how do you beat this board on turn 6 if you were him???? the void terror+doomguard+nerubian+flame imp was summoned all at once on turn 5, threathening lethal next turn!
I also realize zoo is not that easy to play like everybody said....positioning is so important, counting lethal is so important...
I'm so bad at zoo, I've missed like 3 lethals today coz i didn't count the dmgs...It's coz i dont usually have a massive board to count dmgs lol
Board cleared and you have an empty hand. From there heal up and maintain board control. Perfect hand needed? Sure, but to be fair you had the perfect opening cards.
*Edit: If you argue silence isn't run often a Soulpriest+Double Circle of Healing+Hero power will also clear the board.
Also not terribly viable since the current priest meta doesn't run silence. With that kind of start there is no real way for the priest to come back. Either they had a bad starting hand and couldn't control your board, or they just failed to control your board. Either way it's a solid win.
Board cleared and you have an empty hand. From there heal up and maintain board control. Perfect hand needed? Sure, but to be fair you had the perfect opening cards.
hm...yes this will clear the board, interesting solution!
hm...yes this will clear the board, interesting solution!
Back when I played Magic I used to enjoy the puzzles they put up on their site. They gave you a board, showed you your hand, and any relevant information needed (like the next couple cards you would draw) and gave you an objective. It could be anything from survive the next turn to finish the game this turn. Those were always fun and now I sort of think that way when I see screenshots 8D
hm...yes this will clear the board, interesting solution!
Back when I played Magic I used to enjoy the puzzles they put up on their site. They gave you a board, showed you your hand, and any relevant information needed (like the next couple cards you would draw) and gave you an objective. It could be anything from survive the next turn to finish the game this turn. Those were always fun and now I sort of think that way when I see screenshots 8D
wow...doing such puzzles all the time actually help you get better in hearthstone...
i was looking at it, i was trying to come up with a solution for him to clear myself...i couldn't figure it out
best i thought would be double sw:d, clears 2 minions and taking 8 dmg next turn
Zoo's in a good place with the coming Leeroy/Buzzard nerf. The speedy hunter decks outpaced zoo and filling some units on the board made it pure card draw/hound fodder. With the hunter being scaled back you'll see more zoo.
If you're gonna go murloc, go druid. Much better class cards to compliment them. Though your win rate will be roughly the same.
I prefer lock. Utility comes from a few different creatures and you're pretty low on spells to begin with. Druid doesn't offer much in the way of draw so it's Nourish or Lore-tree for draw. That's pretty late/wasting a turn for a murloc deck that needs to be speedy.
Key cards I find to make murloc work with a warlock are Soulfire and Mortal Coil. The coil picks off injured creature so he can't trade and nets you an extra card for cheap. The hero power is a constant draw mechanism with your extra mana so you can always play 2 cards a turn. Power overwhelming is invaluable for cheaply steamrolling those early beefy taunts while only trading a cheap murloc or shaving off those last few life points.
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and realized it's still going strong!!!
how do you beat this board on turn 6 if you were him???? the void terror+doomguard+nerubian+flame imp was summoned all at once on turn 5, threathening lethal next turn!
I also realize zoo is not that easy to play like everybody said....positioning is so important, counting lethal is so important...
I'm so bad at zoo, I've missed like 3 lethals today coz i didn't count the dmgs...It's coz i dont usually have a massive board to count dmgs lol
Hopefully will get better with it!
edit: turn 6 instead of 5 for opponent
Ok, how do you counter this on turn 5:
1. Silence Void Terror
2. Drop a Soul priest.
3. Run both spiders into the Dreadlord.
4. Circle of healing.
5. Hero power the dreadlord.
Board cleared and you have an empty hand. From there heal up and maintain board control. Perfect hand needed? Sure, but to be fair you had the perfect opening cards.
*Edit: If you argue silence isn't run often a Soulpriest+Double Circle of Healing+Hero power will also clear the board.
Also not terribly viable since the current priest meta doesn't run silence. With that kind of start there is no real way for the priest to come back. Either they had a bad starting hand and couldn't control your board, or they just failed to control your board. Either way it's a solid win.
hm...yes this will clear the board, interesting solution!
you can't do that on turn 5 without coin you won't have the mana for the hero power at the end you need 6 you only have 5.
it was already turn 6....sorry about that
my turn was 5, his was 6
Back when I played Magic I used to enjoy the puzzles they put up on their site. They gave you a board, showed you your hand, and any relevant information needed (like the next couple cards you would draw) and gave you an objective. It could be anything from survive the next turn to finish the game this turn. Those were always fun and now I sort of think that way when I see screenshots 8D
wow...doing such puzzles all the time actually help you get better in hearthstone...
i was looking at it, i was trying to come up with a solution for him to clear myself...i couldn't figure it out
best i thought would be double sw:d, clears 2 minions and taking 8 dmg next turn
zoo will always be a strong deck because it has a very consistent theme.
Yeah, Zoolock still doing alright or may be I would said, good...
Check it out: <[Season 8]> Tautadin ←Click
Oh yeah, onto the actual strength of zoo :P
Zoo's in a good place with the coming Leeroy/Buzzard nerf. The speedy hunter decks outpaced zoo and filling some units on the board made it pure card draw/hound fodder. With the hunter being scaled back you'll see more zoo.
murloc is like cheating lol
If you're gonna go murloc, go druid. Much better class cards to compliment them. Though your win rate will be roughly the same.
I prefer lock. Utility comes from a few different creatures and you're pretty low on spells to begin with. Druid doesn't offer much in the way of draw so it's Nourish or Lore-tree for draw. That's pretty late/wasting a turn for a murloc deck that needs to be speedy.
Key cards I find to make murloc work with a warlock are Soulfire and Mortal Coil. The coil picks off injured creature so he can't trade and nets you an extra card for cheap. The hero power is a constant draw mechanism with your extra mana so you can always play 2 cards a turn. Power overwhelming is invaluable for cheaply steamrolling those early beefy taunts while only trading a cheap murloc or shaving off those last few life points.