This thread is probably incredible pointless and due my mediocre written english a pain in the butt to read but I honestly don't care too much.
The last few days I came back to playing Zoo after month of abstinence and a failed "creative" deck I made myself after the nerf of Undertaker. I found the deck from Capen, made some minor changes and did play ladder and I think I haven't played as much ladder in month and the main reason is the enjoyment of playing a true Zoo deck again.
While Undertaker Zoo was without the shadow of a doubt the strongest Zoo deck, looking back at it did take away a lot of the enjoyment I had with Zoo. Instead of using every card in your deck as a tool for basically the same task, suddenly there was this one minion you really cared about which is not was Zoo should be about. Undertaker in Zoo was the shotgun on the renaissance fair, the gun in a bar brawl.
The beauty of Zoolock is not the brute power but the elegance of using numbers and tempo. People call Zoolock an aggro deck and it kinda was during the prime of DR Zoo but I never thought of it that way. For me Zoo unites both tempo, value and control in a way no other deck in HS does, the only aggressive part in Zoo is the tempo you try to develop. With Undertaker Zoo T1 - T3 were basically a given, you wanted to develop your Undertaker because you knew if you buff it up, you have the most powerful tool in the box.
Without undertaker it's not nearly that easy if you care about value and you should. You have to know what you have to expect from you opponent to get the best value of every single minion. Trading 1 for 1 just isn't good enough unless your minion did cost you a lot less mana. I never played a deck were the decision which one drop to play on T1 did influence the game so strongly because every minion matters and even if it's just a 1/1 that forces the opponent to use his AoE prematurely.
While I agree that Zoo is probably one of the easiest to learn decks, the skill cap is sky high. While most control decks are reactive and combo heavy and the skill there is to the when and how to set up the removal and the finisher, Zoo is much more proactive.
The amount of DR minions in Naxx gave Zoo a depth that it just didn't have before. Position and planing ahead got only more crucial and knowing your deck and the chances of the cards you draw got important. Trading and pressuring with Zoo is fairly easy, they key and challenge is in the positioning and composition of the board otherwise you'll not survive any AoE.
I think the beauty of Zoo is the intransigency and the simplicity. You go into a game with the intention of dictating it from start to finish, you don't only try to control the board but force sub-optimal plays from your opponent, denying and big value plays and you sacrifice life and cards if you have to for that. You life tab to yourself to HP amounts other decks would throw healing on themselves to keep up tempo and board advantage.
I think most Zoo players started playing Zoo for the same reason I did: necessity. It's incredible dust effective but still it's complex and because of that it's interesting to play.
So... yeah... This was utterly pointless but what ever. Yay zoo I guess.
PS: Gimme back 0 mana soulfire! Dark Bomb sucks and imp-losion is totally meh.
4
A fun card card for rogue's. Can be very dangerous or life saving. Fits in with GvG
5
A weapon to give a Paladin extra boost in burst damage or clearing the board
Flavor text: "In the Light, we are one."
1
a 6/7 would just make him stronger, maybe make his boom bots be 0/1's with the possible chance to hit anything on the board