I created a deck around Flark's Boom-Zooka for fun and then was surprised by how effective it is with the right pulls. I was curious what else the community might come up with to make the card even more viable and fun to use, so I thought I would post my experiments here and see what you all think:
If Abominable Bowman and a beast are pulled, regardless of the order, when everything dies you are guaranteed to get that beast back if it's your only dead beast.
If Necromechanic and any deathrattles are pulled, each one will trigger twice upon death.
If Spiritsinger Umbra is pulled, she will trigger all deathrattles before anything attacks.
If Spiritsinger Umbra and Necromechanic are pulled, or one or both of them are on the board already, the deathrattles pulled trigger twice before attacking.
These interactions make for some truly memorable Boom-Zookas. One game, I had King Krush die the turn before a Boom-Zooka. I played it, got two Bowman and one Necromechanic. They cleared my opponent's board and left me with four Krushes.
I have found it to work well with Krush, Charged Devilsaur, and Mechanical Whelp. Usually clears board and leaves you with one or two 7/7, sometimes with charge.
I'll leave a link to the deck I created around the Boom-Zooka below. I'm curious what you all think about the card and what you've tried that's worked in the past.
I reached legend last season with this list. It's a bit slow now that the meta has sped up but my winrate with it is still decent. By the way, I highly recommend Kathrena and DK Rexxar in Boom-zooka lists. Kathrena is a great pull from boom-zooka and she synergizes with the same beasts you need to run for Boom-zooka anyway. Pulling zombeasts from bowman is always fun
I tried this deck (whythemy), and I want to love it, but I found in the first 8 turns I kept getting some of my biggest and best deathrattle minions in-hand. It's just the nature of RNG unfortunately. I also kept NOT getting the Flark's Boom-Zooka card until late in the game, when even the practice AI had me nearly dead.
It sure is fun when it lands though. I wish there was some way to fish out the key card early, kind of like a Cavern Shinyfinder for 8+ cost cards.
I reached legend last season with this list. It's a bit slow now that the meta has sped up but my winrate with it is still decent. By the way, I highly recommend Kathrena and DK Rexxar in Boom-zooka lists. Kathrena is a great pull from boom-zooka and she synergizes with the same beasts you need to run for Boom-zooka anyway. Pulling zombeasts from bowman is always fun
My first iteration of the deck had only eight minions: two bowman, two charging devilsaur, two mechnical whelp, one krush, and one kathrena. I eventually took her out because more often than not she did nothing when pulled, either with boom-zooka or playing normally. Perhaps, though, with so many other minions in this new version, she'll have more value. I'll try her out.
I sort of agree with you on DK rexxar. The original spirit of the deck was to face the opp with all these charging beasts. Adding in non-charging beasts to the pool messes with that. Granted, wander monster sometimes does as well, but far less often. Though maybe a slower deck might work better with the boom-zooka? I will give it a try.
I tried this deck (whythemy), and I want to love it, but I found in the first 8 turns I kept getting some of my biggest and best deathrattle minions in-hand. It's just the nature of RNG unfortunately. I also kept NOT getting the Flark's Boom-Zooka card until late in the game, when even the practice AI had me nearly dead.
It sure is fun when it lands though. I wish there was some way to fish out the key card early, kind of like a Cavern Shinyfinder for 8+ cost cards.
Yeah, I hear you. It is definitely RNG focused. It is definitely closer to the fun side of things than the competitive side.
Why not give NightCrawl3r's deck a try? I haven't played it yet, but maybe it's more consistent than my deck.
Here's the best "Flark" I've had so far, against an even lock that had a giant out on turn 3, a fat drake, and Rin. It wasn't looking too good for me until turn 8!
I created a deck around Flark's Boom-Zooka for fun and then was surprised by how effective it is with the right pulls. I was curious what else the community might come up with to make the card even more viable and fun to use, so I thought I would post my experiments here and see what you all think:
These interactions make for some truly memorable Boom-Zookas. One game, I had King Krush die the turn before a Boom-Zooka. I played it, got two Bowman and one Necromechanic. They cleared my opponent's board and left me with four Krushes.
I have found it to work well with Krush, Charged Devilsaur, and Mechanical Whelp. Usually clears board and leaves you with one or two 7/7, sometimes with charge.
I'll leave a link to the deck I created around the Boom-Zooka below. I'm curious what you all think about the card and what you've tried that's worked in the past.
Nice, just packed Flarks last night but had no idea what to build around with it so I'll give this a shot!
This does look like a lot of fun! Congratz on building a good homebrew decks out of underrated cards, this feels refreshing! :)
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I tried this deck (whythemy), and I want to love it, but I found in the first 8 turns I kept getting some of my biggest and best deathrattle minions in-hand. It's just the nature of RNG unfortunately. I also kept NOT getting the Flark's Boom-Zooka card until late in the game, when even the practice AI had me nearly dead.
It sure is fun when it lands though. I wish there was some way to fish out the key card early, kind of like a Cavern Shinyfinder for 8+ cost cards.
This is a super neat card that I hope sees a tiny bit more support. it is SO unique that it has to be good somewhere.
My first iteration of the deck had only eight minions: two bowman, two charging devilsaur, two mechnical whelp, one krush, and one kathrena. I eventually took her out because more often than not she did nothing when pulled, either with boom-zooka or playing normally. Perhaps, though, with so many other minions in this new version, she'll have more value. I'll try her out.
I sort of agree with you on DK rexxar. The original spirit of the deck was to face the opp with all these charging beasts. Adding in non-charging beasts to the pool messes with that. Granted, wander monster sometimes does as well, but far less often. Though maybe a slower deck might work better with the boom-zooka? I will give it a try.
Yeah, I hear you. It is definitely RNG focused. It is definitely closer to the fun side of things than the competitive side.
Why not give NightCrawl3r's deck a try? I haven't played it yet, but maybe it's more consistent than my deck.
Here's the best "Flark" I've had so far, against an even lock that had a giant out on turn 3, a fat drake, and Rin. It wasn't looking too good for me until turn 8!
The Flark's Boom-Zooka recruited Spiritsinger Umbra, and Mechanical Whelp x 2 resulting in a board clear and leaving behind four 7/7 Mechanical Dragon 's lol!
https://hsreplay.net/replay/jNkFpdUX53bfbcDXD95x6c
It's an outlier, sure, but fun diversion if your not just grinding all day.