Recently it feels like I've been versing Zoolock almost every single game and I really don't know how to deal with them. This is the deck I use, except I run 2 infested wolfs instead of a ram wrangler ( I don't own a ram wrangler). Are there any tech cards or playstyle tips you could offer me that would help specifically in this matchup, even if it means lowering my effectiveness against other decks?
Agree with negative comments about Dreadscale in midrange. (But he works well in my Wild Dragon/Control deck.) I tried using it in the build you are running and found Carrion Grub to be stronger vs zoo. Also agree that keeping UTH and teching Explosive Shot are both good strategies.
But I would just add this: beating zoo often means thinking differently about board control, mana conservation, and hero power use.
Playing hunter can seduce you into thinking you can always out damage others if you have to face race. Not so if you cede the board to a zoo Warlock. Prioritize board control and realize any creature you cannot remove is a target for abusive sergeant, power overwhelming, etc. So your focus should on holding the board at all costs before he starts steamrolling you.
At the same time, be on the lookout for opportunities to tap your hero power – while I am usually careful to be mana efficient – when facing Zoo I am ALWAYS looking to sneak a hero power tap every turn I can pull one off. If that means leaving a crystal glowing and not playing a card or playing a lower mana card and getting two face damage– so be it. Many Warlocks stop tapping once you get them to 20 health.
I am not saying to smorc, but prioritize tapping your hero power over larger drops. Big difference
I play a lot of both zoo and midrange hunter, so I can usually see how their hand is curving out and what to expect.
I play a lot of zoo. Kill all his minions as much as possible. Think about what cards he's going to play each turn (turn 1: imp or voidwalker, turn 2: knife juggler or dark peddler, turn 3: councilman or imp gang boss) and plan several turns ahead about how you'll kill them. Unleash is huge just to clear off 1/1s... turn 4 is pretty huge as well because he'll be looking for 2 minions for a Defender of Argus or 4 minions for Gormok value or cheap Sea Giant.
To be honest, sometimes you'll just lose because he drew great and you drew poorly, but then other times the reverse will happen. It's maybe 55/45 in Zoo's favour, but if you get Fiery Bat into King's Elekk/Huge Toad into Carrion Grub into Houndmaster you should do ok :)
I didn't try it yet, but On the Hunt seems like a great 1 drop! Helps pinging small dudes, cheap activator for Houndmaster and Kill Command, can go face and doesn't hurt your King's Elekk!
I combat zoo with a combination of 1 x explosive shot, 1 x kodo, 2 x knife juggler, 2 x unleash the hounds. weapons can also help. this makes it a more fair fight with zoo, but the downside is you're a bit weaker on turns 2-3 against most other classes. i just like to have balance in my deck and hope the mulligan puts me on the right track.
A lot of tech cards have been said; Explosive Trap, Dreadscale.
Other tech cards: Doomsayers. Literally the best turn 2 play against Zoo in a Midrange Hunter deck. At the very least you should put in at least one Flame Juggler. I'd remove the Ram Wrangler for it. Honestly my midrange deck only uses one weapon, since the bow is generally worthless against Zoo and other aggro classes, and so many players tech in weapon removal (thus instead of second bow I tossed in a Dreadscale).
Tracking; yes, Tracking. I'd take out a fiery bat for more dice rolls into your tech cards, explosive trap, unleashed.
But yeah, 1 Freezing trap max. Even if you're not teching against zoo you have Deadlyshot already and having 3 single removal spell is pretty bad as it becomes dead draws against aggro decks.
I run Doomsayer in my deck and whenever against a zoo I draw them I win, they don't have any way to deal with a doomsayers om turn 2, Once you have a minion on board on turn 3 you can easily deal with them. I suggest you to switch Fiery Bat with Doomsayer.
Try to stall out as many turns as you can until you can outvalue them in trades. I tech in 2 doomsayers for this matchup specifically, aswell as for aggro shaman.
It's still a tough matchup, but the doomsayers have won me quite a few of them. Happy hunting, fellow traveler!
Zoo is favored against your deck unfortunately. Yes, explosive trap and unleash the hounds are going to be your best answer...but a lot of the time it won't be enough. You can't be strong against everything...every deck has its kryptonite.
Knife Jugglar + Unleash the hounds is a devastating combo to zoo. Jugglar will wreck their board, Hounds mop it up.
Now you have board control and some of your best cards on the way.
I play wild mostly, but it often turns into a staredown with his floodspells and your uth. If he plays his first, you win. Also, push for damage, you often need to preasure and let him trade with your little guys.
