo. Only bad match ups are aggro hunter and aggro mage, everything else is either even or favored for Zoo. Had time to played a couple of games at legend with the same Zoo deck, and went 6 - 1, and I'm now at legend rank 172.
You probably need a little more experience with the deck. Zoo is all about consistency, so even small improvements on your play will improve your rank quite a bit over time.
Knife juggler is usually bad as a turn 2 play for Zoo. You want to save it until you can drop other minions after him on the same turn for instant value. The only time I would play Knife Juggler on turn 2 is if I have coin, and I have a 1 drop, and the opponent has a 1 hp minion on the board. Think of Knife Juggler as a mid game minion in Zoo, and not an ideal turn 2 play.
With Zoo, you generally mulligan for strong turn 1 and turn 2 plays. Pretty much never keep anything that would only get played by turn 3 or later. Note that when you have the coin, Mukla and Harvest Golems are potentially turn 2 plays, so it may be correct to keep them.
Coin is super good for Zoo, because it allows you to do the strongest openings for this deck with two 1 mana drops. The best openings are dropping one minion from the "aggressive" group (Flame Imp/Leper Gnome) and one minion from the "toughness" group (Void Walker/ShieldBearer/Argent Squire), WHILE having Dire Wolfe Alpha in your hand. If you have Dire Wolf Alpha or Abusive Sergeant on your hand, dropping two minions from the "toughness" group is almost as strong. 2 minions from the "aggressive" group is also a decent opening, but a little too aggressive, and doesn't maintain board control as well.
I keep Soulfire in my opening hand if I already have a solid turn 1 play AND if I'm facing a class that can drop something early that I would want to Soulfire. So classes like Druid, Shaman, Warlock, Mage would qualify. But if you do not have a strong turn 1 play, always always mulligan it for a better turn 1.
Zoo vs Agro hunter is tilted in favor of zoo. If the hunter doesn't draw both explosive traps relatively early, zoo generally wins. The one match-up the unleash nerf hurt the most was this one. Not really sure where you're getting "rush hunter > zoo" but thats absolutely not correct (I know this not only from my experience, but watching many streams). I would advise not holding back minions in order to play around unleash or them putting an explosive out (you will just fall behind on dmg doing so). The best way to play the match-up as the zoo player is to just spam your stuff.
Playing a variation of the Questing Adventurer zoo lock (posted earlier in this thread) in EU ladder right now.Currently rank 3, close to rank 2. Climbed from rank 6 to rank 2 yesterday, then dropped to 3 today. But slowly climbing again.
I'd say zoo is pretty damn relevant still in the current meta. I'm actually having a decent win-rate against miracle rogues as well, surprisingly enough. I think my worst match ups are the aggro mage and control paladin. Shaman and handlock being 50/50 and mirror matchup being in favor of me. But I dont have any stats to back that up and its taken from a small portion of games (played yesterday and today) so take it with a grain of salt. :P
Hoping for legend this weekend. :P Although I probably jinxed myself by saying that..
For those that run Faerie Dragons, can you explain the choice and how they've been useful? Never seen them in zoo before and am curious how it fits.
For me they take up the slot of Amani Berserker. Most of the time the Amani is targeted to hit for 3, and I don't get the full use out of it. The Faerie Dragon on the other hand is much more survivable, and has a constant 3 damage. It's guaranteed board presence unless they summon minions to kill it.
How does zoo beat handlock? Play around their molten giants, don't set them at 10 hp or lower and trade when you can to avoid a game ending shadowflame. Works well for me anyways.
Low ManaCurve and consistent opening hands make this deck a beast in early game. Mid-Game, the attrition game and board control from Zoo can put a lot of decks in Burst damage range.
If your deck is designed to shine Late-Game, Zoo has bad news for you. Even if you have counters for ZooLock, you have to draw into it and hope it will be enough. You don't have the raw draw-power from ZooLock nor the resiliency from AOE/wipe effect.
That's why I do think ZooLock is Legend worthy : you don't have really bad draws/start, and prey on your opponent's weakness or hole in their own draws/curve. Not all decks are that consistent.
As a F2P player, last season was my first in HS world, still I made Rank5 with budget Aggro/ZooLock. This season, I'm Rank4 and only got my Leeroy yesterday. I think that the additional burst could put me to Legend Rank, and I'm sure there are better players around that have already reached Legend with any iteration of ZooLock (and not only Reynad's pet/netDeck). ie :lionspawN7
You might find the fun in deck building, not all people do. I don't find fun in running a race for 26 miles, but others do. You may have crafted your own deck, but that does not mean that there is not already a deck like that out there. If I create my own deck and it runs similar to zoo, I'll be called for netdecking whether I did or not. I actually don't mind netdecking, as I pretty much know what they are going to play every turn. It makes the game really easy. I either draw what I need or don't. The skill in this game is less than other games, because they want people to get lucky and win sometimes even when they are not as good as their opponent. There was a brilliant game called Vs. that had much less RNG and much more skill to win. People still netdecked, but without a great pilot, they often crased and burned. I know that I'm as good as almost every other player, but my natural unluckiness at life translates to fewer wins in this game. I do much better at a more skill based game like Vs.
There are 3 kinds of people in the world. Those that can count and those that can't.
Hey what are your opinion on the current meta?
