I chose to remove one Flame Imp from my zoo deck. Getting a 3/2 on the board first turn appears to be a logical play, but It seems to get killed immediately and then I just lose 3 health playing it. Alternatively, I get one shot at my opponent with the flame imp before it's killed, but then I just break even and would have been better off with any other minion (e.g. Leper Gnome). It's also terrible late game. So, despite 2x Flame Imp being a staple in all the zoo decks I see, I am going to 1 and replacing it for a second Mortal Coil. Thoughts on not playing 2x Flame Imp with zoolock? Am I missing some of its potential?
I wouldn't play any less than 2 because of how strong it is. It has the stats of a 2 drop and if it gets killed immediately then it essentially protected your 2 drop which imo is pretty important.
It overpowers everything else turn one, which is really important in Zoo. It can also fight bigger stuff, and the 3 damage to you doesn't matter that much when you're Zoo and you're rushing them into oblivion.
Flame Imp is awesome! Even as an addition on later turns (except if you expecting AoE). It's vulnerable against Backstab, that's why I just don't use it first turn without coin (some other minion) against Rogue.
Losing a Flame Imp opens a lot of potential for other cards, but the problem is that he is pretty much the ideal 1 Mana drop for Zoo. Even if he did get killed Turn 2, your opponent just left themselves open for a Knife Juggler or something. For late game, it could be possibly used as a Soul Fire cushion if health becomes a problem. You could test with 2 Coils instead, but I feel like the deck would be lacking potential with only 1 Imp.
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I chose to remove one Flame Imp from my zoo deck. Getting a 3/2 on the board first turn appears to be a logical play, but It seems to get killed immediately and then I just lose 3 health playing it. Alternatively, I get one shot at my opponent with the flame imp before it's killed, but then I just break even and would have been better off with any other minion (e.g. Leper Gnome). It's also terrible late game. So, despite 2x Flame Imp being a staple in all the zoo decks I see, I am going to 1 and replacing it for a second Mortal Coil. Thoughts on not playing 2x Flame Imp with zoolock? Am I missing some of its potential?
let me change your mind...
I wouldn't play any less than 2 because of how strong it is. It has the stats of a 2 drop and if it gets killed immediately then it essentially protected your 2 drop which imo is pretty important.
It overpowers everything else turn one, which is really important in Zoo. It can also fight bigger stuff, and the 3 damage to you doesn't matter that much when you're Zoo and you're rushing them into oblivion.
GLORIOUS PRIEST MASTER RACE
Flame Imp is awesome! Even as an addition on later turns (except if you expecting AoE). It's vulnerable against Backstab, that's why I just don't use it first turn without coin (some other minion) against Rogue.
Losing a Flame Imp opens a lot of potential for other cards, but the problem is that he is pretty much the ideal 1 Mana drop for Zoo. Even if he did get killed Turn 2, your opponent just left themselves open for a Knife Juggler or something. For late game, it could be possibly used as a Soul Fire cushion if health becomes a problem. You could test with 2 Coils instead, but I feel like the deck would be lacking potential with only 1 Imp.