Recently it feels like I've been versing Zoolock almost every single game and I really don't know how to deal with them. This is the deck I use, except I run 2 infested wolfs instead of a ram wrangler ( I don't own a ram wrangler). Are there any tech cards or playstyle tips you could offer me that would help specifically in this matchup, even if it means lowering my effectiveness against other decks?
Could add in Explosive trap for your Freezing. Explosive is also good against Totem Shaman
Agree with negative comments about Dreadscale in midrange. (But he works well in my Wild Dragon/Control deck.) I tried using it in the build you are running and found Carrion Grub to be stronger vs zoo. Also agree that keeping UTH and teching Explosive Shot are both good strategies.
But I would just add this: beating zoo often means thinking differently about board control, mana conservation, and hero power use.
Playing hunter can seduce you into thinking you can always out damage others if you have to face race. Not so if you cede the board to a zoo Warlock. Prioritize board control and realize any creature you cannot remove is a target for abusive sergeant, power overwhelming, etc. So your focus should on holding the board at all costs before he starts steamrolling you.
At the same time, be on the lookout for opportunities to tap your hero power – while I am usually careful to be mana efficient – when facing Zoo I am ALWAYS looking to sneak a hero power tap every turn I can pull one off. If that means leaving a crystal glowing and not playing a card or playing a lower mana card and getting two face damage– so be it. Many Warlocks stop tapping once you get them to 20 health.
I am not saying to smorc, but prioritize tapping your hero power over larger drops. Big difference
I play a lot of both zoo and midrange hunter, so I can usually see how their hand is curving out and what to expect.
Better to be the hammer than the anvil or the metal shaped between.
I play a lot of zoo. Kill all his minions as much as possible. Think about what cards he's going to play each turn (turn 1: imp or voidwalker, turn 2: knife juggler or dark peddler, turn 3: councilman or imp gang boss) and plan several turns ahead about how you'll kill them. Unleash is huge just to clear off 1/1s... turn 4 is pretty huge as well because he'll be looking for 2 minions for a Defender of Argus or 4 minions for Gormok value or cheap Sea Giant.
To be honest, sometimes you'll just lose because he drew great and you drew poorly, but then other times the reverse will happen. It's maybe 55/45 in Zoo's favour, but if you get Fiery Bat into King's Elekk/Huge Toad into Carrion Grub into Houndmaster you should do ok :)
Ibn Fahd.
I didn't try it yet, but On the Hunt seems like a great 1 drop! Helps pinging small dudes, cheap activator for Houndmaster and Kill Command, can go face and doesn't hurt your King's Elekk!
Knife Jugglar + Unleash the hounds is a devastating combo to zoo. Jugglar will wreck their board, Hounds mop it up.
Now you have board control and some of your best cards on the way.
I combat zoo with a combination of 1 x explosive shot, 1 x kodo, 2 x knife juggler, 2 x unleash the hounds. weapons can also help. this makes it a more fair fight with zoo, but the downside is you're a bit weaker on turns 2-3 against most other classes. i just like to have balance in my deck and hope the mulligan puts me on the right track.
Ram Wrangler sucks, don't use it.
A lot of tech cards have been said; Explosive Trap, Dreadscale.
Other tech cards: Doomsayers. Literally the best turn 2 play against Zoo in a Midrange Hunter deck. At the very least you should put in at least one Flame Juggler. I'd remove the Ram Wrangler for it. Honestly my midrange deck only uses one weapon, since the bow is generally worthless against Zoo and other aggro classes, and so many players tech in weapon removal (thus instead of second bow I tossed in a Dreadscale).
Tracking; yes, Tracking. I'd take out a fiery bat for more dice rolls into your tech cards, explosive trap, unleashed.
But yeah, 1 Freezing trap max. Even if you're not teching against zoo you have Deadlyshot already and having 3 single removal spell is pretty bad as it becomes dead draws against aggro decks.
Regular NA Arena Leaderboard player.
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I run Doomsayer in my deck and whenever against a zoo I draw them I win, they don't have any way to deal with a doomsayers om turn 2, Once you have a minion on board on turn 3 you can easily deal with them. I suggest you to switch Fiery Bat with Doomsayer.
Try to stall out as many turns as you can until you can outvalue them in trades. I tech in 2 doomsayers for this matchup specifically, aswell as for aggro shaman.
It's still a tough matchup, but the doomsayers have won me quite a few of them. Happy hunting, fellow traveler!
Zoo is favored against your deck unfortunately. Yes, explosive trap and unleash the hounds are going to be your best answer...but a lot of the time it won't be enough. You can't be strong against everything...every deck has its kryptonite.
Aggro --> Midrange/Combo--> Control-->Aggro
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