I tried to climb up the ladder to get leg but it didnt really work out. I startet from 5 yesterday and made it to 5 star rank 4.
But then I went down again to 5 again after about 100 games.
My deck is the same as Wolfy23s deck now but didnt improved anything. My win rate was at 80% yesterday and now Im at 50% so basicly the last 20-30 games were nearly 40%. Any tips?
Like mulligan? Do you usally keep a soulfire or not? It is better to start playing 2x 1mana or 1x 2mana at first round with coin? I have the feeling if I coin for knight jugler it gets killed immediatly
Only ever coin out Jugglers against Pallys. Possibly against Locks, if they didnt put anything down.
Omar Little: "Look man, I do what I can do to help y'all. But the game is out there, and it's either play or get played."
I know how the deck works, I used to play Zoo, but honestly I don't think it's that good anymore. People have gotten used to playing against it and probably all the current legend ranked players can deal with it. I hit legend by basically praying for Miracle Rogue and Zoo since those are basically free wins for the deck I was using to climb with (Token Druid). F2P or not really doesn't matter when it comes to hitting legend and it's also less about the cards and more about how you play, ie: decision making in game + mulligan decisions. The deck I ran doesn't have Legendary cards and still does completely fine and wrecks Zoo pretty badly most of the time.
I think the current meta is great for Zoo. Only bad match ups are aggro hunter and aggro mage, everything else is either even or favored for Zoo. Had time to played a couple of games at legend with the same Zoo deck, and went 6 - 1, and I'm now at legend rank 172.
You probably need a little more experience with the deck. Zoo is all about consistency, so even small improvements on your play will improve your rank quite a bit over time.
Knife juggler is usually bad as a turn 2 play for Zoo. You want to save it until you can drop other minions after him on the same turn for instant value. The only time I would play Knife Juggler on turn 2 is if I have coin, and I have a 1 drop, and the opponent has a 1 hp minion on the board. Think of Knife Juggler as a mid game minion in Zoo, and not an ideal turn 2 play.
With Zoo, you generally mulligan for strong turn 1 and turn 2 plays. Pretty much never keep anything that would only get played by turn 3 or later. Note that when you have the coin, Mukla and Harvest Golems are potentially turn 2 plays, so it may be correct to keep them.
Coin is super good for Zoo, because it allows you to do the strongest openings for this deck with two 1 mana drops. The best openings are dropping one minion from the "aggressive" group (Flame Imp/Leper Gnome) and one minion from the "toughness" group (Void Walker/ShieldBearer/Argent Squire), WHILE having Dire Wolfe Alpha in your hand. If you have Dire Wolf Alpha or Abusive Sergeant on your hand, dropping two minions from the "toughness" group is almost as strong. 2 minions from the "aggressive" group is also a decent opening, but a little too aggressive, and doesn't maintain board control as well.
I keep Soulfire in my opening hand if I already have a solid turn 1 play AND if I'm facing a class that can drop something early that I would want to Soulfire. So classes like Druid, Shaman, Warlock, Mage would qualify. But if you do not have a strong turn 1 play, always always mulligan it for a better turn 1.
Zoo vs Agro hunter is tilted in favor of zoo. If the hunter doesn't draw both explosive traps relatively early, zoo generally wins. The one match-up the unleash nerf hurt the most was this one. Not really sure where you're getting "rush hunter > zoo" but thats absolutely not correct (I know this not only from my experience, but watching many streams). I would advise not holding back minions in order to play around unleash or them putting an explosive out (you will just fall behind on dmg doing so). The best way to play the match-up as the zoo player is to just spam your stuff.
I wrote a small guide for the Zoo deck I made Legend with (and still climbing! 116 now):
Would appreciate any feedback and up votes if you like it.
Playing a variation of the Questing Adventurer zoo lock (posted earlier in this thread) in EU ladder right now.Currently rank 3, close to rank 2. Climbed from rank 6 to rank 2 yesterday, then dropped to 3 today. But slowly climbing again.
I'd say zoo is pretty damn relevant still in the current meta. I'm actually having a decent win-rate against miracle rogues as well, surprisingly enough.
I think my worst match ups are the aggro mage and control paladin.
Shaman and handlock being 50/50 and mirror matchup being in favor of me.
But I dont have any stats to back that up and its taken from a small portion of games (played yesterday and today) so take it with a grain of salt. :P
Hoping for legend this weekend. :P Although I probably jinxed myself by saying that..
For those that run Faerie Dragons, can you explain the choice and how they've been useful? Never seen them in zoo before and am curious how it fits.
For me they take up the slot of Amani Berserker. Most of the time the Amani is targeted to hit for 3, and I don't get the full use out of it. The Faerie Dragon on the other hand is much more survivable, and has a constant 3 damage. It's guaranteed board presence unless they summon minions to kill it.
Hi I always lose to handlock. how does zoo face this match up?
I don't think you do. I play handlock and zoo about 50/50 and unless I get the shittiest draw, I always beat zoo with it. Them's the breaks.
faerie is strong. most of ur buffs come from other minions anyway
How does zoo beat handlock? Play around their molten giants, don't set them at 10 hp or lower and trade when you can to avoid a game ending shadowflame. Works well for me anyways.
www.twitch.tv/alleymonkey
Try to play around hellfire (placing your deathrattles down) and avoid putting him to 10 life before you have a way to deal with moltens